Street Justice is a Primary Power Set for Tankers and a Secondary Power Set for Brutes and Scrappers.
You are an expert with the personal shield. Your Shield is any reinforced metal, wooden, bone, or similar piece of equipment that you either carry with or strap to one arm. While anyone with the requisite strength can wear a Shield in combat, you are highly skilled with its use. In addition to protecting yourself, you can come to the aid of allies and even make offensive strikes to enemies.
While you may have a specific Shield that you prefer to use, you can make use of any shield-like object that is light enough to be easily carried in one hand. Not all shields are strapped to the user's arm, and thus you do not need to be able to strap a makeshift shield to your own in order to use it. However, if you carry a shield in one hand, you cannot use that hand for any other action without dropping your Shield first. Picking up a dropped Shield does not cost an Action but you can only do it on your own turn.
Your Shield provides +2 to your Armor Class as long as you are wearing it and are not incapacitated, unconscious, restrained, paralyzed, or petrified. You are considered proficient with it.
You are Proficient in the use of personal shields. You do not suffer the non-proficient penalties for wielding a shield.
At 1st level, you can adopt a defensive stance that helps protect you. While this stance is active, you can use your Reaction to impose disadvantage on any melee attack roll made against you. Even if the attack roll still hits, you resist any bludgeoning, piercing, and slashing damage it may inflict. You must be wielding your Shield and you must set aside one Endurance Die while this feature is active.
You may use Battle Agility at 1st level. You may use Against All Odds at 3rd level if you are a Tanker and at 6th level if you are a Brute or Scrapper, and you can use Grant Cover at 7th level if you are a Tanker and at 11th level if you're a Brute or a Scrapper.
At 1st level, while you are wielding your Shield you gain resistance to cold, fire, necrotic, and radiant damage. In addition, if you begin your turn with less than one half of your maximum hit points and you are wielding your shield, you gain a number of temporary hit points equal to your level. You cannot gain these temporary hit points if you have any remaining from a previous use of this feature.
At 2nd level if you are a Tanker and at 4th level if you are a Brute or a Scrapper, while wielding your Shield you can use your Action to enter a heightened defensive mode. Until the end of your next turn, you have advantage on any Saving Throw made in opposition to being restrained, stunned, frightened, paralyzed, petrified, or any effect that would reduce your movement speed. In addition, during this same time no attack roll made against you can have advantage, and you are not susceptible to Knockback.
You can use One with the Shield at 12th level if you're a Tanker and at 15th level if you are a Brute or a Scrapper.
Starting at 4th level if you are a Tanker and at 8th level if you're a Brute or a Scrapper, you gain a bonus of +1 to your Armor Class for each friendly creature within 8 feet, up to a maximum of +3. You must be wielding your Shield.
At 10th level if you are a Tanker and at 14th level if you are a Brute or a Scrapper, you can launch yourself into a group of foes. Select an area you can see that you also have a clear path to. The distance to this area cannot be more than twice your available movement, and will consume one foot of your movement for every two feet you leap. Using your Action, you leap to that location, slamming the ground with your Shield. Each creature within 20 feet must make a successful Dexterity Saving Throw or take 3d6 force damage plus 3d6 bludgeoning damage and be knocked prone. If a creature succeeds with its Saving Throw, it takes half damage and is not knocked prone.