Pearl of Power 500g
Spell Anchor 1000g
Staff of Healing - 7000g
Ioun Stone (Absorption) 6,000g
Ring of Telekinesis - 8000g
Wand of Lightning Bolts - 3000g
Enhanced Walloping Ammunition - 5 pieces of ammo. Deal normal damage. A creature hit by the ammunition must succeed on a DC 15 Strength saving throw or be knocked back 10 feet and prone. Cost 300g per 5 pack
The following specific suits of armor are usually preconstructed with exactly the qualities described here.
Name
Adamantine Armor
Armor +1/+2/+3/+4/+5
Armor of Invulnerability
Armor of Resistance
Armor of Vulnerability
Demon Armor
Dragon Scale Mail
Dwarven Plate
Elven Chain
Glamoured Studded Leather
Mariner's Armor
Mithril Armor
Plate Armor of Etherealness
Price
Effect
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
You have a bonus to AC while wearing this armor. For instance, while wearing +1 Platemail, your AC would be 19 instead of 18. It would be AC 20 if you were wearing +2 Platemail.
You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing this armor. Once this special action is used, it can't be used again until the next dawn.
You have resistance to one type of damage while you wear this armor. The DM choose the type or determines randomly from the options below.
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor. Wearing the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance)
While wearing this armor, you gain a +1 bonus to AC and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved up to 10 feet.
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency in medium armor.
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. the armor is decorated with fish and shell motifs.
Mithral is a light, flexible metal. A mitral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.