--- 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*