You're a Tanker! You can take it and dish it out all at once. You absorb vast amounts of damage, and hold you own in a fist fight. You lack long range punch, but that's okay. You prefer to charge straight ahead anyway.
Whenever you directly cause damage to a hostile creature with one of your Primary or Secondary Power Set features, and that creature is aware of your existence and can see or otherwise perceive you, it is taunted until the end of its next turn. If you make an attack roll and the hit is successful, each hostile creature within 15 feet of your target is likewise taunted until the end of its next turn. If you use a feature that prompts one or more creatures to make a Saving Throw, and that creature takes damage upon a failed roll, it will be similarly taunted.
A taunted creature will have disadvantage on any attack roll made against any target other than you, and all creatures aside from you have advantage on any Saving Throws made to resist or avoid attacks made by that creature. A creature that is targeted for taunting by multiple opponents will be taunted by the highest level opponent, and after that the most recent. You can use this feature starting from 1st level.
At 4th level, you can use your Gauntlet feature at range. Use your Bonus Action to select a location you can see within 70 feet. Each hostile creature within 15 feet of that location must make a Wisdom Saving Throw or be taunted by you until the end of its next turn.
At 1st level, your blows are particularly devastating and can undermine any extra defenses possessed by your foe. Whenever you successfully use any Power Set feature that uses a melee attack roll and you deal at least one point of damage, any damage resistance to any damage type possessed by your target is suppressed until the end of its next turn. Your target will not be able to benefit from any feature that provides resistance during that time. Any existing resistances are restored at the end of your target's next turn.
Bruising does not impart vulnerability, but only suppresses resistance. In addition, if your target possesses temporary hit points, any damage dealt to that creature while Bruised will bypass its temporary hit points. As with resistance, any temporary hit points are restored once Bruising wears off.
As a Tanker, you gain the following features.
Hit Points
Saving Throws: Strength, Constitution
Skills: Choose two from History
Attack Save DC = 8 + your Proficiency Bonus + your Strength modifier. This is the DC for any Saving Throws prompted by features from any Power Sets for this Archetype.
Tankers have the following Power Sets.