(a cup of water)A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
• When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
• If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.