When wearing the armour, you gain a +1 to your armour class, and you gain advantage on dexterity saving throws. The Armour has five charges, which recharge at Dawn, and can be expended in the following ways:
Spell Speed- You can expend two charges to cast any spell that costs one action, as a bonus action.
Swift Step- You can expend one charge to take the Dash or Disengage action as a bonus action.
Quickened Mind- as a reaction, you can expend one charge to gain advantage on any Intelligence, Wisdom, or Charisma check.
Cursed: if any charges are spent, the bearer must make a DC 12 Charisma Saving Throw. The DC goes up by 1 for every charge missing from the armour. On a success, nothing happens. On a failure, the bearer becomes Manic for 1 hour. They are considered Charmed by themselves, and become filled with unnatural confidence and energy. The bearer cannot stand still for even one moment, and must use all of their movement speed every round, or suffer 1d4 psychic damage at the end of their turn.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
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