Rod of Alertness

ItemXDMGp. 2992024SRDvery rare
Type
RD|XDMG
Rarity
very rare
Attunement
Required
Weight
2 lb.

This rod has the following properties.

Alertness

While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.

Spells

While holding the rod, you can cast the following spells from it:

Protective Aura

As a Magic 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 your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible 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 takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.

Raw data
{
  "name": "Rod of Alertness",
  "page": 299,
  "type": "RD|XDMG",
  "light": [
    {
      "dim": 120,
      "bright": 60
    }
  ],
  "srd52": true,
  "__prop": "item",
  "rarity": "very rare",
  "source": "XDMG",
  "weight": 2,
  "bonusAc": "+1",
  "entries": [
    "This rod has the following properties.",
    {
      "name": "Alertness",
      "type": "entries",
      "entries": [
        "While holding the rod, you have {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks and on {@variantrule Initiative|XPHB} rolls."
      ]
    },
    {
      "name": "Spells",
      "type": "entries",
      "entries": [
        "While holding the rod, you can cast the following spells from it:",
        {
          "type": "list",
          "items": [
            "{@spell Detect Evil and Good|XPHB}",
            "{@spell Detect Magic|XPHB}",
            "{@spell Detect Poison and Disease|XPHB}",
            "{@spell See Invisibility|XPHB}"
          ]
        }
      ]
    },
    {
      "name": "Protective Aura",
      "type": "entries",
      "entries": [
        "As a {@action Magic|XPHB} action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds {@variantrule Bright Light|XPHB} in a 60-foot radius and {@variantrule Dim Light|XPHB} for an additional 60 feet. While in that {@variantrule Bright Light|XPHB}, you and your allies gain a +1 bonus to {@variantrule Armor Class|XPHB} and saving throws and can sense the location of any {@condition Invisible|XPHB} creature that is also in the {@variantrule Bright Light|XPHB}.",
        "The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a {@action Magic|XPHB} action to pull the rod from the ground. Once used, this property can't be used again until the next dawn."
      ]
    }
  ],
  "_category": "Other",
  "reqAttune": true,
  "_entryType": "rod",
  "_textTypes": [
    "rod"
  ],
  "lootTables": [
    "Relics - Very Rare|XDMG"
  ],
  "_attunement": "(Requires Attunement)",
  "_isEnhanced": true,
  "_entrySubType": "",
  "attachedSpells": {
    "will": [
      "detect evil and good|xphb",
      "detect magic|xphb",
      "detect poison and disease|xphb",
      "see invisibility|xphb"
    ]
  },
  "basicRules2024": true,
  "_valueFromRarity": 4000000,
  "bonusSavingThrow": "+1",
  "_attunementCategory": "Requires Attunement"
}