Tools of the Trade
At 3rd level, you gain proficiency with heavy armor.
You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency in one other type of artisan's tools of your choice.
Armorer Special Techniques
You learn two special techniques aligned with your role as an Armorer. These techniques are always prepared for you and do not count against your limit for prepared techniques:
Energy Burst: You fire bursts of focused energy at up to three targets within range. Each target takes 1d4 + your proficiency bonus energy damage.
Thunderclap Wave: You release a concussive wave in a 15-foot radius, forcing creatures to make a Strength saving throw or take 2d8 concussive damage and be pushed 10 feet away from you. On a successful save, they take half damage and are not pushed.
You gain additional techniques as you level up:
Level 6: Sonic Disruption: You release a focused shockwave in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw or take 3d8 concussive damage and be knocked prone. On a successful save, they take half damage and are not knocked prone.
Level 10: Lightning Arc: A powerful bolt of energy leaps from you to a target within 60 feet. The target takes 4d10 lightning damage, and two creatures within 10 feet of the target take 2d10 lightning damage.
Level 14: Flame Mantle: You surround yourself with a fiery aura for 1 minute. Creatures that start their turn within 10 feet of you take 2d6 fire damage. Additionally, you gain resistance to fire damage while this aura is active.
Level 18: Energy Barrier: You create a 20-foot radius shield centered on yourself that lasts for 1 minute. All friendly creatures within the barrier gain temporary hit points equal to your level at the start of each of their turns. You can use this ability once per long rest.
Haki Armor
You can use your smith’s tools to bond with a suit of armor, transforming it into Haki Armor. This bond allows you to channel Haki through the armor, granting you the following benefits while wearing it:
You gain Armament attunement.
The armor ignores Strength requirements for you.
The armor acts as a focus for your special techniques.
The armor attaches to your body and cannot be removed against your will. It replaces any missing limbs, functioning identically to the body part it replaces.
The armor expands to cover your entire body. You can retract or deploy the helmet as a bonus action.
You can don or doff the armor as an action.
The armor remains Haki Armor until you bond with another suit or you die.
Armor Model
At 3rd level, you can customize your Haki Armor with one of the following models. You can change the model after a short or long rest with smith’s tools in hand.
Guardian:
Thunder Gauntlets: The gauntlets count as simple melee weapons that deal 1d8 thunder damage on a hit. A creature hit by these gauntlets has disadvantage on attack rolls against targets other than you until the start of your next turn.
Defensive Field: As a bonus action, you gain temporary hit points equal to your level. These temporary hit points replace any you currently have. You can use this ability a number of times equal to your proficiency bonus per long rest.
Infiltrator:
Lightning Launcher: A gemlike node appears on one of your fists or on your chest (your choice). This weapon has a range of 90/300 feet and deals 1d6 lightning damage on a hit. Once per turn, you can deal an extra 1d6 lightning damage to a target hit by this weapon.
Powered Steps: Your walking speed increases by 5 feet.
Dampening Field: You gain advantage on Dexterity (Stealth) checks. If your armor imposes disadvantage on such checks, they cancel each other out.
Reinforced Armor
At 6th level, you enhance the durability and flexibility of your Haki Armor. You gain the following benefits:
You gain resistance to bludgeoning, piercing, or slashing damage from non-meito weapons (your choice when you finish a long rest).
You can use your reaction to impose disadvantage on an attack made against you or an ally within 10 feet of you, as long as the attacker is within your reach.
Armor Modifications
At 10th level, you gain the ability to infuse more parts of your Haki Armor. It now counts as separate items: chest piece, boots, helmet, and weapon. Each of these parts can hold one infusion. Additionally:
The maximum number of items you can infuse increases by 2, but these extra infusions must be part of your Haki Armor.
Infusions on your Haki Armor transfer seamlessly if you change its model.
Perfected Haki Armor
At 14th level, your Haki Armor gains advanced features based on its model.
Guardian:
When a Huge or smaller creature ends its turn within 30 feet of you, you can use your reaction to force it to make a Strength saving throw against your DC. On a failed save, you pull the creature 25 feet toward you to an unoccupied space. If it ends up within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this ability a number of times equal to your proficiency bonus per long rest.
Infiltrator:
Creatures hit by your Lightning Launcher shed dim light in a 5-foot radius and have disadvantage on attack rolls against you until the start of your next turn.
The next attack roll against a glowing creature has advantage, and if the attack hits, the target takes an extra 1d6 lightning damage.
Unyielding Haki Armor
At 18th level, your mastery of Haki Armor reaches its peak, granting unparalleled durability and power. You gain the following benefits:
When you roll initiative and have no temporary hit points, you gain temporary hit points equal to half your maximum health.
Your Haki Armor can no longer be affected by effects that would reduce your movement or impose disadvantage on your actions.
When you use your bonus action to gain temporary hit points from Defensive Field or any similar ability, you also gain resistance to one damage type of your choice until the start of your next turn.