Mental Manipulation is a Secondary Power Set for Blasters.
You manipulate your enemy with an array of offensive psionic powers. Few living beings can resist your effects. A creatures without a biological mind, like a machine or robot, is much more resistant.
Some of your Mental 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 cause psionic damage to a creature and potentially immobilize it by scrambling its neural impulses. Use your Action to select a creature you can see within 80 feet. That creature must make a successful Charisma Saving Throw or take 1d8 psychic damage and be restrained until the end of its next turn. If the creature's Saving Throw is successful, it takes half damage but is not restrained.
You can use Scare at 14th level.
At 1st level, you can touch a creature and slow its neural impulses. Touch a creature you can see. It must make a Charisma Saving Throw or take 1d8 psychic damage and be unable to use its Reaction or Bonus Action until the end of its next turn. If the creature's Saving Throw is successful, it takes half damage but suffers no other effects.
Starting at 1st level, whenever you make a successful melee attack roll against a creature and add at least one Endurance Die to the damage roll, and the creature takes at least 1 point of damage, it also experiences Pushback.
Ar 4th level, you can unleash a wave of mental energy in a cone 60 feet long and 30 feet wide. Each creature in that area must make a successful Charisma Saving Throw or take 2d8 psychic damage, as well as be unable use its Reaction or Bonus Action until the end of its next turn. If the creature's Saving Throw is successful, it takes half damage but suffers no other effects.
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 Mental 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 tap into the psychic energies of nearby creatures. Use your Action to reach out with your mind and roll 1d4. Each creature within 10 feet must make a successful Charisma Saving Throw or "spend" that many Endurance Dice if they have them available. This includes dice set aside for "Toggle Power" features. The creature chooses which dice are lost. In addition, each affected creature cannot benefit from any healing or any feature that restores hit points until the end of its next turn. You gain a number of temporary hit points equal to the number of creatures that fail Saving Throws, and for each creature so affected, you can restore one Endurance Die of your own, if you have any (including ones spent on this feature's DC).
You may use Psychic Shockwave at 15th level.
At 11th level, you can use your Action to produce an aura of disorientation and confusion. Whenever a creature ends its turn within 8 feet of you while this aura is active, it must make a Wisdom Saving Throw or take 1d4 psychic damage. If a creature takes 4 points of damage from a single application of this feature, it will also become confused. A confused creature must roll 1d10 to determine its behavior:
At the end of its turn, an affected creature can make another Wisdom Saving Throw to shrug off its confusion. If it is within 8 feet of you at the end of its turn, it will need to make a Saving Throw to avoid damage, and if that roll succeeds it will also end its confusion. You must set aside on Endurance Die while using this feature.