Where leadership of a lumenguild is identified by a magical staff, those with some enforcing power are identified by smaller torches. Guild members are quick to point out that it's not the size of the torch that matters.
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Lumenguild Torch
Weapon (club or mace), uncommon (requires attunement)
This weapon is associated with one of Ellumara's four lumenguilds: Corespark, Dawnstar, Emberheart, or Phosphora.
Illumination. This weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While you wield it, you can use an action to extinguish the light or light it again.
Radiant Flash. While the weapon is lit, you deal an extra 1d4 damage to targets you hit with it. The extra damage’s type is determined by the lumenguild this weapon is associated with: fire (Emberheart), lightning (Corespark), psychic (Phosphora), or radiant (Dawnstar). Once per attack, when you roll a 4 on the extra damage, you can produce one of the following effects of your choice:
You roll a d4 and add it to the total extra damage dealt.
The target must succeed on a DC 13 Constitution saving throw or be blinded until the end of your turn.
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Common Variant. The common version of this weapon lacks the Radiant Flash property, and the light it sheds is nonmagical.
Rare Variant. The rare version of this weapon also grants a +1 bonus to attack and damage rolls made with it and its DC is 15 instead of 13.
Very Rare Variant. The very rare version of this weapon also grants a +2 bonus to attack and damage rolls made with it and its DC is 17 instead of 13.
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DESIGN COMMENTARY
Part of the focus of this theme is the four lumenguilds of Ellumara. Some of the items in the theme will be devoted to each guild; there's a couple items designed to work with all four guilds — like this one! (I realize there are so many guilds in my fictional cities so I hope to find more creative options for future projects too).
This item is meant to be held by the general or more common members of the guild, so I chose a torch: a pretty common light implement that also doesn't get iterated on enough. The club and mace are good choices too since they don't get used almost ever.
Power-wise, an extra d4 of damage is about the same level as an unattuned common item (+1 to attack/damage vs +2.5 damage). The additional effects from rolling a 4 on the d4 makes up for the attunement requirement. The potential extra d4 translates to a ~0.6 bonus to damage (1/4 of a d4); the possible blind condition is situationally useful if you have multiattacks (because the condition only lasts until the end of your current turn).
The Rare and Very Rare variants follow the basic power increase (+1 / +2 bonus to attack/damage), and combos a bit better once players get access to better spells/features (like multiattack or haste).