Robe of the old lich

Wondrous item, legendary (requires attunement by a wizard of none-good aligement)

These black and grey robes carry a scent of decay and death. While holding them a strange sense of power fills you, promising even more if only you prove worthy. While attunend to this robe you gain +1 to AC.

You also have 6 Sorcerery Points as described in the players handbook pg 102 that once per long rest that can be used on the following metamagic feats.

Extended Spell When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours.

When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours. Subtle Spell When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components.

When casting a spell from the Necromancy school you can expend 3 of your Sorcerery Points to treat a number of dice, equal to your Inteligence modifier as having landed on their highest number. This can only be used once per long rest.

Robe of the old lich (Awakened)

Wondrous item, legendary (requires attunement by a wizard of none-good aligement)

These black and grey robes carry a scent of decay and death. While holding them a strange sense of power fills you, promising even more if only you prove worthy. While attunend to this robe you gain +2 to AC.

You also have 8 Sorcerery Points as described in the players handbook pg 102 that once per long rest that can be used on the following metamagic feats.

Extended Spell When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours.

When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours. Subtle Spell When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components.

When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to a bonus action for this casting only.

When casting a spell from the Necromancy school you can expend 4 of your Sorcerery Points to treat a number of dice, equal to your Inteligence modifier as having landed on their highest number. This can only be used once per long rest.

Robe of the old lich (Exalted)

Wondrous item, legendary (requires attunement by a wizard of none-good aligement)

These black and grey robes carry a scent of decay and death. While holding them a strange sense of power fills you, promising even more if only you prove worthy. While attunend to this robe you gain +2 to AC.

You also have 10 Sorcerery Points as described in the players handbook pg 102 that once per long rest can be used on the following metamagic feats.

Extended Spell When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours.

When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours. Subtle Spell When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components.

When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to a bonus action for this casting only.

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to a bonus action for this casting only. Empowered Spell When rolling damage for a spell you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. This meta magic feat can be used in combination with others.

When casting a spell from the Necromancy school you can expend 5 of your Sorcerery Points to treat a number of dice involved in the spell, equal to your Inteligence modifier as having landed on their highest number. This can only be used once per long rest.