Dark Melee is a Primary Power Set for Brutes, Scrappers, and Stalkers, and a Secondary Power Set for Tankers.
You focus the powers of the netherworld to defeat your foes. The draining effect of most of these powers can reduce the target's accuracy.
Starting at 1st level, you can wrap your arms and feet in a writhing sheathe of necrotic power. You can activate this feature on your turn without costing an Action, and maintain your Shadow Punch for as long as you choose. If you become incapacitated or unconscious, the effect ends. Your punching damage becomes bludgeoning damage equal to 1d4 plus your Strength or Dexterity Modifier (your choice upon activation), plus necrotic damage equal to 1d4 plus any Endurance Dice you add. If your Shadow Punch attack roll is a critical hit, or you add at least one Endurance Die to the damage, your target suffers disadvantage on all melee attack rolls until the end of its next turn. You must have at least one hand free to use this feature.
You can use Smite and Shadow Maul at 1st level. You can use Touch of Fear at 2nd level if you are a Brute or a Scrapper, at 8th level if you are a Tanker, and at 10th level if you are a Stalker. You can use Siphon Life at 3rd level if you are a Brute or a Scrapper, at 6th level if you are a Tanker, and at 7th level if you are a Stalker. You can use Midnight Grasp at 12th level if you're a Brute, Scrapper, or Stalker, and at 15th level if you're a Tanker.
Starting at 3rd level if you are a Stalker, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Dark Melee attack and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn. This feature is not available to Brutes, Scrappers, or Tankers.
At 7th level if you are a Brute or a Scrapper, or at 14th level if you are a Tanker, you can use your Action to emit a burst of smoky, murky energy. Each creature within 8 feet of you must make a Charisma Saving Throw. If it fails, the creature takes 1d8 necrotic damage, and you can force one of its unused Endurance Dice to be spent. For every Endurance Die you affect, you can restore a spent one of your own, if available. If the Saving Throw is successful, the creature takes half damage. This feature is not available to Stalkers.
At 10th level if you are a Brute or Scrapper, or at 11th level if you are a Tanker, you can use your Action to emit a burst of smoky, murky energy. Each creature within 10 feet of you must make a Charisma Saving Throw. If it fails, the creature takes 1d8 necrotic damage, and you can increase the damage of all of your Shadow Punch features by the amount dealt until the end of your next turn. If the Saving Throw is successful, the creature takes half damage. This feature is not available to Stalkers.