Haki is an innate ability, able to be used by all creatures, provided they have enough resolve and willpower to wield it. There are three different types of Haki, known as Colors. The Color of Observation, which can be used to sense people's spiritual energy and predict their actions. The Color of Arms, which gives the user a protective coating of spiritual energy. And, although exceedingly rare, the Color of Conquerors, which can be used to exert one's willpower over others.
Unlocking Haki
The first step to utilizing Haki in either form is by training it. When your character gains their 5th level, you can spend 40 DT to undergo "Haki Training", unlocking the first level of a Haki type of your choice; Armament or Observation (or Conqueror's if you have it). If you already have the attunement (gained from Lineage roll), with the exception of Conqueror's Haki, you can spend 30 DT, rather than 40.
Leveling Up Haki
As a wise man once said, the only real way to train haki is to put yourself in tough situations.
After undergoing your initial haki training for either Armament or Observation (or Conqueror’s if you have it), you must spend AP in order to improve it, similar to gaining class levels. Haki is improved through overcoming dangerous obstacles on your journey. However, you must meet the level requirement in order to spend the AP requisite to level up your Haki. The AP requirements for each level for all types are as follows:
Tier II: 20 AP
Tier III: 40 AP
Tier IV: 60 AP
You can gain a maximum of 6 Haki levels (9 if you have Conqueror’s), signifying your expertise in a certain type of Haki, or well-roundedness in all forms.
Armament Haki - I | Enhancement / Level 5
You gain the Armament Attunement. As such you may now take Techniques and Feats with the "Armament Attunement" keyword.
Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
You gain a number of d4 dice equal to your proficiency bonus called Armament dice. As a bonus action, you can spend an Armament dice to imbue your hands and arms with Armament Haki for 1 minute. For the duration, melee attacks you make deal an extra amount of damage equal to a roll of your Armament die. Your Armament die becomes a d6 at Armament Haki - II, a D8 at Armament Haki - III, and a D10 at Armament Haki - IV. Additionally, when Armament Haki is active, the damage you deal is considered "Haki-Infused" for the duration. You regain all Armament die when you complete a short rest.
When you deal damage with an attack, technique, or other damaging ability, you can make it deal an extra amount of damage equal to your proficiency bonus. You can add this additional damage up to three times per short rest.
Armament Haki - II | Hardening / Level 10
Your specialization into Armament Haki empowers your use of it, granting you the ability to coat yourself in a black sheen that protects like armor. When you are affected by a saving throw and/or take damage, you can use this ability to reduce the damage by a number equal to your level, or grant yourself advantage on that saving throw, as long as it is a Strength, Dexterity or Constitution saving throw. Choosing to give yourself advantage on a Saving Throw must be done before you roll. You can use this feature up to three times per long rest.
Armament Haki - III | Reinforced / Level 14
Your Armament Haki improves defensively. As a reaction to being hit with an attack or technique, you can attempt to emit a barrier of force to deter the effects. Roll a number of Armament die and multiply the result by your level. You reduce the damage dealt to you by that much. If you reduce a melee or ranged attack to zero, then you deflect the damage back onto them ignoring any resistances, immunity, or damage reduction they may have. You can use this feature up to 3 times per long rest. You gain an additional use of this feature at level IV.
Armament Haki - IV | Emission / Level 18+
Sufficiently skilled users of Armament Haki are capable of letting the power flow out from a part of their body (usually their hand) and emitting it over a short distance without a medium to carry it. This allows the user to unleash a small invisible burst which will knock back anything in the aforementioned body part's immediate vicinity with the force of a very powerful punch. Thus, the user becomes capable of striking and harming people and objects without making physical contact with them.
The range of all techniques increases by 15 feet. Creatures within your melee range have disadvantage on saving throws against your abilities or techniques.
When you hit a creature, you can ignore one Resistance, Immunity, or Damage Reduction (UDR or DR) for that attack. You can use this feature a number of times equal to half your proficiency bonus (rounded up), regaining all uses after a long rest.
All Attacks deal an additional 2d8 force damage.
Observation Haki - I | Sense Presence / Level 5
You gain the Observation Attunement. As such you may now take Techniques and Feats with the "Observation Attunement" keyword.
Increase your Wisdom, Intelligence or Charisma score by 1, to a maximum of 20.
You gain a permanent +5 bonus to Wisdom (Perception) checks.
As an action, you can focus and become aware of any living creature within 60 feet of you that isn't hidden, and a hidden creature must immediately make a Dexterity (Stealth) check against your Wisdom (Perception) or be spotted. By concentrating on this effect as if it was a technique, you can expend 3 energy to increase the radius by 60 feet as an bonus action, increasing the radius by 60 feet per instance up to a maximum of 300 feet. This effect lasts for 10 minutes, and the center of the radius follows you. You can use this 3 times per long rest.
Observation Haki - II | Search Soul / Level 10
Your ability to suss out a creature's intentions and abilities has sharpened immensely.
You gain a permanent +1 to your AC and Saving Throws as long as you are conscious.
