Martial Combat is a Secondary Power Set for Blasters.
Your mastery of Martial Combat allows you to draw on the physical energy stored within your body to perform remarkable feats. You deliver damage to your enemies via withering kicks and punches, while your preternatural senses keep you moving faster and striking harder than any who oppose you.
Some of your Martial Combat 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.
Your skill in Martial Combat has turned you into a serious threat when unarmed. You are considered proficient with unarmed attacks (kicks and punches). You add your Proficiency Modifier to your unarmed attack rolls, and you may also add either your Dexterity or Strength Modifier at your choice. Your unarmed attack deals bludgeoning damage equal to 1d4 plus whichever modifier you used for the attack roll. At 5th level, the damage die becomes 1d6. At 11th level it becomes 1d8. And at 17th level it becomes 1d10. Whenever you use your Action to make an unarmed attack, you can use your Bonus Action to make another unarmed attack on the same turn. You add your Dexterity or Strength Modifier to the damage of that attack.
Unlike many other Power Set features, you may add Endurance Dice to the attack roll for any unarmed attack you make. Doing so does not prohibit you from adding Endurance Dice to the damage, so long as you have the dice available.
In addition to this bonus to unarmed attacks, you may also make a number of special Martial Combat attacks using your Action. When you use one of these special attacks, you may not use your Bonus Action for a second unarmed attack. You can use Ki Push and Storm Kick at 1st level, Dragon's Tail at 6th level, and Eagle's Claw at 15th level. Each of these is considered an unarmed attack and receives the benefits described above.
Already at 1st level, your Martial Combat sets you above most others. Whenever you make an unarmed attack roll and the result is greater than 1 but less than or equal to your Proficiency Modifier, you can opt to roll again, but if you do you must accept the second result. Whenever you make an unarmed attack damage roll and the result is less than half, you may reroll the die but you must use the second result. You can use each of these features no more than once per turn.
At 4th level, you can make a sudden burst of movement that is so quick that you seem to distort space-time itself. Select a target you can see within 200 feet and make a melee unarmed attack roll. Regardless if the attack roll is successful, you instantly teleport to within melee range of your target. You may choose the specific spot (behind, in front, etc.). If your attack roll is successful and you deal at least 1 point of damage, you may select another creature that you can see that is within 200 feet of your new location and make another unarmed attack attempt against it. If this attack is likewise successful, you can select a third and final target (which can be your original target). You do not need to attack three targets, but all attacks with this feature are considered part of the same Action. You cannot teleport to a target without attempting to attack it, and you cannot use this feature if you have used your movement since your last turn, or if you are affected by any feature that inhibits your movement speed.
At 8th level, you can use your Action to put yourself into a heightened metabolic state. Once in this state, you resist bludgeoning damage and your movement distance is doubled. You must set aside one Endurance Die to maintain this effect, and if you become incapacitated or unconscious the effect will end.
At 11th level, when you are worn down by combat, you can purge yourself of many debilitating effects. You can activate this feature by using your Action in any of the following conditions: your current hit points are below one half of your maximum; your available Endurance Dice are below one half of your maximum; you are stunned, restrained, or chilled. Upon activation, your hit points are brought to one half of your maximum, rounded up, you regain however many Endurance Dice needed to bring you to one half of your maximum, and you become freed of any of the conditions listed above. Until the end of your next turn, you gain advantage on any Saving Throw made to avoid or resist being stunned, restrained, or chilled. During that same time, whenever you use a feature that prompts a creature to make a Saving Throw to avoid or resist being stunned, restrained, or chilled, it suffers disadvantage on its roll.
At 14th level, you can use your Action to find or conjure a fistful of debris and throw it in a cone 40 feet long and 30 feet wide. Each creature in that area must make a Dexterity Saving Throw or be stunned and blinded until the end of its next turn. You must apply at least one Endurance Die toward the DC. If the creature's Saving Throw is successful, it is not stunned or blinded, but suffers disadvantage on any Saving Throw it makes that relies on sight until the end of its next turn.