Super Strength is a Primary Power Set for Brutes and a Secondary Power Set for Tankers.
Your combat power is derived from your superhuman strength. Even without the help from any weaponry, your melee attacks strike like sledgehammers. You knock your foes about like dolls, and can perform astounding feats of physical prowess.
When you select this Power Set, you gain a number of benefits.
Some of your Super Strength 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.
While you are more effective with melee weapons than a creature that lacks this Power Set, you're most effective when you use your own fists and feet. You may add Endurance Dice to you melee damage rolls when making unarmed attacks. Whenever you make a critical attack roll with an unarmed attack and deal at least one point of bludgeoning damage, your target is knocked prone as long as it is Large or smaller.
You can use Jab, Punch, and Haymaker at 1st level, and Knockout Blow at 3rd level if you're a Brute and at 8th level if you are a Tanker.
At 2nd level if you're a Brute or at 6th level if you're a Tanker, you can slam your hands together and create a massive shockwave. Each creature within 15 feet of you must make a successful Dexterity Saving Throw or be Pushed Back, knocked prone, and stunned until the end of its next turn.
At 7th level if you're a Brute or at 11th level if you're a Tanker, you can use your Bonus Action to put yourself into a state of Rage. Roll any number of available Endurance Dice and record the results. You can use those results on every Super Strength attack roll or DC without consuming more Endurance while Rage is active. Your Rage lasts a number of rounds equal to your Proficiency Bonus, ending at the end of your turn on that final round, although you may end it early. When your Rage ends, you must spend a number of Endurance Dice equal to the original set you rolled, if available, including any set aside for "Toggle Power" features. You may not re-enter a state of Rage for half as many rounds as your previous Rage lasted (round down, minimum one). If spending Endurance Dice drains you completely of them, all attack rolls made against you will have advantage. This penalty also lasts for one half of the number of rounds your Rage lasted.
At 10th level if you are a Brute or 14th level if you are a Tanker, you can use your Action to rip up a large chunk of material at your feet, be it stone, metal, or any kind of solid flooring, and throw it at a creature that you can see within 80 feet. Make a ranged attack roll. This attack deals bludgeoning damage equal to 2d8 plus your Strength Modifier. If you apply at least one Endurance Die to the damage, or the attack roll is a critical hit, and your target takes at least one point of bludgeoning damage, it will be Pushed Back. If your target is flying when it suffers Pushback, it will actually be pushed downward toward the ground.
At 12th level if you're a Brute and at 15th level if you're a Tanker, you can use your Action to smash the ground beneath you with your foot. Each creature in a 15-foot radius around you must make a successful Dexterity Saving Throw or take 3d8 bludgeoning damage and be knocked prone. If a creature's Saving Throw is successful, it takes half damage and is not knocked prone.