Holocron

Defensive Technique

Force power · At-will · Light
power-typeForcelevel0alignmentLightconcentration
New in SW5eBrand-new SW5e trick: an at-will Force melee strike that wards you. If an enemy forces you to save before your next turn, they take extra psychic damage and you add a die-roll bonus to your save; it scales with level.
Strike a foe and ward yourself so that if it forces a save before your next turn, it takes 1d6 psychic damage and you add 1d4 to the save.
DefenseDamage
○○breadth · narrow predictive trigger
TargetingSingle
Use whenyou expect the target to use a save-imposing ability next turn
ScalingAt 5th level adds 1d6 extra on hit and save-trigger damage rises to 2d6; both increase by 1d6 at 11th and 17th.
!Requires a successful melee weapon attack to activate — the ward only matters if the enemy uses a save effect on you.
wardingpsychic
Pairs withmelee Sentinel · Consular light-side build · saves-focused character
PlaystyleDefender

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you ward yourself from it through the Force.

If the target forces you to make a saving throw before the start of your next turn, the target takes an additional 1d6 psychic damage, and you can roll 1d4 and add the number rolled to your saving throw. The power then ends.

The power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 psychic damage to the target, and the psychic damage the target takes for forcing you to make a saving throw increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Codex
Casting Period
1 action
Range
Varies
Duration
1 round
Concentration
No