Bulky
Apprentice
While wearing this armor you have disadvantage on acrobatics and sleight of hand checks
Noisy
Apprentice
Armor with the noisy trait gives disadvantage to stealth checks
Skilled
Apprentice
Choose a skill or tool. You gain a +1 Bonus to that skill check. This can be taken multiple times choosing the same skill or a different skill each time. This bonus cannot exceed +3.
Cover
Prerequisites: Heavy property on shied
Journeyman
When you have a shield raised with the cover property, you gain the benefits of half cover against ranged attacks. Creatures that are 5ft behind you also get the benefit.
Reinforced
Journeyman
This armor gains the Reinforced (3) property, granting them B/P/S damage reduction equal to the number attached to the property. If your armor already possesses the Reinforced property it is increased by 2. You can reinforce armor three times, this cannot be apply to shields.
Spiked
Journeyman
This item can be used as a weapon as a bonus action, dealing 1d6 piercing damage on a hit. You can apply this property to both armor and shields.
Bulwark
Master
While you are wearing armor with the Bulwark trait, can use half the armor bonus instead of their dexterity modifier for dexterity saves
Loose Fitting
Master
Your movement is unrestricted while in this armor. You gain an additional 10 ft of movement.
Wrist-Mounted
Master
Shields with the Wrist-Mounted trait are counted as having a free hand while wielding this shield. This cannot be used with a shield that has the heavy property.
COLOSSAL
Legendary
Prerequisites: Heavy armor
This suit of armor doubles in size when donned. While wearing this armor, you gain the effect of the “Enlarge” option of the enlarge/reduce spell. You can activate or dismiss this effect as a bonus action.
ETHEREALNESS
Legendary
This suit of armor is infused with space warping technology. While wearing this armor, you can use your action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you use an action to end it. Once you use this ability, you can’t do so again until you finish a long rest.
FLEET
Legendary
Prerequisites: Light armor
This armor is designed to maximize the wearer’s speed. While wearing this armor, your speed increases by 10 feet, you have advantage on initiative rolls, and opportunity attacks against you are made with disadvantage.
IMMORTAL
Legendary
Prerequisites: Medium or heavy armor
Whenever you drop to 0 hit points and don’t die outright, you can make a DC 13 Constitution saving throw. If you succeed, you drop to 1 hit point instead. You can use this ability three times, and you regain all expended uses of it when you finish a long rest. Additionally, you have advantage on death saving throws.
MIRRORED
Legendary
Prerequisites: Light armor
While wearing this armor, you can cast the mirror image spell without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a short or long rest.
SPELLGUARD
Legendary
This armor is covered in protective sigils and charms. While wearing this armor or shield, you have advantage on saving throws against spells.
WARDING
Legendary
Prerequisites: Medium armor or a shield
This shield or suit of armor generates a field of force, protecting its wearer from harm. As a bonus action on your turn, you can gain temporary hit points equal to half your level.
FORGE PLATE
Legendary
Prerequisites: Heavy armor, requires fire resist material
You build a miniature furnace into this suit of armor, as well as layers of heat-dispersing materials. While wearing this armor, you have immunity to fire damage.
Additionally, when you take the Dash action, you can choose to cast the wall of fire spell (DC = 8 + your proficiency bonus + your strength or constitution modifier) without using a spell slot or spell components as part of that action. The wall appears at the end of your turn. Instead of creating a straight or ringed wall of fire, the wall follows the path along the ground over which you moved on your turn, up to a distance of 60 feet. Once you use this property, you can’t use it again until you finish a short or long rest.
These properties require a raw material with that trait. You may incorporate one raw material into your item when crafting it and gain its benefits. Other raw material upgrades use both the material and upgrade slots.
Hooked
Apprentice
You can use an action to fire up to 60 ft of rope with a grappling hook at the end and embed it into a surface. You may also fire the hook as a reaction when falling. You may use a bonus action to retract the rope, pulling you to the point in which the hook is embedded.
Temperature protection
Apprentice
You do not suffer adverse effects as a result of being in the stated temperature.
Diving
Journeyman
You gain a swimming speed equal to your walking speed, and you do not have to hold your breath.
Shock Absorption
Journeyman
You have resistance to fall damage.
Elemental Adaptation
Master
When hit by an attack dealing elemental damage (Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder), you may use a reaction to gain resistance to that damage type for the next minute. You can only be resistant to one damage type at a time as a result of this ability.
Fortified
Master
You have resistance to bludgeoning, piercing, or slashing damage (choose when you create or purchase the armor). If another instance of this property or resistant is applied to an item that already has it, the property is replaced, and the mod slots are freed.
Resistant
Master
You resist the stated damage type. If another instance of this property or fortified is applied to an item that already has it, the property is replaced, and the mod slots are freed.
Suppressant
Master
A devil fruit user cannot wear this armor. While you are grappling a devil fruit user while wearing this armor, they must succeed on a DC 20 Constitution saving throw or be incapacitated. They can make the save again at the start of each of their turns. While they are in contact with the armor, any devil fruit effects, including zoan transformations, immediately end, and they are unable to use any devil fruit abilities until they cease contact with the seastone armor.
FORGE PLATE
Legendary
Prerequisites: Heavy armor, requires fire resist material
You build a miniature furnace into this suit of armor, as well as layers of heat-dispersing materials. While wearing this armor, you have immunity to fire damage.
Additionally, when you take the Dash action, you can choose to cast the wall of fire spell (DC = 8 + your proficiency bonus + your strength or constitution modifier) without using a spell slot or spell components as part of that action. The wall appears at the end of your turn. Instead of creating a straight or ringed wall of fire, the wall follows the path along the ground over which you moved on your turn, up to a distance of 60 feet. Once you use this property, you can’t use it again until you finish a short or long rest.