Energy Melee is a Primary Power Set for Brutes and Stalkers, and a Secondary Power Set for Tankers.
You power your punches with pure energy. These focused power attacks can often disorient your foe.
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 Energy Punch 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 or Dexterity Modifier (your choice), plus force damage equal to 1d4 plus any Endurance Dice you add. A kick or a punch uses a melee attack roll.
You can use Barrage and Bone Smasher at 1st level. You can use Whirling Hands at 3rd level if you are a Brute and at 6th level if you are a Tanker. You can use Stun at 7th level if you are a Stalker, at 8th level if you are a Tanker, and at 10th level if you are a Brute. You can use Total Focus at 7th level if you are a Brute, at 12th level if you are a Stalker, and at 15th level if you are a Tanker. You can use Energy Transfer at 12th level if you are a Brute or a Stalker, and at 14th level if you are a Tanker.
At 2nd level if you are a Brute, 3rd level if you are a Stalker, or 11th 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 Energy 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.