Stone Armor is a Primary Power Set for Tankers and a Secondary Power Set for Brutes.
You transform your flesh into rock or stone, providing protection against almost all forms of damage at the cost of some mobility.
At 1st level, you can convert your entire body into (or cover it with) a kind of living stone. 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. Your base Armor Class becomes 15, but you have disadvantage on Dexterity (Stealth) Checks. You must set aside one Endurance Die while Rock Armor is functioning, and you do not gain the benefits of this feature if you are wearing armor.
You can use Mud Pots at 2nd level if you're a Tanker and at 4th level if you are a Brute, Rooted at 3rd level if you are a Tanker and at 6th level if you're a Brute, Brimstone Armor at 4th level if you're a Tanker and at 8th level if you're a Brute, Crystal Armor at 7th level if you are a Tanker and at 11th level if you are a Brute, and Minerals at 10th level if you're a Tanker and at 14th level if you are a Brute. Each of these features requires you to set aside an additional Endurance Die.
Starting at 1st level, you gain resistance to bludgeoning, piercing, and slashing damage.
At 1st level, if you are in contact with solid ground, you can use your Action to roll one or more Endurance Die. You recover a number of hit points equal to the result. If you are healed to your maximum hit points, any leftover points are applied as temporary hit points. As long as you possess at least one of the temporary hit points provided by this feature, you resist poison damage.
At 12th level as a Tanker and at 15th level as a Brute, you can transform your body into a bulky, powerful, but slow form. 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. While in this form, your Armor Class becomes 18, you resist all forms of damage except psychic, you become immune to piercing and slashing damage, and you gain advantage on all Constitution Saving Throws. Your movement speed is reduced to 15 feet and you cannot benefit from any feature that increases your speed, jumping distance, or provides flight, nor can you take Reactions. You have disadvantage on Dexterity (Stealth) Checks. Activating Granite Armor will force Rock Armor and its associated features to deactivate. You must set aside one Endurance Die while Granite Armor is functioning, and you do not gain the benefits of this feature if you are wearing armor.