Armor of Command
Armor (heavy), Rare (requires attunement)
Aura: Moderate Enchantment
While wearing this armor, you project an aura of confidence, bolstering allied forces. Each allied creature within 120 feet of you that can see you has advantage on Wisdom saving throws.
Armor of Concealed WizardryArmor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)Aura: Moderate (+1) , Strong (+2) or Very Strong (+3) Illusion
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. In addition, the armor appears nonmagical to spells and magical effects that detect magic.
Armor of Continual CleanlinessArmor (light, medium or heavy), CommonAura: Faint Transmutation
This suit of magical armor is continuously clean. It is never dirty, nor does it rust or show blemishes.
Armor (light or medium), CommonAura: Faint Evocation
While wearing this armor, you and everything you wear and carry are unharmed by temperatures up to 150 degrees Fahrenheit. This does not grant any sort of resistance against fire damage.
Armor of Cure Wounds Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)Aura: Moderate (+1) , Strong (+2) or Very Strong (+3) Evocation
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. In addition, you can cast the cure wounds spell, targeting yourself, using your spellcasting ability modifier. Once you have done so, you cannot do so again until the following dawn.
Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. As you could imagine, among 6,000+ magic items, there are quite a few different sets of armor that show up, which means there are still a few more of these left.