You use your action to focus your bending on the armor of a creature. If it’s not a full set of armor, like studded leather armor or a breastplate, you can rip it off or try to pull the creature towards you. In both instances, the wearer of the armor must make a Strength saving throw. On a success, they don’t move and they keep their armor. A failure results in whichever event you choose. If they have more than one piece of armor, like a helmet or gauntlets, they have to make a saving throw for each piece of armor. (A pair of gloves or a pair of boots is treated as one piece of armor).
If they are wearing full metal armor, you can choose to use them like a puppet. They must make a Strength saving throw with disadvantage, and if they fail, you can move them up to 30 feet and make an attack with whatever weapons they have on them. You can also choose to try to crush the target that’s wearing full armor. The creature must make a Constitution saving throw. A failure results in taking 6d8 force damage, as well as being incapacitated until the end of its next three turns. A success results only in half damage and only being incapacitated until the end of its next turn.
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