When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can choose to give yourself advantage on that saving throw. You must choose to give yourself advantage before making the roll. You can do this up to 3 times per long rest.
As a free action, you can learn certain information about a creature's capabilities. The DM tells you about the creature regarding two of the following characteristics of your choice:
Individual Ability Scores
Armor Class
Current hit points
If it has Legendary Actions
If it has Haki
Once you have used this feature on a creature, you cannot target them again until you finish a short rest.
Observation Haki - III | Reactive Instinct / Level 14
Your ability to process and react to your surroundings is supernatural at this point. You gain a bonus to initiative rolls equal to your Intelligence or Wisdom modifier, and you gain a second reaction you can take each round. A single effect can only trigger one reaction.
When you reach 20th level you gain another reaction you can use each round (for a total of 3 reactions).
Observation Haki - IV | Future Sight / Level 18
A highly advanced level of Observation Haki allows the user to see a short period into the future; instead of just sensing what will happen by intuition, the user of this advanced level of Observation Haki can literally see a precise mental image of what will happen in the next few seconds allowing you to gain a permanent +2 to your AC and Saving Throws
Once per day you may use each one of these reactions, regaining all uses after a long rest.
As a reaction you may cause a failed saving throw to pass instead.
As a reaction you may cause an attack that hit you to miss instead.
As a reaction you may cause an attack that you miss to hit instead.
As a requirement to taking Conqueror's Haki, you must either have rolled it in lineage or have been granted it by the admin team.
Conqueror's Haki - I | Heart of the Ruler / Level 5
You are one of the rare few who can wield Conqueror's Haki, making you one destined for great things. The inner fire of a kingly ambition burns in your soul, awakened, and only somewhat tamed. You walk the path of a conqueror.
You gain a +2 bonus to your Charisma Score, and Charisma Score maximum.
You gain advantage on saving throws against the frightened and charmed conditions.
You gain expertise in either the Charisma (Persuasion) or Charisma (Intimidation).
You gain the Overwhelming Influence ability. You can use this ability twice, and you regain any expended uses when you finish a long rest.
Overwhelming Influence: As a bonus action, you can project your willpower in a surge that unsettles lesser creatures. Each creature of your choice within (your proficiency bonus x 5) feet must succeed on a Charisma saving throw against your Special save DC or gain 2 rank of frightened. While frightened, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DM can designate that certain creatures that are significantly weaker than the user automatically fail this saving throw, such as fodder characters, normal animals, etc.
Creatures that have advantage on saving throws against fear effects do not have advantage on this saving throw. Creatures that are immune to the frightened condition are not immune to this Feature.
Conqueror's Haki - II | Disposition of a King / Level 10
Your mastery over Conqueror's Haki has deepened, allowing you to exert your willpower with even greater effect.
Your Charisma Score increases by 1, and your Charisma Score maximum increases by 1.
You gain advantage on saving throws against being stunned.
When you use Overwhelming Influence, you can choose to affect a larger area (your proficiency bonus x 10) feet.
You gain the King's Aura ability. You can use this ability once, and you regain the use after finishing a long rest.
King's Aura: As a bonus action, you can project your willpower in a massive surge that knocks out any lesser creatures instantly. Each creature of your choice within (your proficiency bonus x 10) feet must succeed on a Charisma saving throw against your Special save DC or become incapacitated for 1 minute. While incapacitated, the creature is unconscious but wakes up if it takes damage, or if another creature uses its action to shake them awake. The DM can designate that certain creatures that are several times weaker than the user automatically fail this saving throw, such as fodder characters, normal animals, etc.
Creatures that have advantage on saving throws against fear effects do not have advantage on this saving throw. Creatures that are immune to the incapacitated condition are not immune to this feature.
As a reaction when another creature uses Overwhelming Presence, you can choose to clash with them using your own. If you choose to do so, the radius of both you and your target's Overwhelming Presence doubles, and creatures forced to make a saving throw do so with disadvantage. Any allies that you have within either radius, you can choose to automatically succeed.
Conqueror's Haki - III | Will of the Conqueror / Level 15
Your mastery over Conqueror's Haki has reached new heights, allowing you to exert your willpower with even greater effect.
Your Charisma Score increases by 1, and your Charisma Score maximum increases by 1.
You gain advantage on saving throws against being stunned.
When you use Overwhelming Presence, you can choose to affect a larger area (your proficiency bonus x 10) feet.
You gain the Domineering Will ability. You can use this ability once, and you regain the use after finishing a long rest.
Domineering Will: As an action, you can unleash a burst of willpower that forces all creatures of your choice within (your proficiency bonus x 10) feet to make a Charisma saving throw against your Special save DC. On a failure, the creatures are paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being paralyzed are still affected.
As a reaction when you see a creature use any form of Haki, you can choose to unleash your Domineering Will as a countermeasure. If you do so, creatures within your Domineering Will’s radius have disadvantage on saving throws against it, and any allies within the radius automatically succeed their saving throws.