Energy Melee

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.

Energy Melee Features

Energy Punch

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.

  • Barrage (1st): Whenever you use your Action to make an Energy Punch, you can use your Bonus Action to make another Energy Punch. This second Energy Punch can be against any valid target, and you add your Strength or Dexterity Modifier to the damage roll.
  • Bone Smasher (1st): You can opt to change the extra Endurance Dice damage on any Energy Punch to thunder. In addition, if you take disadvantage on an Energy Punch attack roll, you can double the amount of damage resulting from any Endurance Dice you add to it.
  • Whirling Hands (3rd/6th): While your Energy Punch is active, you can use your Action to project an array of energy fists all around you. Each creature within 8 feet of you must make a successful Dexterity Saving Throw or take your normal Energy Punch damage and be stunned until the end of its next turn. If a creature's Saving Throw is successful, it takes half damage but is not stunned. This feature is not available to Stalkers.
  • Stun (7th/8th/10th): If any Energy Punch attack roll is a critical hit, your target becomes stunned until the end of its next turn.
  • Total Focus (7th/12th/15th): If you don't move or use your Bonus Action on your turn, you can grant yourself advantage on your Energy Punch attack roll. If this attack succeeds, your is stunned until the end of its next turn. You must apply at least one Endurance Die to the damage roll.
  • Energy Transfer (12th/14th): You can channel your own life energy into your Energy Punch. When you make a successful Energy Punch, you can choose to apply the damage you roll to yourself as force. If you do so, your target is knocked prone and will be stunned and vulnerable to force damage until the end of its next turn.

Build Up

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.

Lightning Rod

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.