Psionic Melee

Psionic Melee is a Primary Power Set for Brutes, Scrappers, Stalkers, and a Secondary Power Set for Tankers.

You strike at foes with psychic projections and deadly psi blades. Psionic Melee provides excellent crowd control by dominating the minds of your foes.

Psionic Melee Features

Mental Strike

Starting at 1st level, you can sheathe your fists and feet in extensions of your mental powers. Your unarmed attack becomes bludgeoning damage equal to 1d4 plus your Strength Modifier, plus any Endurance Dice you add as psychic damage. Merely activating this energy does not cost an action but you can only do it on your turn. If you use your Action to make a Mental Strike, you can make another Mental Strike using your Bonus Action. If your Mental Strike attack roll is a critical hit, and you deal at least one point of damage, your target is mentally jolted until the end of its next turn. A jolted creature is unable to use Reactions.

You can use Psi Blade and Telekinetic Blow at 1st level and Psi Blade Sweep at 3rd level if you're a Brute or Scrapper and at 6th level if you're a Tanker. You can use Greater Psi Blade at 10th level if you are a Brute, Scrapper, or Stalker, at 14th level if you are a Tanker.

  • Psi Blade (1st): You can extend the psychic energy of your Mental Strike out into hardened blade-like projections. If you successfully hit the same creature with two Mental Strikes in the same turn, and each attack deals at least one point of damage, the creature is jolted even if nether attack roll is a critical hit.
  • Telekinetic Blow (1st): When you use Mental Strike and add one or more Endurance Dice to the damage, you can opt to have that extra damage type be force instead of psychic. If your attack roll is successful and deals at least one point of force damage, and your target is Large or smaller, it is thrown upward 10 feet and then back down. It must make a successful Dexterity Saving Throw or take 1d6 bludgeoning damage and be mentally jolted until the end of its next turn. If your attack roll is a critical hit, your target has disadvantage on this Saving Throw.
  • Psi Blade Sweep (3rd/6th): When you extend your Psi Blade, you can use your Action to sweep it in a cone 7 feet long and 8 feet wide. Each creature in that area must make a successful Dexterity Saving Throw or take 5d6 psychic 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.
  • Greater Psi Blade (10th/14th): You can opt to use your Bonus Action to convert your Mental Strike into a large two-handed sword constructed of manifested psionic power. Despite its size, it feels very light and well-balanced to you. This sword deals slashing damage equal to 2d6 plus your Strength Modifier, plus any regular Mental Strike psychic damage. If your attack roll with this weapon is a critical hit, the target is stunned until the end of its next turn. This sword will remain in existence until your dismiss it or become incapacitated or unconscious. If you drop it, it will disappear at the end of the round. You may apply the benefits of Telekinetic Blow while using this weapon.

Concentration

At 2nd level if you are a Brute or Scrapper, 3rd level if you are a Stalker, or 8th 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 Psionic 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.

Boggle

At 7th level if you're a Brute, Scrapper, or Stalker, or at 11th level if you're a Tanker, you can use your psychic energy to confuse a foe. Use your Action to select a creature you can see within 40 feet. That creature must make a successful Wisdom Saving Throw or become confused. A confused creature must roll 1d10 to determine its behavior:

  • 1: The creature uses all its movement to move in a random direction. To determine the direction, roll 1d8 and assign a direction to each die face. The creature doesn't take an action this turn.
  • 2-6: The creature doesn't move or take Actions this turn.
  • 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • 9-10: The creature can act and move normally.

At the end of its turn, an affected creature can make another Wisdom Saving Throw to shrug off its confusion.

Burst

At 7th level if you're a Brute, Scrapper, or Stalker, or at 11th level if you're a Tanker, you can use your Action to release kinetic energy outward in a tight spherical burst. Each creature within 8 feet of you must make a successful Dexterity Saving Throw or take 4d8 force damage and be knocked prone. In addition, all creatures that each affected target attacks will resist its damage until the end of the its next turn. If a creature's Saving Throw is successful, it takes half damage suffers no other effect.

You can use Focused Burst at 10th level if you're a Brute, Scrapper, or Stalker, or at 14th level if you're a Tanker.

  • Focused Burst (10th/14th): You can channel your Burst into a single beam. Select a creature you can see within 40 feet. That creature must make a successful Dexterity Saving Throw or take 4d8 force damage and be knocked prone. In addition, all creatures that your target attacks will resist its damage until the end of its next turn. If a creature's Saving Throw is successful, it takes half damage suffers no other effect.

Mass Levitate

At 12th level if you're a Brute, Scrapper, or Stalker, or at 15th level if you're a Tanker, you can telekinetically toss a group of foes up into the air and slam them back down. Use your Action to release a wave of psionic energy. Each creature within 10 feet of you that is Large or smaller is thrown upward 10 feet and then back down. It must make a successful Dexterity Saving Throw or take 1d6 bludgeoning damage and be stunned until the end of its next turn.