The scepter is a slender rod of silver, about three feet long, with a large sapphire embedded at the top. The sapphire glows with a soft blue light, and faint runes of power are etched along the length of the rod.
This scepter can be wielded as a quarterstaff that grants a +1 bonus to attack and damage rolls as well as a +1 bonus to spell attacks and save DCs. When you hit with any melee or spell attack roll using this scepter that target takes an extra 1d8 radiant damage.
Radiant Focus. You can use the scepter as a spell casting focus. While holding the scepter, you can reroll a number of damage dice up to your proficiency bonus when use a spell slot to cast a spell that deals radiant damage. You must use the new rolls. Once this property is used, it can't be used again until the next dawn.
Star Glow. As a bonus action, you can cause the scepter to glow with starlight. While glowing, the scepter sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use another bonus action to extinguish it.
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: Damage: Melee Weapon Attacks, Melee Weapon Attack: Radiant, Bonus: Spell Attacks, Bonus: Spell Save DC, Bonus: Melee Attacks, spellcaster, Damage, Buff, Utility, Versatile, Topple
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