Decorated leadership of the Luxwatch are expected to forge their own signature weapons by hand. Each one is outfitted with three enchanted colored lamps, each with the mystical power to exert different forms of control over a quarry.
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Weapon (maul or morningstar), rare (requires attunement)
While you wield this weapon, creatures cannot move you against your will.
Control Lights. This weapon’s three lamps are normally unlit and can only be lit using this property. When lit, each lamp sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. This light bears the same color as its lantern. Depending on its color, the bright light produces an effect described below:
While you wield this weapon, you can use an action to flip a switch and light one lamp of your choice from the weapon. While a lamp is lit, roll a d6 at the start of each of your turns. On a roll of 3 or lower, the lit lamp extinguishes and a new lamp lights, in the following order: green to yellow to red. If the red lamp extinguishes, no new lamp is lit.
You can use the switch to light each colored lamp once. It can’t be lit using the switch again until the next dawn.
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Uncommon Variant. The uncommon version of this item has these changes. The DC of the Red Lamp is 13, and the light automatically changes at the start of each of your turns instead of being determined by a d6 roll.
Very Rare Variant. The very rare version of this item has these changes. The DC of the Red Lamp is 17, and the weapon deals an extra 1d6 radiant damage to targets it hits while one of its lamps is active.
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DESIGN COMMENTARY
Welcome all to a new theme! I have to be honest, I'm a little surprised Technomancy III didn't win, but I'm all for the Reign of Radiance. It's pretty interesting that we're going from Shadows directly to Light, too. It would be fun to pit the world of Azira against Ellumara, but alas, Azira is just too specific of a setting. This weapon is the first in the batch; I plan to have a couple general application light-themed items, plus a couple for each of the four Lumenguilds I'm developing (the sunstar, emberheart, corespark, and phosphora).
The Stoplyte is based on one of the most common light sources we see in a city, and each lamp color is related to that idea. The calculations return power values in the Rare mark, varying depending on how long an average battle lasts, but I used an average of 3 rounds. Green is designed to be more powerful than the others, slowly stepping down in utility until you reach Red. With a 50% chance of changing lights, each color should last 2 rounds on average. In some cases, you might not see Red light used in a battle at all.