Skin of the Windrider

Armor (leather), rare (optional attunement)

This intricate set of leather armor has been crafted from a marsh Hydra's hide, powerful blue dragon scales, and the fur of a young Vocalith. Reaching out while the armor is not worn sends a tingling sensation through your limbs, as if it hums with a soft potential. When its wearer swings their limbs, a whoosh can be heard. When wind rushes past it while in the air, it resolves into a deep growl.

While wearing this leather armor, you have a +1 to your AC.

Take Flight

Your high and long jump distances are calculated with your dexterity instead of strength, and are doubled. Jumping still costs movement as normal, so you may not jump beyond the amount of movement you have left.

Charged Talons

Your natural weapons gain a +1 bonus to attack rolls. When you deal damage with your natural weapons while attuned to this armor, you may choose to convert it to lightning damage. If you do so, that attack deals an additional 1d4 lightning damage.

Compounded Acceleration

While attuned to this armor, your maximum fall damage increases to 30d6. Additionally, your falls accelerate more than they should. For every 10ft fallen, you add 2d6 instead of 1d6 to your fall damage.

Stormborn Dive

When you fall at least 10 feet while attuned to this armor, you can choose one of the following effects before landing:

Thunder's Crash.

You can expend any remaining movement to burst forth with a thunderous boom, accelerating midair. When you land, each creature within 10 feet of you must succeed on a Constitution saving throw or take thunder damage equal to the roll of your fall damage, or half on a success. For each creature included in the area, you halve the fall damage you would take.

Dragon's Plunge.

If you would land directly on top of a creature, you can use an action to prepare an attack with a melee weapon. If you hit, the target is knocked prone, and if the target is flying, it is dragged to the ground with you. Roll the total fall damage you would have taken: you take none of it, and the target takes lightning damage equal to half the total roll. If you miss, you continue plummeting to the ground.

Controlled Roll.

When falling at least 20 feet, you can reduce the fall damage you take by an amount equal to a Dexterity (Acrobatics) check * 2. If this reduces the damage to 0, you do not fall prone, and may move a distance up to 1/4 of the fall without spending your movement or provoking opportunity attacks.

Hydra Hide

This armor automatically repairs itself of any damage sustained. Additionally, when you finish a long rest while attuned to this armor, you may roll one of your hit dice and gain its result as temporary hit points. Those hit points are vulnerable to fire and acid damage.