Equipment

Armor properties

What absorptive, bulky and powered actually do to armor and shields.

30 armor properties

Armor properties, sortable by column
AbsorptiveWhen you are wearing armor or wielding a shield with this property, damage that you take from weapons is reduced by an amount equal to the absorptive number.
AgileWhile wearing armor or wielding a shield with this property, your Dexterity score becomes equal to the agile number.
AnchorA shield with this property can be used to provide cover.
AvoidantWhen wearing armor or wielding a shield with this property and a creature makes an attack against you, the critical hit range decreases by an amount equal to the avoidant number, to a minimum of 1.
BarbedWhen you succeed on a Strength (Athletics) check to initiate or maintain a grapple while wearing armor with this property, the creature takes kinetic damage using the barbed damage (which appears in parentheses with the property) + your Strength modifier.
BulkyWhile wearing armor with this property, you have disadvantage on Dexterity (Stealth) checks that rely on sound.
ChargingWhen you take damage while wearing armor or wielding a shield with this property, you gain a charge.
ConcealingWhile wielding a shield with this property, you have advantage on Dexterity (Stealth) checks that rely on sight.
CumbersomeWhile wearing armor or wielding a shield with this property, your speed is reduced by 5.
GauntletedWhile wearing armor with this property, your unarmed strikes deal kinetic damage using the gauntleted damage (which appears in parentheses with the property) + your Strength modifier.
ImbalancedWhen you are critically hit while wielding a shield with this property, you can't take reactions until the start of your next turn, and you gain no AC benefit from your shield against the next attack against you before the start of your next turn.
Impermeable#### Impermeable 2 Armor with this property includes the limited functions of a number of enviromental suits equal the impermeable number from the list below, which are either included in parentheses with the property or determined by the GM.
InsulatedWhen you make a saving throw against an effect that would deal ion or lightning damage while wearing armor or wielding a shield with this property, you can treat a d20 roll of below the insulated number as the insulated number.
InterlockingWhile wielding a shield with this property within 5 feet of a friendly creature who is also wielding a shield with this property, you can both use your reactions on either of your turns to interlock the shields.
LambentWhile wielding a shield with this property, you can use a bonus action to activate or deactivate the shield's light.
LightweightArmor and shields with this property have their weight reduced by half.
MagneticWhile you are wielding a shield with this property and a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check, DC equal to the magnetic number.
ObscuredWhile wearing armor or wielding a shield with this property, electronic sensors and cameras have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks against you that rely on sight.
ObtrusiveWhile wielding a shield with this property, you have disadvantage on Dexterity (Stealth) checks that rely on sight.
PoweredWhile wearing armor with this property, your Strength score becomes equal to the powered number.
ReactiveWhen you are wearing armor with this property and a creature hits you with an attack roll, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the reactive number.
RegulatedWhen you are wearing armor or wielding a shield with this property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.
ReinforcedWhen you make a long jump while wearing armor with this property, you can cover a number of feet up to twice your Strength score.
ResponsiveWhile you are wielding a shield with this property and an attack misses you by an amount less than or equal to your bonus to AC from your shield, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the responsive number.
RigidWhile wearing armor with this property, you add half your Dexterity modifier (rounded down), instead of your full Dexterity modifier, to Dexterity saving throws you make.
SilentWhile wearing armor with this property, you have advantage on Dexterity (Stealth) checks that rely on sound.
SpikedWhen you succeed on a Strength (Athletics) check to shove or trip a creature while wielding a shield with this property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.
SteadfastWhile wearing armor or wielding a shield with this property, you have advantage on Strength checks and Strength saving throws to avoid being moved.
StrengthWhile wearing armor or wielding a shield with this property, your speed is reduced by 10 unless your Strength score meets or exceeds the strength number.
VersatileA shield with this property can be used with one or two hands.