Clockwork Armor (5e Equipment)
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This magical armor appears to be made out of brass and bronze, and comes with many additional parts including cogs, bolts, and pistons.
The armor has 5 charges. While wearing this armor, you can expend some of its charges to use one of the features below:
Accelerated Armor. You can expend 1 charge to take the Dash action as a bonus action. If you do so, your jumping distance is tripled until the end of the turn.
Hidden Arsenal. As a bonus action, you can expend 1 charge to produce one of the following weapons in one of your empty hand, craftily hidden in the armor: a club, a dagger, or a sickle. The weapon is magical, and cannot be thrown or removed from your hand while produced. As a bonus action, you can replace the produced weapon with another one from the list above or sheathe the weapon back into the armor.
Piston-Propelled Punch. When you hit a creature with an unarmed strike, you can expend 1 charge to deal an additional 1d10 bludgeoning damage with the attack.
The armor regains 1d4+1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the armor's power source is completely depleted, becoming a nonmagical armor.