Super Reflexes is a Primary Power Set for Tankers and a Secondary Power Set for Brutes, Scrappers, and Stalkers.
Your reaction time and acute senses allow you to avoid danger. Regardless of what comes at you, you simply avoid it.
When you select this Power Set, you gain a number of benefits.
At 1st level, you can place yourself into a state of enhanced awareness and mobility. 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. Melee attack rolls made against you have disadvantage. In addition, you cannot be surprised by a creature you can see. You must set aside one Endurance Die while Focused Fighting is functioning, and you do not gain the benefits of this feature if you are wearing armor.
You can use Focused Senses at 1st level and Evasion at 4th level if you're a Tanker, at 8th level if you are a Brute, and at 14th level if you are a Scrapper or a Stalker. Each of these features requires you to set aside an additional Endurance Die.
At 1st level, whenever you are successfully struck by a ranged attack you may use your Reaction to turn that hit into a miss. Whenever you use this feature, you resist all ranged attack damage types except psychic, poison, and necrotic until the end of your next turn.
At 2nd level if you are a Tanker, at 4th level if you're a Brute or Scrapper, and at 6th level if you are a Scrapper, you gain advantage on any Saving Throw made in opposition to being stunned, restrained, paralyzed, petrified, knocked prone, or put to sleep, so long as you have at least one half of your maximum Endurance Dice available.
At 3rd level if you're a Tanker, at 6th level if you're a Brute or a Scrapper, and at 8th level if you're a Stalker, whenever you are successfully struck by a melee attack you may use your Reaction to turn that hit into a miss. Whenever you use this feature, you resist all melee attack damage types except psychic, poison, and necrotic until the end of your next turn.
At 8th level if you're a Scrapper, 10th level if you are a Tanker, at 11th level if you are a Stalker, and at 14th level if you're a Brute, you gain the ability to use a second Reaction each round. In addition, your movement distance increases by 10 feet.
At 7th level if you're a Tanker, and at 11th level if you're a Brute or a Scrapper, when you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you may use your Reaction to automatically succeed with your roll. Whenever you use this feature, you resist all area effect damage types except psychic, poison, and necrotic until the end of your next turn. This feature is not available to Stalkers.
At 12th level if you're a Tanker and at 15th level if you are a Brute, Scrapper, or Stalker, you can use your Bonus Action to roll one or more Endurance Dice. For one round per every two dice you roll, you may add the result of this roll to every Dexterity Saving Throw you make. In addition, your movement distance increases by 30 feet and your Strength Modifier is doubled for the purposes of calculating your jump distance. All melee and ranged attack rolls against you have disadvantage while this effect is active, and you may recoup any Endurance Die roll that is 5 or greater. When this effect wears off, you lose an amount of Endurance Dice up to the number your initially applied to it, if they are available. This includes any Endurance Dice set aside for any feature. You may select which features become deactivated, if applicable.