Saber Assault
Force power · Level 1 · Universal
power-typeForcelevel1alignmentUniversalconcentration
⟜ Requires Saber Ward
New in SW5eNovel SW5e trick: when you take Attack action, you fuse Force with your saber hits. Each hit triggers a Dex save; failures apply Slow, no reactions, and no bonus actions, ending after three hits; higher Force slots boost 2nd/3rd hits.✨
Three melee hits apply escalating Dex saves: slowed, then reaction loss, then bonus-action denial, with extra kinetic damage on hits 2–3.
ControlDamage
●●○breadth · requires three-hit window
TargetingSingle
Use whenyou make three or more melee attacks on the same turn against one target
ScalingSecond and third hit damage each increase by 1d6 per two slot levels above 1st (starting at 3rd).
!Requires Saber Ward as a prerequisite; the special casting timing means it must be cast simultaneously with the Attack action.
kineticcontrol-conditionenergy
Pairs withSaber Ward · Extra Attack build · Phasestrike
The first time you take the Attack action during your turn, you can simultaneously cast this power to blend your melee weapon attacks with the use of the Force. For each successful hit you make with a melee weapon before the power ends, the target must make a Dexterity saving throw or have a new effect apply until the end of its next turn. Once you've made three weapon attacks, the power ends.
- 1st Hit: If the target fails its saving throw, it gains 1 slowed level until the end of its next turn.
- 2nd Hit: If the target fails its saving throw, it takes 1d6 kinetic damage and cannot take reactions until after the end of its next turn.
- 3rd Hit: If the target fails its saving throw, it takes 2d6 kinetic damage and cannot take bonus actions during its next turn.
Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage of the second and third hit each increase by 1d6 for every two slot levels above 1st.
- Casting Period
- Special
- Range
- Self
- Duration
- 1 round
- Concentration
- No