Armor (half plate), rare (requires attunement)

This horrid looking armor with protuberances is made from chunks of the thick flesh of "spell eaters", huge instectoid creatures from the Far Realm that feed on magic and are drawn to the Material Plane. Clerics from the arcana domain were the first ones to discover the special properties of these creatures, such as repelling and consuming spells, and started implementing some of their parts into their armors.

Spell Interceptor. This item holds 4 charges, and it regains 1d4 expended charges daily at dawn. As a reaction, you can use one of its charges to cast the Counterspell at 3rd level, or you can spend one additional charge for each level higher than 3rd level that you choose to cast it. On a successful interruption, instead of countering the spell, it is stored within the armor for 1 minute, or until another spell is intercepted. As a bonus action, you can release the spell from the armor at the same level it was originally cast, with the caster's spell save DC.

If you are not a spellcaster when you first attune to this item, choose whether Intelligence, Wisdom, or Charisma is your spellcasting ability to cast Counterspell through this feature.

Magical Restoration. If a spell is stored within the armor, you can choose to replenish your magical source of power. As a bonus action, you can dispel the spell stored and gain one spell slot equal to the level the spell was originally cast. If your character cannot cast spells, or you do not wish to replenish your available spell slots with it, you receive instead 3d8 + the level at which the spell was cast as temporary hit points.

Once you use this feature, you can't do so again until you complete a long rest.

 

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Notes: Stealth Disadvantage

FragranceMan

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