“Where the Beacon stands, the dark doesn’t reach.
Neither does whatever’s hiding in it.”
Base Kit
Initial Bonus
Beacon's Lantern: You start with a lantern that you power with a fraction of your Soul. You can do this with any lantern; the process takes 10 minutes. Your lantern provides light at a range of 4/8 (bright light up to range 4, dim light up to range 8) — this is your aura. Whenever you cast a spell, its range cannot exceed the range of your dim light. Some abilities dim the brightness of your lantern; this only affects your bright light range, not your dim light. You can spend 1 action to grow the brightness of your light +1 to its maximum bright light range.
Callings — 10xp
Cleansing Beacon
Proficient in Nature. Allies within your bright light gain temporary hit points at the start of their turn based on your ranks in Endurance: I-II = 1hp, III-IV = 2hp, V = 3hp
Guiding Beacon
Proficient in Observation. Allies within your bright light can reroll one die on one skill check per round.
Flickering Beacon
Proficient in Stealth. Allies that start their turn within your bright light gain +1 to their Move.
Shining Beacon
Proficient in Athletics. Allies within your bright light deal +1d4 damage on melee, thrown, or ranged attacks.
Bolstering Beacon
Proficient in Parry. Allies within your bright light add +1d4 to their Armor. This stacks with any existing Armor bonus they have.
Tier I — 5xp
Spirit's Light — You can make a ranged attack at a target within your light aura. This attack deals 1d4 Radiant damage. You can dim your light -1 to add an additional damage die
Holy Light — Gain Eternal at 1d4 and +2mp
Bell Ringer — Gain proficiency in Endurance or Melee
Bullseye Lantern — Gain proficiency in either Ranged or Dodge
Stout Light — Gain proficiency in Divine or Athletics
Tier II — 10xp
Beacon's Toughness I — Gain +4hp
Mauling Light — You can make Melee and Athletics checks at a range of 3; the melee attack deals 1d8 Slicing, Stabbing, or Smashing damage (your choice). Dim your light -1 to increase the damage to 1d10 (you can apply runes to your Lantern)
Distracting Light — Dim your light -1 and make an Endurance vs Willpower check against an enemy within your bright light. Until the start of your next turn that creature grants advantage to all attacks against it.
Strobe Light — Dim your light -1 and make an Endurance vs Willpower check against an enemy within your bright light. Add one stack of disadvantage to the target.
Beacon's Mana I — Gain +3mp
Tier III — 15xp
Burn Brighter — Increase the brightness of your lantern to 5/10.
Beacon's Ascension — Dim your light -2 and hover 3 into the air. You can spend an action to sustain the hovering effect each round. All allies within your bright light increase the DC to attack them by +1 until the start of your next turn.
Illuminating Silhouette — Any invisible or otherwise undetected enemy that enters your light aura becomes a darkened silhouette, making them merely concealed.
Lightwarp — Dim your light -2, teleport to any space within your light aura.
Twisting Gleam — Dim your light -2; all enemy movement within your aura is considered difficult terrain.
Tier IV — 20xp
Eternal Light — Increase your Eternal to 1d6, gain +2mp
Reaping Light — Dim your light -3 and make a Spirit's Light attack. The attack gains Drain
Twin Light — Dim your light -3; you can teleport anyone within your aura to any other location within your aura.
Beacon's Toughness II — Gain +4hp
Tier V — 25xp
Improved Burn Brighter — Increase the brightness of your lantern to 6/12
Shadow Beast — Dim your light -4 and make a DC 3 Endurance check. Conjure a creature made of shadow within a burst 1 inside your aura, increasing the burst +1 per ★. All enemies in the area grant advantage, the area is difficult terrain to them, and all allies gain +1 to their DCs against enemies attacking from within the Shadow Beast. This lasts until the end of your next turn, but you can sustain it — sustaining dims your lantern -1 and lets you move the Shadow Beast 5 squares.
Radiant Restoration — Dim your light -4 and make a DC 3 Endurance check; all allies within your light aura gain temporary hp based on your Endurance rank, +1hp per ★, for one minute. Ranks I-II = 1d4hp, III-IV = 2d4hp, V = 3d4hp.
Light the Path — Dim your light -4 and make a DC 3 Endurance check; an ally within your light's aura gains an additional action at the start of their turn. Add +1 ally per ★.