Donning and doffing armor. Donning armor takes 1 minute for light armor, and 5 minutes for medium or heavy armor. Doffing armor always takes 1 minute.
Proficiency. When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls, and saving throws using Strength or Dexterity, and you are unable to cast spells.
Sleeping in armor. Whenever you take a short rest while wearing armor, the amount of hit points regained by hit dice you spend cannot be greater than half of the dice's maximum value, and you cannot regain any levels of Fatigue or Strife.
Stat requirement. While wearing armor without meeting the required strength score your speed is reduced by half and you can't take the dash action.
Bulky. This armor imposes disadvantage on all Dexterity (Stealth) checks and on Dexterity (Acrobatics) checks to reduce falling damage. Failing a Strength (Swim) check while wearing bulky armor is always treated as a critical failure.
Bulwark. A negative dexterity bonus does not reduce the wearer's AC.
Comfortable. Armor with this property is comfortable enough to sleep in without penalty.
Flaw. This armor become damaged when you take a critical hit or roll a natural 1 on a saving throw against an attack or effect dealing the damage type noted in parentheses.
Helm. When purchasing this armor, you may chose to increase the price by 25r to add a helm. While wearing this helm you gain an expertise die on saving throws made to resist being stunned or rattled, and your passive Awareness score is reduced by 3. If the armor with this property is heavy, you may chose to add a visored helm instead. While wearing a visored helm you gain an expertise die on saving throws made to resist being charmed, stunned, or rattled, and your passive Awareness score is reduced by 5.
Low-Maintenance. You gain an expertise die on maintenance checks made on low-maintenance gear.
Underarmor. This armor can be worn under another armor of a greater type (light armor can only be worn under medium or heavy armor, for example).
Wild. While wearing this armor you cannot gain expertise dice on Charisma checks made in urban environments.
Attacking with shields. When a shield is used to attack, it is treated as a melee weapon, dealing 1d4 bludgeoning damage on a hit. Unless otherwise noted, you are not proficient with shields when attacking.
Donning or doffing shields. Donning or doffing a shield takes one action.
Improvised shield. If you are proficient with shields, you can use an action to pick up a nearby object of your size category or larger to use as a shield. The size of the object determines the degree of shield it becomes: an object your size can be used as a light shield, or an object of one size category larger can be used as a medium shield. An improvised shield is destroyed when you take a critical hit (it cannot be sacrificed), it cannot be repaired, and it becomes useless after 1 minute.
Proficiency. When you are wielding a shield that you aren’t proficient with, you gain no benefit to Armor Class and you cannot use any feature related to that shield.
Sacrifice shield. When you take a critical hit, you can use your reaction to block it and sacrifice your shield, turning the critical hit into a regular hit. Afterwards your shield is broken, or if your shield is magical it instead becomes mundane for 24 hour.
Stat requirement. While wielding a shield without meeting the required strength score your attacks have disadvantage.
Light. The hand wielding a light shield can be used for complex actions, such as interacting with an item, wielding a weapon in two hands or casting a spell. You cannot wield a separate weapon in the shield's hand unless it has the hand-mounted property. Whenever you use the hand dedicated to the shield, you do not get the shield bonus to your AC until the end of your next turn.
Medium. Basic bitch shield.
Heavy. When you take the dodge action while wearing a heavy shield, you gain an expertise dice to your Armor Class until the start of your next turn. While wielding a heavy shield, you have disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks, and you cannot squeeze through space smaller than your size category.
Tower. Tower shields share the properties of a heavy shield. These shields cover the entire body and reduce your Speed by 10 feet. On your turn, you may use an object interaction to plant it in the ground, gaining half cover (+2 bonus to AC, Reflex saving throws, and ability checks made to hide) and advantage on saving throws made to resist being shoved or knocked prone and while you remain behind it. Unplanting a tower shield requires a bonus action. Tower shields are large, and count against your inventory space, even when donned.