Beacon (base kit) 25xp
Base Kit: +4hp, +3mp; Beacon's Lantern
Initial Bonus: +4hp; +3mp; Proficient in Endurance; Free Calling
Beacon's Lanter: You start with a lantern that you power with a fraction of your Soul. You can do with any lantern, and the process takes 10 minutes. Your lantern provides light at a range of 4/8 (bright light up to a range of 4, and dim light up to a range of 8), this is known as your aura. Whenever you cast a spell, its range cannot be outside the range of your dim light. Some abilities dim the brightness of your lantern, this only affects the range of your bright light, not your dim light. You can spend 1 action to grow the brightness of your light +1 to its maximum bright light range.
Calling (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 bonus. This stacks with their existing AB, if any.
Tier I (5xp)
Spirits 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 additional damage dice
Holy Light: Gain Eternal at 1d4 and +2mp
Bell Ringer: Gain proficiency in Endurance or Melee
Bullseye Lantern: Gain proficiency in either Range 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. You can change the damage type at will. Dim your light -1 to increase the damage to 1d10 (You can apply runes to your Lantern)
Distracting Light: Dim you 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 you 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 mearly 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 an any within your aura to any other location within your aur.
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, increase the burst +1/★. All enemies in the area of the shadow beast grant advantage, the area is difficult terrain to them, and all allies gain a +1 to their DC's against enemies attacking from within the Shadow Beast. This lasts until the end of your next turn, but you can sustain it. Sustain the Shadow Beast dims your lantern -1, when you sustain you can 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 +1d4 temporary hp per proficiency level of Endurance, +1 hp/★ for one minute. Ranks I-II = 1d4 hp, III-IV = 2d4 hp, V = 3d4 hp.
Light the Path: Dim your light -4 and make a DC 3 Endurance check, an ally within your lights aura gain an additional action at the start of their turn, add +1 ally per ★.