Before the Halcyon Lighthouse and its enchanted autonomous lamp was built, visitors to the Halcyon Coast were guided by a mage tower home to a studious wizard. They guided ships and travelers atop the Sunwrought tower using a series of complex lenses powered by a magical lamp. Not only was the wizard an accomplished marine scholar and custodian, they were also a protector and adventurer in times of need, wielding their magical lamp against the forces of darkness.
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Lamp of the Lightkeeper
Wondrous item (spellcasting focus), legendary (requires attunement by a spellcaster)
You can use a bonus action to turn a dial and light this lamp, which sheds bright light out to 30 feet and dim light for an additional 30 feet. A lightly obscured area becomes unobscured while illuminated by the bright light. The light lasts until you deactivate it using another bonus action.
Soothing Glimmer. If a creature spends the duration of a short rest inside light shed by this lamp and spends hit dice to regain hit points, it regains an additional 1d8 hit points.
Guiding Light. This magical lamp can be used as a spellcasting focus. While you hold this lamp and it is shedding bright light, you can cast at will a special version of guidance that can target a creature inside the lamp’s bright light (instead of a creature you touch). Additionally, whenever you cast a spell that deals radiant damage through this lamp, you can roll a d8 and add it to the total damage.
Home Beacon. While holding this lamp, you can use an action to designate a willing creature you see within 20 feet of you as a ward of this lamp. As long as the warded creature is within 1 mile of this lamp and the lamp is shedding bright light, it always knows the shortest and most direct physical route (but not necessarily the safest route) to the lamp. You can only have up to five creatures designated as wards at any time. A creature remains warded until you use another action to end it or until you end your attunement to the lamp. Additionally, immediately after a warded creature you can see takes damage from an enemy, you can use your reaction to teleport it to an unoccupied space inside the lamp's bright light. You can use this reaction once and can't do so again until you finish a short or long rest.
Spellcasting. This lamp has 10 charges and regains 1d6+4 expended charges daily at dawn. While holding this lamp, you can use an action to expend the necessary number of charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: beacon of hope (3 charges), daylight (2 charges; the spell targets the lamp), faerie fire (1 charge), fire shield (5 charges; you can only choose the warm shield, which deals radiant instead of fire damage to attackers), guiding bolt (1 charge), protection from evil and good (1 charge).