Electricity Manipulation is a Secondary Power Set for Blasters.
You can tap into the elemental powers of electricity and lightning. This power can be used to damage foes, stun them, and knock them to the ground, as well as drain their stamina. The source of this power may be magical, biological, some form of strange or alien technology, or you may not even know how you do it.
Some Electricity Manipulation features may cause Endurance Suppression. Whenever a creature fails a Saving Throw prompted by one of your Electricity Manipulation 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 Electricity Manipulation 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 Electricity Manipulation 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.
Some of your Electricity Manipulation features indicate that they cause Pushback. If you use a Pushback feature that prompts your target to make a Saving Throw which fails, the target will be knocked away from the source of the effect by 15 feet. Pushback only affects creatures Large or smaller.
If your Pushback shoves a creature into an obstacle, such as a wall or a Huge or larger creature, it suffers 1d6 bludgeoning damage for every five whole feet it would have otherwise traveled. Divide the remaining distance by five and round down. Certain features may also have additional rules around Pushback.
At 1st level, you can use your Action to select a creature that you can see within 50 feet. That creature must make a successful Dexterity Saving Throw or suffer 2d4 lightning damage and be restrained by a glowing, buzzing electrical fence until the end of its next turn. If the Saving Throw succeeds, the creature takes half damaged and is not restrained.
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 4th level, Thunder Strike at 11th level, and Shocking Grasp at 15th level.
At 1st level, you can encompass yourself in a charged electrical field. While this field is active, any creature that ends its turn within 20 feet of you must make a Constitution Saving Throw or take 1d4 lightning damage and suffer Endurance Suppression. You can keep your Lightning Field active until the beginning of your next turn if you maintain concentration. Activating or deactivating Lightning Field does not use an Action but you can only do it on your turn. While this feature is active, you must set aside one Endurance Die.
Starting at 6th level, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Electricity Manipulation 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 8th level, you can use your Action to clap your two Charged Brawl hands together and release a blast of Endurance-draining energy. Each creature within 15 feet of you must make a Constitution Saving Throw or suffer Endurance Suppression, Endurance Drain, Pushback, and be stunned until its next turn. In addition, you gain 1d4 temporary hit points from each creature affected (treat all of these temporary hit points as coming from a single source). If the Saving Throw is successful, the creature still suffers Endurance Suppression but no other effects, and you gain no temporary hit points.
You can use Power Sink at 14th level.