Street Justice is a Primary Power Set for Brutes, Scrappers, and Stalkers, and a Secondary Power Set for Tankers.
You deliver punishing bone-crushing attacks that weaken, disable, or otherwise hinder you foe. You excel at debilitating or crippling an enemy. As you fight, you work toward achieving a Combo, which can unleash further devastation.
You're not just some fist-slinging thug. When you fight for Justice, each blow is calculated and precise. As you fight using your Street Justice features, you gain a chance to achieve a Combo. You achieve a Combo whenever you make a critical attack roll with one of your Street Justice features. Certain Street Justice features provide additional ways to achieve a Combo. Once you have a Combo, you may use it to empower additional Street Justice features if you use it quickly enough. If you do not exploit your Combo before the end of your turn on the round following the one in which you gained it, it is gone (although you can potentially gain a new one). You cannot achieve a Combo on any turn that you start already possessing one.
Your skill in Street Justice 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, in addition to you your Strength Modifier. Your unarmed attack deals bludgeoning damage equal to 1d4 plus your Strength Modifier. 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 at least one unarmed attack, you can use your Bonus Action to make another unarmed attack on the same turn. You add your 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 Street Justice 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 Initial Strike and Heavy Blow at 1st level, Rib Cracker at 3rd level if you are a Brute or Scrapper, and at 8th level if you're a Tanker, Shin Breaker at 10th level if you are a Brute, Scrapper, or Stalker, and at 14th level if you're a Tanker, and Crushing Uppercut at 12th level if you're a Brute, Scrapper, or Stalker, and at 15th level if you are a Tanker. Each of these is considered an unarmed attack and receives the benefits described above.
At 1st level, if you have achieved a Combo, you can make a wide, arcing unarmed strike 7 feet long and 10 feet wide. Each creature in this area must make a successful Dexterity Saving Throw or take bludgeoning damage equal to a number of you unarmed attack damage dice equal to your Proficiency Modifier and be stunned until the end of its next turn. This will remove your Combo.
You can use Spinning Strike at 7th level if you are a Brute, Scrapper, or Stalker, or at 11th level if you're a Tanker.
At 2nd level if you are a Brute or Scrapper, or at 6th level if you're a Tanker, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Street Justice attack and damage roll you make until the end of your next turn, and you gain a Combo. 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 2nd 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 Street Justice 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 Stalkers.