Shardplate (5e Equipment)
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Armor (plate), legendary
This suit of magic armor has 5 charges and regains 1 expended charge daily at dawn. For each charge it has, the shardplate grants you a +5 bonus to movement speed. While wearing shardplate, add your Dexterity modifier to your AC, up to ½ the current number of charges it has.
As long as your shardplate has at least 1 charge, you may jump as far as your base speed without a running start and you are immune to soulshear effects and effects that would remove parts of your body, such as those of a sword of sharpness or vorpal sword.
Shardplate can be disabled by taking too much damage in combat. Each hit from a shardblade expends 1 charge, as does a critical hit from any other weapon. Critical hits from a shardblade expend two charges. When a suit of shardplate has no remaining charges, your maximum speed is halved, and any movement or action (including doffing the armor) first requires a successful DC 25 Strength (Athletics) check.