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 10 AP 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). Already possessing the attunement lowers the cost by 5 AP.
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: 15 AP
Tier III 3: 20 AP
Tier IV: 25 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. Additionally, any bludgeoning, piercing and slashing damage you deal now ignores resistance and treats immunity as resistance to that damage. Increase your Strength, Dexterity or Constitution score by 1.
When you deal damage with an attack, technique, or other damaging ability, you can make the it deal an extra amount of damage equal to your proficiency bonus. You can add this additional damage up to three times per short or long 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, and grant yourself advantage on that saving throw. You can use this feature up to three times per short or long rest.
Armament Haki - III | Reinforced / Level 14
Your Armament Haki improves defensively. As a reaction to being hit with a ranged attack or technique, you can attempt slap it away with your haki imbued hand. Roll a d10 and add your proficiency bonus to the roll. You reduce the amount of damage done to you by that much. If the reduction would cause the damage to be 0, you completely smack away the attack in a direction of your choice (away from yourself). You can target a creature in this way, just not the original attacker, using the original attack roll with a penalty of half of what you rolled on the d10 (rounded up). The creature takes half the original damage rolled for the attack. Otherwise, the attack continues on up until it's maximum range, if it has any.
Armament Haki - IV | Emission / Level 18
Secret
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. Additionally, you gain a permanent +3 bonus to your passive Perception. 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 passive 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 action, increasing the radius by 60 feet per instance up to a maximum of 300 feet.
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. You also gain advantage on Insight checks. In place of the Search 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 long 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 | Precognition / Level 18
Secret
Unshakeable Will (received during lineage or specifically given by the Admin team):
Your will persists even in your darkest of hours, shielding you from being held back from fear. You are immune to the frightened condition. Additionally you gain the Conqueror's Haki affinity.
Conqueror's Haki
Prerequisites: Unshakeable Will, 5th level
You are one of the rare few who can wield conqueror's haki, making you one destined for great things.
Increase one ability score of your choice by 1. You also gain access to the following ability:
Overwhelming Presence. As an 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 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 DC for is calculated as 8 + your proficiency bonus + your highest ability score modifier. The DM can designate that certain creatures that are several times weaker than the user automatically fail this saving throw, such fodder characters, normal animals, etc.
Creatures that have advantage on saving throws against fear effects also have advantage on this saving throw. Creatures that are immune to the frightened condition are also immune.
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.
You can use this ability thrice, and you regain any expended uses when you finish a long rest.