Lighthouse Guild (Faction)

> *This page contains mechanical information for a specific faction. For more general information, see Factions.*
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Nicknamed the “Benevolent Arsonists,” the Lighthouse Guild is responsible for “trimming” (burning) excess material from the Mass, as well as maintaining the five lighthouses in Freeport: the Lighthouse in Edtown, the Leaning in Oldtown, the Tree in the Groves, the Forge in the Sticks, and the Skull in the Outer Docks. Their role as watchers of the shipping traffic and also stewards of the city is critical, in spite of their motley crew of members.

## Rank 1: Spark

The draw of the flame is alluring enough to have drawn you in, but you've yet to be afforded the deeper mastery of fire.

### Mechanics

***Tinderbox.*** Your fledgling potential lets your fire burn slightly brighter. When you deal fire damage to structures or objects, add an additional damage die to the total damage dealt.

### Social

***Eyes in the Gallery.*** The job of the Lighthouse Guild is critical, keeping an eye on the comings and goings of ships in Freeport's harbors. But eyes tire, and many hands are needed. You are given simple shifts of observation, and little in the way of trust.

## Rank 2: Lantern

You find companionship in those who tend the flames with you, and together, you all burn brighter.

### Mechanics

***Flametouched.*** The heat of your attacks burns more consistently now. Once per turn when you deal damage, add 1d4 fire damage to the total.

### Social

***Emberkeeper.*** Satisfied with your astute observations and penchant for flame, your supervisors have assigned you to the care and keeping of one of the lighthouse lanterns. Let it never dim.

## Rank 3: Guide

### Mechanics

***Illuminate the Way.*** Just as you've learned to control the light, you have gotten a feel for its opposite. As an action, you can bestow darkvision to yourself and up to two allies, lasting for one hour. Alternatively, as an action, choose two enemies as targets to be blinded as with the *Blindness/Deafness* spell for one minute or until a successful CON save. The DC for this effect is 15. Both of these abilities can be used once per long rest.

### Social

***To Ashes.*** You've earned the respect of your comrades, and have been cleared for field operations. In addition to your duties at the lighthouses, you may be called upon to help conduct a controlled burn of areas in need of demolition.

## Rank 4: Beacon

### Mechanics

***Emissary of Fire.*** The light lives within you now - let it never be extinguished. When you see an enemy make an attack or cast a spell, unleash the potent flame in a blinding blast. As a reaction, you can impose disadvantage on an attack roll or bestow advantage to a creature making a saving throw against an attack, provided you can see the attacker or target. In addition, the enemy being making the attack takes radiant damage equivalent to your level. You can use this ability a number of times equivalent to your proficiency bonus per day.

### Social

***Firebrand.*** You are a pillar of your cohort, and others look to you for guidance and direction both for the maintenance of order in Freeport. You oversee some of the controlled burns of dead land, and are responsible for ensuring its spread does not extend into the areas not ripe for pruning. You are at a nexus point: hearing the observations from those in your charge, as well as know-how from on-high.