Dark Armor is a Primary Power Set for Tankers, and a Secondary Power Set for Brutes, Scrappers, and Stalkers.
You to tap into the powers of the netherworld for protection and to drain your foe for your own benefit.
At 1st level, you can envelop yourself in a protective layer. You can activate this feature without costing an Action but you must do so on your turn. It will remain active until you deactivate it on your turn, or become unconscious or incapacitated. You gain resistance to slashing, piercing, necrotic, and poison damage. You must set aside one Endurance Die while Dark Embrace is functioning.
You can use Murky Cloud at 1st level, Obsidian Shield at 2nd level if you are a Tanker, at 4th level if you're a Brute or Scrapper, or at 6th level if you are a Stalker, and Cloak of Darkness at 4th level if you're a Tanker and at 8th level if you are a Brute or Scrapper. Each of these features requires you to set aside an additional Endurance Die.
At 1st level if you are Brute, Scrapper, or Tanker, while your Dark Embrace is active, whenever any creature within 8 feet of you makes a successful melee attack roll against you, and you suffer at least one point of damage from that attack, that creature takes 1d4 necrotic damage. This feature is not available to Stalkers.
At 3rd level if you're a Tanker, at 6th level if you are a Brute or Scrapper, and at 8th level if you are a Stalker, you can use your Action to siphon health from those around you. Each creature within 20 feet of you must make a successful Constitution Saving Throw or suffer 1d8 necrotic damage. If a creature's Saving Throw is successful, it suffers half damage. Each creature that is brought to below one half of its maximum hit points from this damage will heal you 1d4 hit points (roll separately for each creature).
You may use Soul Transfer at 12th level if you are a Tanker, and at 15th level if you're a Brute, Scrapper, or Stalker.
At 4th level if you are a Stalker, you add your Wisdom modifier to your Armor Class. You also may add your Proficiency Bonus to any Wisdom (Perception) check you make, as well as any Saving Throw made in opposition to being restrained, paralyzed, or petrified. This feature is not available to Brutes, Scrappers, or Tankers.
At 7th level if you are a Tanker and at 11th level if you're a Brute, Scrapper, or Stalker, you can wrap yourself in field of psychic terror. You can activate this feature without costing an Action but you must do so on your turn. It will remain active until you deactivate it on your turn, or become unconscious or incapacitated. Each creature that ends its turn within 8 feet of you must make a Charisma Saving Throw or become afraid of you. In addition, each affected creature has disadvantage on all attack rolls it makes. Both conditions last until the beginning of the creature's next turn. You must set aside one Endurance Die while Dark Embrace is functioning, but you may roll the die before doing so, and the result is added to the DC for all Saving Throws prompted by this feature. The die is not considered spent.
You may use Oppressive Gloom at 10th level if you are a Tanker and at 14th level if you're a Brute, Scrapper, or Stalker.