Heavy Materials
This armor requires a Strength score equal to the value indicated otherwise you are not considered proficient with the armor even if you have proficiency otherwise, additionally if STR req is 14+ (all movement speed is lowered by 10 feet), If STR req is 12 (all movement speed is lowered by 5 feet).
Padded
If your armor imposes disadvantage to Stealth checks while wearing, the Padded property removes that disadvantage. However, you take a 1d4 penalty to melee attack rolls you make while wearing this armor.
Skilled Garb
Choose a skill. 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.
Noisy
You gain a penalty to Stealth checks equal to the die indicated.
Social Attire
You gain a +1 bonus to Persuasion checks per rank of this property. This bonus cannot exceed +3.
Ruffian Garb
You gain a +1 bonus to Intimidation checks per rank of this property. This bonus cannot exceed +3.
Clanging
This armor gives you disadvantage on stealth checks.
Gleaming
This armor never gets dirty. You gain a +2 to Charisma (Persuasion) checks while wearing this armor.
Cast-Off
This armor can be doffed as an action.
Smoldering
This armor emanates with harmless black smoke when you choose as a free-action. You gain a +3 to Charisma (Intimidation) checks while wearing this armor.
Reinforced
Reinforced number determines how much bps damage reduction (DR) the armor has. While adding this property while crafting this armor gains the Reinforced (3) property. If your armor already posses they Reinforced property it is increased by 2
Repellent
Requires: Leather or Metal with the Resist trait
This armor gains the Elemental (4) property. If your armor already posses the Elemental property it is increased by 3.
Recipe: Leather or Metal with the Element trait.
Hooked
Requires: Breath Dial or Engine
As a reaction when you fall, or as a bonus action on your turn, you can project a grappling hook at a target location you can see that is no farther away than walking speed. If the target location can hold your weight, you are pulled there, expending movement as normal. This movement doesn’t provoke opportunity attacks. You must have a Dexterity score of 16 or higher to wear this armor
Diving
You gain a swimming speed equal to your walking speed. Additionally, while breathing from the scuba, you can breathe normally underwater or in a vacuum, and you ignore the effects of inhaled poisons. The suit’s air supply can be refilled over the course of a long rest.
Massive Plating
While wearing this armor, you count as an obstacle providing three-quarters cover, instead of half cover. You must have a Strength score of 16 or higher to wear this armor.
Resistant
Requires: Leather or Metal with the Resist trait
When you apply this property to a suit of armor, choose any damage type other than bludgeoning, piercing, slashing, or psychic. While wearing this armor, you have resistance to that damage type. You can replace the Repellent property with this property.
Cast-On
This armor can be donned as an action.
Cloaking
This armor can easily hide the wearer when needed. While wearing this armor, you can cast the invisibility technique without expending energy or material components. Once you use this property to use the technique, you can’t do so again until you finish a short or long rest
Loose Fitting
Your movement is unrestricted while in this armor. You gain an additional 5 ft of movement.
Aerodynamic Fabric
You gain a bonus to your Acrobatics checks equal to the die indicated.
Docked
Requires: Not Light Armor, (STR 15)
You've retrofitted a fire arm into your armor. As an object interaction you may draw or stow this weapon without a free hand.
You may take this property to the Tier of Legendary, when you do you may add a second firearm to you armor.
(This property can be taken twice to a max rank of Legendary)
Fleet
This armor is designed to maximize the wearer’s speed. While wearing this armor, your speed increases by 5 feet, you have advantage on initiative rolls.
Wrist Mounted
Requires: Shield
This shield leaves your hand free
Cover
Requires: Shield
This shield gives you the benefits of half cover
Spiked
As a bonus action on your turn, you can activate your armor to protrude spikes for one minute. When a creature makes an unarmed melee attack or natural weapon attack against you and hits, you can use a reaction while this effect is active to deal 1d6 piercing damage to it. You still take damage as normal from the attack. When a creature comes into contact with you while this effect is active as a result of attempting to grapple or restrain you, or vice versa, they take 1d4 piercing damage instantly as well as at the end of each of their turns for as long as you remain in direct contact with them. When applied to a shield, instead of the previous effect, you can use your bonus action to do a 1d6 piercing damage attack using strength with your bonus action.
Thrusters
Requires: Engine, Jet Dial
As an action on your turn, you can activate the device on the back of your armor to give you a flying speed of 30ft for 10 minutes. You can use this property three times per long rest.
Tethered
Requires - Heavy Armor
When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you can choose to instead take no damage if you succeed on the saving throw. You can use this property 3 times per long rest.
Recipe: Engine, Wapometal
Warding
This suit of armor generates a field of Haki, protecting it's wearer from harm. As a bonus action on your turn, you can gain temporary hit points equal to half your level