Armor, Amphibious. This armor allows its wearer to breathe air or water comfortably. The wearer also gains a swim speed equal to double their foot speed, and can fight underwater without penalty. This armor is extremely buoyant if the wearer wishes it to be. 

Armor, Barbed. This armor deals 1d6 points of retaliatory psychic damage to any creature that successfully damages its wearer with a melee attack. It will also grow spikes on command. 

Armor, Command. This armor looks very impressive and inspiring. The wearer gains +2 to social skill checks, and allies who can see the wearer gain immunity to magical fear and advantage on morale checks. 

Armor, Deflection. This wearer of this armor can use a reaction to cause a missile attack that successfully strikes them to rebound on its originator. Any missile attack made against the wearer that rolls a natural 1 automatically rebounds as well. 

Armor, Etherealness. This armor allows its wearer to enter the ethereal plane or return to the prime material as a full round action. If the wearer of this armor is killed or rendered unconscious on the ethereal plane, they immediately return to the prime. 

Armor, Glamored. This armor bears an illusionary glamor. The wearer can cause it to look like any sort of armor or clothing they wish. They can also obscure their facial features, voice, and scent if desired. 

Armor, Illumination. This armor glows brightly on command, like the daylight spell. The wearer also gains complete immunity to supernatural blindness, and immunity to gaze-related attacks and effects. Creatures that rely on sight suffer disadvantage on melee attacks against the wearer while it is glowing, because the light becomes disorienting to them. The wearer suffers disadvantage on stealth rolls, regardless of whether or not the armor is glowing. 

Armor, Mighty. This armor enhances its wearer's physical strength by a number of points equal to its bonus. The wearer’s maximum encumbrance (load) is also doubled. 

Armor, Morphic. This wearer of this armor can cause it to transform into any sort of armor they wish during an interlude or full rest. The armor can also assume up to three mundane enhancements, also changeable during an interlude or full rest. 

Armor, Nimble. This armor has no might requirement, a load of zero while worn, does not impede stealth, and its maximum agility bonus is increased by +1 (including heavy armor). 

Armor, Resistance. This armor provides its wearer with resistance to one or more listed types of damage. 

Armor, Revival. The wearer of this armor cannot die unless their body is fatally dismembered or destroyed. If reduced to 0 health, they become stabilized and enter suspended animation until restored to at least 1 health by magic or rest. The wearer also heals naturally at triple the normal rate. 

Armor, Shadows. The wearer of this armor suffers no penalties to stealth, and gains advantage on stealth checks in dim lighting or less. On command they become shrouded in gloom, obscuring their features. The wearer also gains darkvision out to a range of 120 feet. 

Armor, Shielding. The wearer of this armor gains a pool of temporary health after each full rest equal to three times their level. 

Armor, Stability. The wearer of this armor gains perfect balance on any surface, no matter how slippery or narrow. Any effect that would knock the wearer prone or move them against their will automatically fails. Finally, the wearer does not need to make will saves to avoid sanity loss. 

Armor, Sustenance. The wearer of this armor does not need to eat, drink, sleep, or breathe. They also count as wearing mundane clothing suitable to the local environment. So in arctic conditions the armor acts as warm furs, in a hot desert the armor would act as light linen, etc. 

Armor, Swiftness. The wearer of this armor gains +2 to initiative checks and +10 speed. They also gain the ability to dash as a bonus action. 

Armor, Terror. The wearer of this armor gains immunity to supernatural fear. Enemies that engage them in melee combat OR attempt to initiate unwanted mental contact (such as telepathy or a psychic attack) must make a morale check on their turn. The wearer also gains advantage on intimidate checks. 

Armor, Warded. The wearer of this armor gains advantage on saves against magical spells and effects. 

Armor, Winged. The wearer of this armor can manifest spectral wings as a reaction, gaining the benefits of a feather spell. Alternately, the wearer can choose to use the wings like a glider and fly at the prevailing wind speed and direction. The wings do not allow independent flight, however.