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The Lamplighter Faction is a group of skilled individuals who are responsible for maintaining and

managing the various lamps and lighting systems throughout Gaslamp Barovia. These lamps and
lights are essential for illuminating the dark, smog-filled city and the dangerous highroads
outside, keeping it safe from the various monsters that roam at night.

The Lamplighters are highly respected in Barovian society for their important role in keeping the
city safe, and their members are often sought out for their expertise in all things related to
lighting and illumination.

The Lamplighters are organized into a highly regimented system, with each member being
assigned a specific area of the city to oversee. They work tirelessly to ensure that all of the
lamps and lights in their assigned areas are functioning properly and are well-maintained.

In addition to their duties as maintainers of the city's lighting systems, the Lamplighters also play
a key role in defending Barovia from the various monsters and creatures that inhabit the city.
They are highly trained in combat and use a variety of specialized weapons and tools to fend off
attacks from these dangerous creatures.

Lamplighters use a combination of alchemy, an understanding that comes from keeping the
alchemical lights around Barovia burning, and their Fusestick, which acts as both a reach pole for
lighting lanterns, and also a reach weapon of the Lamplighters choice or musket.

The Lamplighters are known for their distinctive uniforms, which feature a mix of practical,
functional clothing and more ornate, decorative elements. They are also easily recognizable by
the various tools and implements they carry with them at all times, including lanterns, torches,
and other light sources.

Members of the Lamplighter Faction are highly respected in Barovian society and are often called
upon for their expertise in all things related to lighting and illumination. They are a vital part of
the city's infrastructure and are essential for keeping Gaslamp Barovia safe and well-lit in the
face of the various dangers that lurk in its dark streets.

Role

The lamplighters' primary role is to light and douse the great-lamps along Highroads and their
lives revolve around this duty. Their signature tool in working with the lamps is the fodicar, which
is used to activate the alchemical mechanism. Lamplighters are billeted at cothouses and any
major fortresses along their assigned Highroads. They are organised into watches, either the
day-watch or the lantern-watch, which respectively are responsible for dousing the lamps in the
morning and later lighting them in the late afternoon. As trained soldiers lamplighters are the
primary military force on the Highroads, responsible for keeping them open and clear of
monsters and suppressing the dark trades.

Veteran or experienced lamplighters are usually assigned to the toughest and most dangerous
billets. In the case of the Conduit Vermis, these were the ones farther east towards the
Ichormeer. Senior lamplighters are involved in training prentice-lighters towards the end of their
careers if they can still serve actively.

Archetype: Lamplighter

1st Level - Torchbearer

At 1st level, you gain proficiency in alchemical supplies and a reach weapon of your choice. This
reflects your extensive training in the maintenance of the Gaslamp Barovia's lighting systems and
its defense. You gain the ability to see in magical and nonmagical darkness up to 60 feet.

You can use alchemist's supplies to create Alchemical Light Charges. An Alchemical Light
Charge takes one hour to create, costs 5gp in raw materials and illuminates a 20 foot radius with
bright light for 8 hours when used.

You also receive a Fusestick, a unique tool representing your dedication to the Lamplighter
Faction. This Fusestick can be used as a Martial Weapon weapon that you're proficient in and
provides the Reach and Two-handed descriptors to that weapon, or as a musket. You're
proficient in the Fusestick in both forms.

3rd Level - Lightbringer

At 3rd level, you've learnt how to manipulate the alchemical substances you use to light Gaslamp
Barovia in more nuanced ways. You can use an action to ignite your Fusestick or other light
sources to shed bright light in a 30-foot radius and dim light for an additional 30 feet.

You can choose to light these with Alchemical flame; creatures you designate within the light's
radius don't gain the benefits of invisibility, and creatures from the Shadowfell or other dark
realms have disadvantage on attack rolls against targets within the light's radius. You can use
this feature a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.

3rd Level - Defender against the dark.

When you reach 3rd level, your constant vigilance against the horrors of the night and the
monsters that lurk in the shadows has made you a formidable guardian. You have advantage on
Initiative rolls while in dim or bright light and Wisdom (Perception) checks that rely on sight in
dim light or darkness.

6th Level - Beacon of Hope

Your presence becomes a beacon of hope for the denizens of Gaslamp Barovia. At 6th level,
whenever you light your Fusestick with alchemical flame using your Lightbringer feature, you and
your allies within the light's radius gain temporary hit points equal to your level + your proficiency
bonus at the start of each of your turns. Additionally, any fear or charm effects on those allies
end when they start their turn in the light's radius.

Your Flame now burns brighter, extending the radius to 40 ft.

6th Level - Illuminated Assault

At 6th level, your skills in battle are as bright as the lights you tend. Whenever you attack a
creature marked by your Defenders of Light feature with your Fusestick, you can add your
Intelligence modifier to the damage roll.

9th Level - Illuminated Defender

At 9th level, your mastery over light becomes a bulwark against darkness. When you use your
Lightbringer feature to ignite your Alchemical flame, you can choose to create a protective ward.
The light's radius becomes difficult terrain for your enemies.

Also, whenever you or an ally within the light's radius are targeted by an attack or harmful spell,
you can use your reaction to grant a +2 bonus to the target's AC or saving throw against that
attack or spell.

Finally, you can choose to detonate the protective ward as an action, extinguishing the light and
forcing all enemies in the radius to make a Constitution saving throw against your spell save DC.
On a failed save, they take 2d10 radiant damage and are blinded until the end of their next turn.
On a successful save, they take half as much damage and are not blinded.
After using this feature, you must finish a long rest before using it again.

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