Normal Armor can be enhanced using an Armor Enhancement Module (See Items). Once an Armor Enhancement Module is used, the enhancement is permanent and cannot be removed. The following is a list of available Enhancements:
Reactive Shock: When you take damage from a melee attack, you can emit a pulse of stored energy. Creatures of your choice within 5ft. of you must make a DEX SAVE. On a fail, affected creatures are shoved up to 15ft. away. On a fail, creatures are instead shoved up to 5ft. away. Once this feature activates, it cannot activate again until the end of a long rest.
Minor Blessing: When you roll an ability/skill check, attack roll, or saving throw, you can choose to roll [1d4] and add the roll to your check. Once you use this feature, you cannot use it again until the end of a long rest.
Fulmin Mortis: When your hitpoints are reduced to 0, choose a creature within 10ft. of you. That creature is Jolted. Once you benefit from this feature, you cannot do so again until the end of a long rest.
Miniature Blink Pack: As a bonus action, you can teleport 5ft. away from your current position to a point you can see. Once you use this feature, you cannot use it again until the end of a long rest.
Concussive Dampener: When you take an instance of damage, as a reaction, you can gain resistance to that damage. Once you benefit from this feature, you cannot do so again until the end of a long rest.
Fencer: While wearing this armour, the Guard feature on a weapon has its effectiveness doubled.