Lightsaber (3.5e Feat)

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Author: Eiji-kun (talk)
Date Created: 1-24-10
Status: Complete
Editing: Clarity edits only please
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Lightsaber [Reserve] Prerequisites: 1st level spellsBenefit: 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 dissipate. The lightsaber light weapon makes touch attacks and deals 1d8 damage, with a 19-20/x2 critical. A lightsaber cannot be disarmed or sundered, although it may be dispelled 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 susceptible to extra damage from light, the blade deals 2d8 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. The lightsaber cannot be permanently 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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Eiji-kun's Homebrew (5873 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
Identifier3.5e Feat +
Prerequisite1st level spells +
RatingUnrated +
SummarySo long as you retain a Light spell at ready, you can summon a sword of blazing light. +
TitleLightsaber +
TypeReserve +