Electric Armor is a Primary Power Set for Tankers, and a Secondary Power Set for Brutes, Scrappers, and Stalkers.
Your entire body is a powerful capacitor. You store and release massive amounts of electricity that can absorb damage directed at you.
Some Electric Armor features cause Endurance Suppression. A creature will be unable to roll a number of Endurance Dice equal to your Proficiency Modifier while it is subjected to Endurance Suppression. Endurance Dice that the creature had already set aside for a "Toggle Power" feature are unaffected. A creature that resists lightning damage is not immune to this effect, but it works a little differently for it. Such a creature still has access to all its Endurance Dice, but the affected ones become d4 until the end of its next turn.
Some Electric Armor features can also cause Endurance Drain. In such a case, whenever you cause Endurance Suppression, for every two Endurance Dice you penalize (if the number is odd, round down), you may restore one of your own spent Endurance Dice if available. If the target resists lightning damage, then you can restore at most one of your own Endurance Dice, regardless of how many you penalized.
The effects of Endurance Suppression do not stack. If a creature is affected by Endurance Suppression from multiple sources at the same time, the number of Endurance Dice suppressed is equal to the highest Proficiency Modifier from its attackers. If multiple attacks are also causing Endurance Drain, each attacker restores a number of Endurance Dice based on its own Proficiency Modifier.
At 1st level, you can envelop yourself in a churning electrical field. 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, and lightning damage. You must set aside one Endurance Die while Charged Armor is functioning.
You can use Conductive Shield and Lightning Field at 1st level and Static Shield at 2nd level if you're a Tanker and at 4th level if you are a Brute or Scrapper. Each of these features requires you to set aside an additional Endurance Die.
At 3rd level if you're a Tanker and at 6th level if you are a Brute, Scrapper, or Stalker, you gain resistance to lightning damage even if your Charged Armor is not active. You also become immune to Endurance Suppression if you have more than one half of your maximum Endurance Dice available. In addition, you can apply Endurance Dice to any Saving Throw in opposition to being stunned, restrained, paralyzed, or knocked prone.
At 4th level if you are a Tanker, at 8th level if you a Scrapper, and at 11th level if you're a Brute or a Stalker, you can use your Action to empower your own body. Roll one or more Endurance Dice. You may apply the result to any damage roll or Saving Throw DC you use, in addition to any you roll at the time. You retain this benefit until you end your turn at less than one half of your maximum hit points. If you use this feature while it is still active, your new set of Endurance Dice results replaces your existing one.
At 7th level if you are a Tanker, at 8th level if you're a Brute or a Stalker, and at 11th level if you're a Scrapper, your base movement speed increases by 15 feet. In addition, you gain advantage on any Saving Throw made in opposition to any effect that would limit your movement speed. You also gain advantage on Initiative Checks.
At 10th level if you're a Tanker and at 14th level if you are a Brute, Scrapper, or Stalker, you can use your Action to inhibit the endurance of those around you. Each creature within 10 feet of you must make a successful Constitution Saving Throw or suffer Endurance Suppression as well as Endurance Drain. The effects of Endurance Suppression last until the end of each creature's next turn. If a creature's Saving Throw is successful it suffers no effects.
You can use Power Surge at 12th level if you are a Tanker and at 15th level if you're a Brute, Scrapper, or Stalker.