A Lantern is a lantern. On a stick. A standard quarterstaff with magically grown branches entwining at the end to make a lantern, wich contains a flame. It emits bright light in a 15ft radius, and dim light for an additional 30ft radius.
This counts as a quarterstaff if used in combat.
The flame of this lantern counts as nonmagical for the purpose of Control Flames for the person that holds this lantern, but is otherwise magical.
The flame does not emit heat, or damage gear or flammable items, unless the wielder of this lantern specifically wills it to do so with an Action, much like the flame of a Produce Flame spell.
This lantern may be used as a spell focus. The brightness or dimness is determined by the strength of its user. Low health means a dim flame, and full health means maximum brightness.
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Versatile, Topple
great ;3
makes me think of the wil-o-the-wisp from magus bride