Energy Manipulation is a Secondary Power Set for Blasters.
You are a font of pure power. This energy can be used to damage foes, stun them, and knock them to the ground. 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 of your Energy 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.
Starting at 1st level, your body becomes energized by a skin-hugging (or outfit-hugging) force field. This field enhances your melee strikes. You can activate this feature on your turn without costing an Action, and maintain your Power Thrust for as long as you choose. If you become incapacitated or unconscious, the effect ends. Your punching and kicking damage becomes bludgeoning damage equal to 1d4 plus your Strength Modifier, plus force damage equal to 1d4 plus any Endurance Dice you add. A kick or a punch uses a melee attack roll. Whenever you use your Action to throw a punch or kick using Power Thrust, you can make another punch or kick using your Bonus Action, but you do not add your Strength Modifier to the second attack. If you make two successful Power Thrusts against the same creature in the same turn, it suffers Pushback.
You can use Energy Punch at 1st level, Bone Smasher at 4th level, Stun at 8th level, and Total Focus at 15th level.
Starting at 1st level, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Energy 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 6th level, you can use your Bonus Action to take a moment to adjust the flow of energy within you. Your non-spent Endurance Dice all become d10s. At 12th level, when you use this feature they become d12s, and they become d20s at 18th level. Any Endurance Die that is so upgraded remains at that larger size until you spend it, or until you complete a short rest. Setting aside a larger Endurance Die does not return it to being a d8, but if you regain any spent Endurance Die through Endurance Drain or some other method, it is reset to a d8. You can only use this feature if you have no Endurance Dice that have been previously modified by it.
At 11th level, you can take a moment to efficiency of some Power Set features. Until the end of your next turn, any creature that makes a Saving Throw prompted by one of your Power Set features will have disadvantage on the roll. Using this feature does not cost an Action but you can only do it on your turn.
At 14th level, you can use your Bonus Action to improve the range of your ranged abilities. The next time you use a Power Set feature with a ranged attack roll, the range of that attack is doubled. If the attack roll succeeds, the next ranged attack roll has this same benefit, and each subsequent ranged attack roll will until one misses, until three rounds pass without you attempting a ranged attack, or you complete a short rest.