While a Paladin wears this armour, they can use their Bonus Action to trigger many effects. Roll 1d12 to determine the effect:
Here, use this one: [roll]1d12[/roll]
1-2: Spikes: Spikes erupt from the earth in a 30-foot square around the user. They take the form of small mountains or stone caltrops (your choice), and deal 6d10 Piercing damage on anything in this space.
3-6: Eruption: Spectral spears or arrows (your choice) explode out from you in a 10-foot Emanation centered on you. Anything in this area takes 4d10 Piercing damage and must succeed on a DC 23 Strength saving throw or be pushed to the outside edge of the Emanation.
7-11: Power of Devotion: Energy from your deity rages forth to strike your foes. Choose up to eight targets in a 40-foot sphere around you. Each of these targets takes 4d12 Radiant, Psychic or Necrotic (your choice) damage and has the incapacitated condition until the end of your next turn.
12: Maul of Omen: A massive, spectral hammer slams down in a 60-foot square around you. Everything in that area takes 8d12 Bludgeoning damage. If this damage reduces a target to 0 Hit Points, the target is flattened.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: a Paladin, Str. 15 Required, Stealth Disadvantage
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