Lightsabers (5e Equipment)

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This content deviates from 5th Edition standards; Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This weapon should be discussed before being used. It combines weapon properties not typically associated with one another. In addition, there is no damage type associated with this weapon and it also has a penalty if you wield without proficiency-another design choice that sets this apart from 5th Edition precedent.

Lightsabers[edit]

Weapon Rarity Damage Weight Properties
Lightsaber Uncommon 1d10 2 lbs. Finesse, Versatile (2d6), Special
Shortsaber Uncommon 1d8 1.5 lbs. Finesse, Light, Versatile (1d10), Special
Dualsaber Uncommon 1d8/1d8 4 lbs. Finesse, Two-Handed, Special

A beam of energy no bigger than the blade of a sword emits from a metal hilt. This energy is created from a crystal inside the hilt that jedi's know how to make. A switch allows the wielder to turn the weapon on or off. A low humming is produced by a lightsaber and as it is waved and moved through the air the pitch and tone will change. A loud cackle is made whenever a lightsaber strikes another object.
Special. If the wielder is not proficient with this weapon, they have disadvantage on their attack rolls. In addition, lightsabers don't deal a type of damage. The damage cannot be resisted.


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