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Lightsaber (3.5e Feat)

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Revision as of 06:43, January 24, 2010 by Eiji-kun (Talk | contribs)

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Eiji-kun (talk)
Date Created: 1-24-10
Status: Complete
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Balance: Fighter


Raziel (LOK)

Vroom vrooom vrzzroooom!


Lightsaber [{{#arraymap: Reserve|, |x|Type::x}}] Summary::So long as you retain a Light spell at ready, you can summon a sword of blazing light. Prerequisites: {{#arraymap: 1st level spells|,|x|Prerequisite::x}}Benefit: As long as you have a light spell of 1st level or higher available to cast you can call forth a blade of light energy into your hand as a standard action. The weapon remains in your hand for 24 hours, or until you drop it, causing the blade to dissapate. The lightsaber light weapon makes touch attacks and deals 1d6 + strength of light energy, with a 19-20/x2 critical. You can use the Power Attack feat as if it were a one-handed weapon. You can’t wield a lightsaber in two hands in order to apply 1½ times your strength bonus to damage. A lightsaber cannot be disarmed or sundered, although it may be dispeled by dispel magic, a darkness spell higher than the highest level light spell you currently have available, or negated by an antimagic field. Against targets suspectable to extra damage from light, the blade deals 2d6 damage instead.

You gain a +1 bonus to damage for each level of your highest light spell available. For example, if your highest spell available is Sunbeam (level 7) your lightsaber deals 1d6 + 7 + your strength modifier. The lightsaber cannot be permenantly enhanced, but it is a valid target for spells and effects which target weapons such as greater magic weapon.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.



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