Armor Properties
Stone Age Armor Properties
These armor properties can be applied to any armor or protective item of at least TL 1, so long as the property falls under the chosen armor or protective item design categories property list.
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Bulk ^
Protective Items, Medium and Heavy armor have a strength rating associated with it indicated by , a character wearing heavier armor or shields must possess or exceed the strength score indicated or their speed is lowered by 10 feet while it is wielded or worn.Burdening (-2)
A suit of armor or protective item with this property lowers the wielder’s base speed by 5 feet while the item is worn or wielded.Cumbersome (-2)
An armor or protective item with this property causes the wearer to suffer Disadvantage on all Stealth checks as well as on checks made to swim while worn.Unstratified [damage type] (-2)
An armor or protective item with this property causes the wearer of the item to lose the AC bonus provided by the item against attacks dealing the indicated damage type.- This reduces the value of any armor made using it by 5 gp.
Bronze Age Armor Properties
These armor properties can be applied to any armor or protective item of at least TL 2, so long as the property falls under the chosen armor or protective item design categories property list.
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Blocking (2)
A suit of armor with this property allows its bearer to calculate their Dodge bonus to AC using their Strength score instead of their Dexterity score. Armor calculated in this way is still limited to the Maximum Dodge score of the armor.- This property increases the value of any armor made using it by 25gp.
Built (2)
A character with wings or other strange morphology needs to wear armor built to accommodate their form. They can apply this property to allow the armor to be worn; increasing the value of any armor made when doing so by 5gp. This otherwise does not apply any other benefit.Comfort (0, 2)
The armor is easy to maneuver and sleep in, fitting the wearers form, it is comfortable and provides little chaffing. You can rest normally while wearing it. If you take a Long Rest while wearing a suit of armor that does not possess this property, you gain a level of Exhaustion upon waking up and do not recover from any levels of Exhaustion that you would normally recover from.Polished (2)
The armor is highly polished and reflective, adding on a mirror like shine. Whenever an attack would be made against the wearer of this armor, should that attack be made at Disadvantage while the attacker can still see the armor, the attacker must roll three dice and take the worse result. Additionally, the wearer receives Advantage on any Dirty Trick maneuvers made using this armor to Blind their target.- This property increases the value of any armor made using it by 25gp.
Quick Straps [1-2] (2-4)
A suit of armor with this property has two different levels, the first level allows the bearer of this armor to don or doff the armor in half the normal time, while the second level allows the bearer to don or doff the armor in a quarter of the normal time.- This property increases the value of any armor made using it by 10gp at level 1 or 20gp at level 2.
Classical Armor Properties
These armor properties can be applied to any armor or protective item of at least TL 4, so long as the property falls under the chosen armor or protective item design categories property list.
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The item can only be detected with a successful Investigation check, DC equal to 10 + Agility rating of the item + the Max Dodge rating of the item (+20 if Uncapped) – the AC rating of the item.
Adaptable [1-2] (2-4)
A suit of armor with the adaptable property increases the wearer’s movement speed for all movement types that they possess by 5 feet per level.- This property increases the value of any armor made using it by 25gp per level.
Armored Clothing
A set of armored clothing with this property causes any clothing outfit it is applied to, to utilize the armored clothing design rules.- This property can only be applied to clothing and increases the value of any clothing made using it by 5gp. This does not applied to armor clothing utilizing armor crafting rules, and is instead a quick way to apply armor design rules to an outfit of mundane clothing.
Concealable (2)
An armor, cloak, or guard item with this property can be hidden under clothing, blending nearly seamlessly with the clothing that covers it.The item can only be detected with a successful Investigation check, DC equal to 10 + Agility rating of the item + the Max Dodge rating of the item (+20 if Uncapped) – the AC rating of the item.
Menacing (2)
This armor is designed to provide a fearsome visage to its bearer. Armor made with this property increases the number of creatures that can be targeted by the Demoralize maneuver by 1.- This property increases the value of any armor made using it by 5gp.
Parade (2)
Choose a single nation, faction, or group, this armor or protective item bears an emblem of that group prominently upon its front and back. While wearing a suit of armor that has the Parade property, you gain a +2 Insight bonus on Performance checks made to inspire a crowd or regiment, and a +1 Insight bonus on Deception, Persuasion, or Intimidate checks to influence members of the country tied to this armor so long as they hold loyalty or fear towards the given country.- This property increases the value of any armor made using it by 5gp.
