Living Lightning (5e Equipment)
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Armor (Plate), artifact (required by a non-evil aligned creature)
When lightning strikes, it is said to never strike the same place twice. This armor stands to prove otherwise. During the forging of this armor, the blacksmith making the armor was struck by lightning, not one, not twice but 13 times in a matter of 1 minute. This amount of electricity flowing through the air as he struck his hammer caused a spark. This spark took all that energy and infused it into the armor but not before a powerful soul bound itself to the steel. From then on, Living Lightning was born.
Magic Item. Living Lightning is a magic item that grants +3 AC while worn. Living Lightning also functions as Boots of Levitation, Boots of Speed, Ioun Stone (Agility) and Ioun Stone (Awareness), and the armor does impose disadvantage on stealth.
Charged. Whenever a creature attuned to this armor is subjected to lightning damage, it regains the damage as hit points. Any damage that exceed the maximum hit points for the creature are temporary hit points, which last until after a long rest.
Flowing Energy. Living Lightning has 20 charges and regains 3d6 + 2 expended charges daily at dawn. If you are wearing this armor, you can use an action and expend 1 or more charges to cast one of the following spells (DC 19): Call Lightning (3 Charges), Lightning Bolt (3 Charges), Haste (3 Charges), Disintegrate (6 Charges) and Chain Lightning (6 Charges). You can also use an action to cast Shocking Grasp, Shatter, Thunderwave, Spider Climb, Thunderclap and Heat Metal without expending a charge.
Electrified. When a creature hits you with a melee attack, they take 3d6 lightning damage. In addition, your melee attacks deal an additional 2d6 lightning damage on hit.
Sentient. Living Lightning is a energetic young adult that enjoys going fast and seeing lightning fly through the air. It will often activate its ability to use the Boots of Speed and Boots of Levitation to fly in a limited fashion, often without the consent of the creature wielding it. If the creature wearing this armor does not want it to take over and have them fly, it must make a DC 15 Strength saving throw to stop it from happening. Living Lightning has an Intelligence of 14, Wisdom of 10 and Charisma of 18. If the creature attuned to this armor does not at least use the functions of the armor at least once during a 4 hour period, a conflict occurs.