Armor (studded leather), very rare (requires attunement by a Wizard or Sorcerer)

While wearing this armor, you gain the following benefits:

 

You have a +1 bonus to AC, spell attack rolls, and your spell save DC

Your spellcasting ability is 18. (This has no effect if your spellcasting ability is higher than 18).

You are able to breathe normally in any environment for up to 24 hours

The armor can’t be removed from you against your will.

 

The armor has 10 charges and regains 1d6 + 4 charges daily at dawn. As a bonus action or as a reaction, you may expend some charges to perform the following actions. Spells cast with the armor have a DC of 17:

  • You may change the damage type of a spell to a different type (1 charge)
  • Cast a cantrip (1 charge)
  • Cast a 1st level spell (2 charges)
  • Cast a spell with a casting time of 1 action (4 charges)
  • Regain a 4th level spell slot (4 charges)
  • Regain a 5th level spell slot (5 charges)

For each hour the suit is in use, it consumes 1 charge. When the armor reaches 0 charges, it instead starts consuming the user's life force. At the start of each hour, you take 2d12 necrotic damage. You may also convert your life force into charges at the cost of 2d12 damage per charge.

 

An unusual suit of armor meant for spellcasters. Lightweight metal plates covered in arcane runes are placed over a set of leather armor, protecting the wearer's vital organs. Wires and tubes run beneath the plates into the leather, providing power to the armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Notes: Wizard or Sorcerer

Aquabirb

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