Stalwart (2)
While wearing a suit of medium or heavy armor that has the stalwart property you gain a +2 bonus on checks and saves made to resist being shoved or otherwise forcefully moved or knocked prone.- This property increases the value of any armor made using it by 10gp.
Visored (-2)
An armor with this property causes the wearer to suffer Disadvantage on all vision-based Perception checks, this penalty can be negated by removing the helmet of the armor; however, while the helmet is removed, the AC of the armor is reduced by 1. This property applies to any helmet worn by the bearer of this armor, including those designed with the Guard property.Dark Age Armor Properties
These armor properties can be applied to any armor or protective item of at least TL 5, so long as the property falls under the chosen armor or protective item design categories property list.
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A creature that starts their turn Grappled by a creature wearing Spiked armor, automatically suffers minimum Spiked weapon damage.
Cushioned (2)
While wearing a suit of armor or protective item that has the cushioned property, you reduce the fall distance by 10 feet when calculating the fall damage that you suffer.- This property increases the value of any item made using it by 10gp.
Flexible (4)
A suit of light or medium armor with this property is especially flexible, allowing the wearer to maneuver with ease. As a reaction to failing a Strength or Dexterity-based skill check or saving throw you can increase your roll by your armor’s AC bonus. Once you use this ability, you cannot do so again until you take a short or long rest.- This property increases the value of any armor made using it by 50gp.
Hardened (4)
While wearing a suit of armor that has the hardened property, you can expend your reaction when critically hit to reduce the damage by 1d6 + double the AC bonus of the Armor.- This property increases the value of any armor made using it by 25gp.
Lithe (2)
A suit of light or medium armor with this property provides its bearer with a +1 Insight bonus to Dexterity saving throws.Recuperating (4)
While wearing a suit of medium or heavy armor that has the recuperating property, and you are struck in melee, you can expend your Reaction to force your attacker to make a Constitution saving throw or gain Disadvantage on their attack against you, potentially turning their attack into a miss. The DC for this saving throw is equal to 10 + your Proficiency bonus + your Constitution modifier.- This property increases the value of any armor made using it by 50gp.
Reinforced (4)
While wearing a suit of medium or heavy armor that has the reinforced property, your armor class is increased by 2 when determining if a critical hit confirms against you.- This property increases the value of any armor made using it by 25gp.
Robust (2)
A suit of armor with this property provides its bearer with a +1 Insight bonus to Constitution saving throws.Spiked (4* Special)
- Prerequisites: A protective item must possess the Bashing property to apply this property.
A creature that starts their turn Grappled by a creature wearing Spiked armor, automatically suffers minimum Spiked weapon damage.
- The spiked weapons cost and weight is added to the armor or protective items cost; additionally, this property increases the value of any armor or protective item made with it by 10gp.
Structured (2)
A suit of medium or heavy armor with this property provides its bearer with a +1 Insight bonus to Strength saving throws.Medieval Armor Properties
These armor properties can be applied to any armor or protective item of at least TL 7, so long as the property falls under the chosen armor or protective item design categories property list.
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When this property is selected you must decide if the armor is fitted for a creature with any special appendages, the height of the creature the armor is fitted to, and whether the creature the armor is fitted to is slim, lithe, athletic, average, burly, powerful build/large, or hulking. These determine what race along with weight category a creature must be to be considered fitted for the purpose of wearing the armor without issue.
A creature that wears custom fitted armor, with which they are not fitted for suffers from the Burdening property of the armor, so long as they wear it. If they would already suffer from this property, they suffer a -2 penalty to their Agility score.
Agile (4)
A protective item or a suit of light armor with the agile property, provides the wearer the ability to use their Reaction when attacked to take the Dodge action against the triggering attack, once this feature is used, the wearer must use a bonus action on their turn to regain the use of this feature.- This property increases the value of any item made using it by 75gp.
Battle Mage (6)
A suit of armor or protective item with the battle mage property is specially designed to aid in the control of magic by its bearer. You gain a +2 Insight bonus on Concentration checks made to concentrate on a spell.- This property increases the value of any armor made using it by 150gp.
Bulwark (2)
A suit of heavy armor or a shield or tower shield with this property is designed to better protect against some damaging effects. When making a Dexterity saving throw against a damaging effect, such as a fireball, you can replace your normal attribute modifier while wearing this armor or wielding a shield or tower shield, with half of the item’s Vigor score + the item’s Enhancement bonus.- This property increases the value of any armor made using it by 50gp.
