Rod of Alertness
D&D 5e · 2014·Rods·Very Rare·Requires attunement
Rod of Alertness
Rod, Very-rare · requires attunement
- Type
- Rods
- Weight
- Not specified
- Attunement
- Required
- Rarity
- Very Rare
- Price
- Not specified
Magic. While holding: Perception and Initiative Advantage, and Actions to cast four detection spells. Action plant rod: friendly creatures in Bright Light 60 ft. gain +1 AC/saves and sense hostile invisible locations there; lasts 10 minutes or until pulled up as Action, once until dawn.
What Rod of Alertness does
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
Rod of AlertnessRod, Very-rare · requires attunement
This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (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, detect magic, detect poison and disease, or see invisibility. 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 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.
Full item details & properties
Magic properties
- Activation
- While holding: Perception and Initiative Advantage, and Actions to cast four detection spells. Action plant rod: friendly creatures in Bright Light 60 ft. gain +1 AC/saves and sense hostile invisible locations there; lasts 10 minutes or until pulled up as Action, once until dawn.
- Consumable
- No
- 2014 rules
- While holding: Perception and Initiative Advantage, and Actions to cast four detection spells. Action plant rod: friendly creatures in Bright Light 60 ft. gain +1 AC/saves and sense hostile invisible locations there; lasts 10 minutes or until pulled up as Action, once until dawn.
Spells & spell effects
- Detect Evil and Good
- Level 1 · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
- Detect Magic
- Level 1 · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
- Detect Poison and Disease
- Level 1 · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
- See Invisibility
- Level 2 · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Tags & related references
Related Spell: Detect Evil And GoodRelated Spell: Detect MagicRelated Spell: Detect Poison And DiseaseRelated Spell: See InvisibilityVery Rare →Initiative AdvantageMagicalPerception AdvantageProtective AuraRequires AttunementRod →
Rod of Alertness FAQ
Does Rod of Alertness require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.