Your mind is a weapon, capable of damaging that of your enemy at a distance. Your psychic blasts can hurt foes, knock them back, stun their minds, and render them disoriented and confused.
Some Psychic Blast features require an attack roll. In all such cases, you are making a ranged attack that you are proficient with, and you add your Dexterity Modifier to the roll. You also add your Dexterity Modifier to the damage.
At 1st level if you are a Blaster, you can use your Action to shoot up to three quick psychic darts at a target within 80 feet. You do not need to be able to see the target clearly but it cannot be actively hidden or have full cover from your perspective. You can hit one creature with all three darts or divide them how you wish among up to three targets. Each dart deals psychic damage equal to 1d4 plus your Dexterity Modifier (roll once and apply to all darts). You may not add Endurance Dice to this damage. You can add a fourth dart at 4nd level, a fifth dart at 8th level, and one additional dart every four levels thereafter (12th, 16th, and 20th).
Starting at 8th level, you can shoot one dart using your Bonus Action. You do not need to use your Action to shoot darts in the same round.
This feature is not available to any other Archetype.
At 1st level, you can use your Action to shoot a blast of pure mental energy at a target within 80 feet. You do not need to be able to see the target clearly but it cannot be actively hidden or have full cover from your perspective. Make a ranged attack roll. If successful, the target suffers psychic damage equal to 1d8 plus your Dexterity Modifier plus your Wisdom Modifier. If your attack roll is a critical hit, your target is mentally jolted and is unable to use Reactions until the beginning of its next turn.
You can use Telekinetic Blast at 1st level if you are a Blaster, or at 3rd level if Psychic Blast is your Primary Power Set and at 6th level if it is your Secondary Power Set. You can use Will Domination at 3rd level if you are a Blaster, or at 4th level if Psychic Blast is your Primary Power Set and at 8th level if it is your Secondary Power Set. You can use Psionic Lance at 1st level, or 4th level if you are a Blaster. And you can use Scramble Thoughts at 10th level if Psychic Blast is your Primary Power Set and at 14th level if it is your Secondary Power Set.
At 2nd level if you are a Blaster, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Psychic Blast attack and damage roll you make until the end of your next turn. This feature is not available to any other Archetype. Using this feature does not cost an Action but you can only do it on your turn.
At 2nd level if Psychic Blast is your Primary Power Set or at 4th level if it is your Secondary Power Set, you can use your Action to release a verbal scream in a cone 60 feet long and 30 feet wide. Each creature in that area must make a Constitution Saving Throw or become incapacitated and deafened until the end of its next turn. This feature is unavailable to Blasters.
At 7th level if Psychic Blast is your Primary Power Set or at 11th level if it is your Secondary Power Set, you can use your Action to select a location you can see within 100 feet. Each Large or smaller creature with 20 feet of that spot must make a Dexterity Saving Throw or take 1d8 psychic damage plus 2d8 force damage, be pushed 20 feet away from the location you selected, and be knocked prone. If a creature encounters a barrier such as a wall or a Huge or larger creature, it takes 1d6 bludgeoning damage for every five whole feet it would have traveled. If a creature's Saving Throw succeeds, it takes half damage of both types and is pushed 10 feet away, but is not knocked prone or suffer pushback damage. You can keep your Psionic Tornado running until the beginning of your next turn but you must maintain concentration and remain in range of and visual contact with its location. Any creature that enters its area must make a Dexterity Saving Throw upon entering.