This armor was crafted by a magical rogue with the intention of creating the perfect complement of stealth and protection.
Armor is built from an extremely light but strong element, not found on the natural plane. It allows the wearer to hide it under clothes while providing maximum protection to body, arms, and legs.
It allows stealth checks to be taken without disadvantage. All dexterity skill checks and saves that the user is proficient in have advantage while wearing the armor and carrying nothing in your hands.
Imbued within the metal are 4 spell charges. 1d4 Charges are gained at night, Fully restored if no spells were used in that day. Spells are limited to enchantments, illusions, or evocations.
Other spells can be added by casting the spell on the item for 2 weeks. Doing so requires all material components needed to cast the spell. If more than 2 days go by without working on the armor, it fails and there's a 10% chance the other enchantments will misfire or fail work for the future of the armor. A maximum of 5 enchantments can be placed on this armor.
Darkness (modified): The user can say the command word and cast a magical darkness in a 10ft radius that only the wearer of the armor can see through. This lasts 1 minute and travels with the wearer.
Invisibility: The user can say the command word and cast invisibility on themselves that lasts for the spell's duration. Attacking, casting another spell, or using another command word, dispels the invisibility.
Suggestion: The wearer can say the command word and cast suggestion. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Notes: Advantage: Dexterity Ability Checks, Only an Arcane Trickster of Level 5 could attune to this armor., Str. 15 Required, Stealth Disadvantage
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