Armors can have the following features.
The number in parentheses shown after the AC feature determines what your Armor Class is replaced with while you have the armor equipped. Shields grant a bonus to your Armor Class instead of replacing it.
A bulky armor grants you disadvantage on Hiding and Sneaking checks.
A deft armor has a bonus to its Armor Class equal to your Dexterity modifier, to a maximum bonus equal to the number in parentheses after the feature.
A heavy armor grants you the slowed condition if you don't meet the minimum Strength score requirement shown in parentheses after the feature.
The creature size for which an armor was made for is shown in parentheses after the feature. The weight and price is multiplied by two for each size above Medium, or halved for each size below Medium. An armor equipped made for a creature larger than grants you disadvantage on d20 Tests, and it is impossible to equip an armor made for creatures smaller than you.
An armor with the special feature has the following additional rules:
Buckler. You can equip a buckler and a light weapon on the same hand.
Kite. A kite shield grants you an additional +2 bonus to your Armor Class, provided you are mounted.
Pavise. A pavise shield allows you to take the Use action to gain three-quarters cover until you take the Move action. A creature can take the Shove action (DC 10) targeting the shield to remove the cover.
Tower. A tower shield grants you half cover, or three-quarters cover until the start of your next turn if you haven't used your movement by the end of your turn.
Armor can be either purchased or upgraded with one or multiple of the upgrade options described below. The price in description of the upgrades table refers to the base price of the armor or shield receiving the upgrade.
Adamantine. An adamantine armor turns any critical hit against you into a normal hit, costing four times the normal price.
Comfortable. A comfortable armor grants you the benefits of the Rest action, regardless of any of its feature, and grants immunity to either extreme cold or extreme hot environment and weather, costing twice the price
Flexible. A flexible medium or heavy armor loses the bulky feature. A flexible light armor grants a +1 bonus to Dexterity saving throws against area effects, instead.
Hardened. A hardened armor grants a penalty to damage rolls of bludgeoning, piercing, and slashing weapon attacks against you equal to your training bonus with that armor.
Masterwork. A masterwork armor has the following benefits associated to its quality:
Poor. This masterwork armor has a −2 penalty to its AC, costing a quarter of the normal price.
Fair. This masterwork armor has a −1 penalty to its AC, costing half of the normal price.
Fine. This masterwork armor has a +1 bonus to its AC, costing twice the normal price.
Excellent. This masterwork armor has a +2 bonus to its AC, costing four times the normal price.
Spiked. A spiked armor deals piercing damage equal to your training bonus with that armor when a creature hits you with a melee attack.
Tempered. A tempered armor is immune to the degraded condition.
When you take the Use action with an armor or shield, you can use the following options:
You equip or unequip an armor or shield. It takes 5 minutes to equip or unequip medium armor, or 10 minutes with heavy armor. Light armor and shields can be equipped within 1 round.