Custom Fitted (4)
A suit of plated armor with this property removes the Burdening property of the armor for the individual build it was made for.When this property is selected you must decide if the armor is fitted for a creature with any special appendages, the height of the creature the armor is fitted to, and whether the creature the armor is fitted to is slim, lithe, athletic, average, burly, powerful build/large, or hulking. These determine what race along with weight category a creature must be to be considered fitted for the purpose of wearing the armor without issue.
A creature that wears custom fitted armor, with which they are not fitted for suffers from the Burdening property of the armor, so long as they wear it. If they would already suffer from this property, they suffer a -2 penalty to their Agility score.
This property increases the value of any armor made using it by 25gp. Changing a suit of armor’s custom-fitted dimensions requires one-fourth the time it takes to craft the armor, plus 1/10th the materials it takes to craft the armor, plus the cost of the crafter’s time.
Dense (4)
While wearing a suit of armor that has the dense property, the amount of maximum Hit Points provided by your armors Vigor score is tripled instead of doubled.- This property increases the value of any armor made using it by 50gp.
Protective (6)
While wearing a suit of medium or heavy armor that has the protective property you gain advantage on Strength, Dexterity, and Constitution saving throws against the Incapacitated and Stunned conditions, once you make a save using this ability, you must readjust the armor by using a Bonus Action on your turn.- This property increases the value of any armor made using it by 75gp.
Rampart (4)
While wearing a suit of armor or wielding a protective item that has the rampart property you increase any cover bonuses to AC that you would receive by two, creatures that ignore cover bonuses to AC due to features such as Sharpshooter, but not features such as Incorporeal Touch, receive half of the normal cover bonus instead of no bonus at all.- This property increases the value of any item made using it by 50gp.
Chivalric Armor Properties
These armor properties can be applied to any armor or protective item of at least TL 8, so long as the property falls under the chosen armor or protective item design categories property list.
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To store a spell in a runic armor or protective item, you must cast the spell into the rune, doing so stores the spells energy, allowing it to be cast at a later date. A runic item can only store a single spell of 1st level. You can store a higher level spell by increasing the Runic DC by 4 per spell level above 1st level.
Ballistic (4) ^
A suit of armor or protective item with the ballistic property is specially designed to deflect fire from a ballistic weapon. You gain the full defense bonus of a suit of armor or protective item with this property against ballistic damage.- This property increases the value of any armor made using it by 50gp.
Ballistic, Enhanced (8) ^
A suit of armor with the enhanced ballistic property is specially designed to deflect fire from a heavy ballistic weaponry. You gain the full defense bonus of a suit of armor or shield with this property against ballistic damage and increase the amount of DR provided by this item against martial attack rolls that do not possess the Armor Piercing, or Greater Armor Piercing weapon property by half of the Vigor score of the armor.- This property increases the value of any item made using it by 150gp.
Light Plate
A suit of plated armor with this property removes the base Burdening property of the armor; however, because of the loss of protection, the armor cannot benefit from any of the following properties: Bulwark, Dense, Hardened, or Recuperating, and increases the DC of Vigor by 2 points, however the DC of Agility is reduced by 1 point. A suit of plated armor that has this property is treated as having an Agility modifier 2 points higher than normal when determining its weight, minimum +2 Agility.Nimble (6)
While wearing a suit of armor that has the Nimble property, you increase the maximum Dodge bonus of the armor by 1 and its Agility score by 2.- This property increases the value of any armor made using it by 75gp for unarmored, light or medium armor, or 150gp for heavy armor.
Refreshing (4)
While wearing a suit of armor or wielding a protective item with this property, you can reduce the cost of a Stamina action that you are about to take by 1, to a minimum cost of 0. You may use this feature once per time this property has been purchased, regaining your uses upon completing a Long Rest.- This property can be taken twice and increases the value of any item made using it by 25gp per time it’s been purchased.
Runic (2)
A suit of armor or protective item with the runic property is specially designed to channel magical energy from its bearer and out into the world. You are able to store a single spell within the runes formed upon this armor or shield and may cast that spell as you would normally.To store a spell in a runic armor or protective item, you must cast the spell into the rune, doing so stores the spells energy, allowing it to be cast at a later date. A runic item can only store a single spell of 1st level. You can store a higher level spell by increasing the Runic DC by 4 per spell level above 1st level.
- This property increases the value of any item made using it by 150gp per spell level it is capable of storing.
Winged (4)
While wearing a suit of light or medium armor or wielding a protective item that has the winged property you reduce the distance of any fall that you would suffer by 20 feet, so long as you are not Incapacitated during your descent.- This property increases the value of any armor made using it by 50gp.

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