Radiation Melee is a Primary Power Set for Brutes, Scrappers, and Stalkers, and a Secondary Power Set for Tankers.
You harness the power of radiation to crush your foes in close quarters. Radiation Melee attacks are withering and burning. You might "infect" your enemies with that energy, which can spread to nearby creatures.
Many of your Radiation Melee features may cause Contamination. A creature that is Contaminated is all but bursting with radiation. Any attack roll made against a Contaminated creature has advantage. In addition, whenever a Contaminated creature takes either necrotic or radiant damage, each creature within 5 feet of it must make a DC 12 Constitution Saving Throw or take 1d6 damage of the same type. You cannot add Endurance Dice to this DC. If a creature takes both types of damage from one of your attacks, you may choose which form it is Contaminated with. Unless otherwise specified by a feature, Contamination lasts until the end of the target's turn following the turn in which it was afflicted. A creature that is already Contaminated is not subject to this effect until it wears off.
Starting at 1st level, you can suffuse your body with vivid radiation. Your unarmed attack becomes bludgeoning damage equal to 1d4 plus your Strength Modifier, plus any Endurance Dice you add as radiant 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 Contaminated Strike, you can make another Contaminated Strike using your Bonus Action. If your Contaminated Strike attack roll is a critical hit, and you deal at least one point of radiant damage, your target becomes Contaminated until the end of its next turn.
You can use Radioactive Smash at 1st level, Radiation Siphon at 3rd level if you are a Brute or a Scrapper, at 6th level if you're a Tanker, and at 8th level if you're a Stalker, Devastating Blow at 10th level if you are a Brute, Scrapper, or Stalker and at 14th level if you are a Tanker, and Atom Smasher at 12th level if you're a Brute, Scrapper, or Stalker, or at 15th level if you're a Tanker.
At 1st level, you can use your Action release a burst of radioactive dust in a cone 7 feet long and 10 feet wide. Each creature in this area must make a Constitution Saving Throw or take 2d4 radiant damage plus 2d4 necrotic damage and become Contaminated. If a creature's Saving Throw is successful, it takes half damage and is not Contaminated.
At 2nd level if you are a Brute or a Scrapper, 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 Radiation Melee attack and damage roll you make until the end of your next turn. During this time, any Saving Throw made to avoid becoming Contaminated will fail with respect to that condition, even if it succeeds otherwise. Using this feature does not cost an Action but you can only do it on your turn. This feature is not available to Stalkers.
At 3rd level if you are a Stalker, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Electrical 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. This feature is not available to Brutes, Scrappers, or Tankers.
At 7th level if you are a Brute or Scrapper, or at 12th level if you're a Tanker, you can emit a radioactive cloud that moves with you. While this cloud is active, any creature that ends its turn within 20 feet of you must make a successful Constitution Saving Throw or take 2d6 necrotic damage and become Contaminated. You can keep Irradiated Ground active until the beginning of your next turn if you maintain concentration. Activating or deactivating Irradiated Ground does not use an Action but you can only do it on your turn. While this feature is active, you must set aside one Endurance Die. This feature is not available to Stalkers.