Electrical Melee is a Primary Power Set for Brutes, Scrappers, and Stalkers, and a Secondary Power Set for Tankers.
Electricity surges through your body and you can channel it through your fists. You pummel a creature with a melee attack while jolting it with a powerful electric current that can drain stamina. Some of that stamina may even come back to you.
Some Electrical Melee features may cause Endurance Suppression. Whenever a creature fails a Saving Throw prompted by one of your Electrical Melee features, and you have added at least one Endurance Die to the DC for that Saving Throw, your target will be unable to roll a number of Endurance Dice equal to your Proficiency Modifier until the end of its next turn. Endurance Dice that are currently set aside for a "Toggle Power" feature are unaffected. This applies to every Electrical Melee feature that calls for a Saving Throw, unless a specific feature indicates otherwise. A target 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 Electrical Melee 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 sources are also causing Endurance Drain, each source restores a number of Endurance Dice based on its own Proficiency Modifier.
Starting at 1st level, you can wrap your fist and feet a sheath of sparking electricity. You can activate this feature on your turn without costing an Action, and maintain your Charged Brawl for as long as you choose. If you become incapacitated or unconscious, the effect ends. Your punching and kicking damage becomes 1d4 bludgeoning damage plus your Strength Modifier, plus lightning damage equal to 2d4 plus any Endurance Dice you add. A kick or a punch uses a melee attack roll. If it is a critical hit and you add at least one Endurance Die, it causes Endurance Suppression and your target is stunned until the end of its next turn. Whenever you use your Action to throw a punch or kick using Charged Brawl, you can make another punch or kick using your Bonus Action, but you do not add your Strength Modifier to the second damage.
You can use Havoc Punch at 1st level, Thunder Strike at 3rd level if you are a Brute or a Scrapper and at 6th level if you're a Tanker, Chain Induction at 7th level if you are a Brute, Scrapper, or Stalker and at 11th level if you are a Tanker, and Lightning Clap at 10th level if you are a Brute or a Scrapper and at 14th level if you're a Tanker.
At 1st level, you can use your Action to build up and release a blast of electricity in an arc in front of you. This ability takes one or two seconds to fully charge, so you cannot use it in the same turn that you use your Bonus Action. You affect a cone 7 feet long and 5 feet wide. Each creature that area must make a successful Constitution Saving Throw or take 6d4 lightning damage and be stunned until the end of its next turn. If a creature's Saving Throw succeeds, it takes half damage but is not stunned.
At 2nd level if you are a Brute or a Scrapper, 3rd level if you are a Stalker, or 8th level if you are a Tanker, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Electrical 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.
At 12th level, you can summon a bolt of lightning similar to the one you generate from Thunder Strike. This bolt can carry you to a location where you can release its energy upon arrival. Use your Action to select a location you can see with 60 feet. You will be instantly moved to that location without consuming any movement and without visibly moving through the intervening space. When you arrive, each creature within 20 of that spot must make a successful Dexterity Saving Throw or take 5d4 lightning damage, 5d4 thunder damage, and be knocked prone. You must roll at least one Endurance Die as part of the DC. If a creature's Saving Throw is successful, it takes just the thunder damage but is not knocked prone. This feature does not prompt Opportunity Attacks.