Heirloom Armor

## ***Initiate***

* **`Critical Immunity:`** (Critical attacks against you are instead normal hits.)
* **`Exposure Immunity:`** (You automatically succeed saving throws against exposure to extreme heat or cold.)
* **`Protection:`** (While wearing this armor, you have a +1 to saving throws.)
* **`Missed Opportunity:`** (While wearing this armor, the first time each turn that a creature makes an opportunity attack against you, you can use your reaction to impose disadvantage on the attack roll.)
* **`Temp Resistance:`** (While wearing this armor you can gain resistance to a chosen damage type for 10 minutes once per short rest. You may pick the damage type and can not change it thereafter.)
* **`Stealthy:`** (If the armor normally imposes disadvantage on Stealth checks or has a strength requirement, then it no longer does.)
* **`Poison Resistance:`** (You have advantage against being poisoned, you have resistance to poison damage.)
* **`Ignorant:`** (While wearing this armor, you have advantage against being charmed or frightened.)

## ***Superior***

* **`+1 Armor:`** (You have a +1 bonus to AC while wearing this armor.)
* **`Speed:`** (While wearing this armor, your walking speed increases by 10ft.)
* **`Planted:`** (If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you were moved by 10ft.)
* **`Resistance:`** (You may pick a damage type to become resistant to, while wearing this armor.)
* **`Hardy:`** (While wearing this armor, your Constitution score is (19). It has no effect on you if your Constitution score is already 19 or higher without it.)
* **`Curseless:`** (As an action, you can cast "Remove Curse" from the armor, targeting yourself. This feature is usable once per short rest.)

## ***Master***

* **`+2 Armor:`** (You have a +2 bonus to AC while wearing this armor.)
* **`Minor Resistance:`** (Bludgeoning, piercing, and slashing damage that you take from nonmagical weapon attacks is reduced by 3.)(This is cumulative with the similar benefit from "Heavy Armor Master" feat.)
* **`Liquid Walking:`** (While wearing this armor, you can stand on and move across any liquid surface as if it were solid ground.)
* **`Safety Net:`** (If an attack that deals damage of a type you are resistant to and reduces you to 0 hit points, you instead drop to 1. This works once per short rest.)
* **`Athletic:`** (You have a swimming and climbing speed equal to your walking speed while wearing this armor.)
* **`Sturdy:`** (You can use your reaction to grant yourself advantage on a saving throw against being petrified or paralyzed.)

## ***Epic***

* **`+3 Armor:`** (You have a +3 bonus to AC while wearing this armor.)
* **`Resistance:`** (While wearing this armor you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.)
* **`Feather Falling:`** (When you fall a distance of up to 200ft. you can use your reaction to take no damage from the fall.)
* **`Improved Protection:`** (While wearing this armor, you have a +2 to saving throws.)
* **`Freedom:`** (While wearing this armor, you gain the effects of the "Freedom of Movement" spell.)
* **`Resistances:`** (You may pick two damage types and become resistant to them, while wearing this armor.)
* **`Prepared:`** (While wearing this armor, you have advantage on initiative rolls and Dexterity Saving throws.)
* **`Undying:`** (While wearing this armor, you have advantage on death saving throws.)
* **`Magic Anomaly:`** (While wearing this armor, you have advantage on saving throws against spells and spell attacks made against you have disadvantage.)