dnd5e-obsidian/compendium/items/rod-of-alertness.md

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---
obsidianUIMode: preview
cssclasses: json5e-item
tags:
- compendium/src/5e/dmg
- item/attunement/required
- item/rarity/very-rare
- item/tier/major
- item/wondrous/rod
aliases: ["Rod of Alertness"]
---
# Rod of Alertness
*Rod, major, very rare (requires attunement)*
- **Properties**: Requires Attunement
- **Cost**: ⏤
- **Weight**: 2.0 lbs.
This rod has a flanged head and the following properties.
## Alertness
While holding the rod, you have advantage on Wisdom ([Perception](rules/skills.md#Perception)) checks and on rolls for initiative.
## Spells
While holding the rod, you can use an action to cast one of the following spells from it: [detect evil and good](compendium/spells/detect-evil-and-good.md), [detect magic](compendium/spells/detect-magic.md), [detect poison and disease](compendium/spells/detect-poison-and-disease.md), or [see invisibility](compendium/spells/see-invisibility.md).
## Protective Aura
As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any [invisible](rules/conditions.md#invisible) hostile creature that is also in the bright light.
The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
*Source: SRD / Basic Rules*