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---
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obsidianUIMode: preview
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cssclasses: json5e-item
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tags:
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- compendium/src/5e/dmg
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- item/attunement/required
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- item/rarity/very-rare
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- item/tier/major
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- item/wondrous/rod
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aliases: ["Rod of Alertness"]
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---
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# Rod of Alertness
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*Rod, major, very rare (requires attunement)*
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- **Properties**: Requires Attunement
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- **Cost**: ⏤
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- **Weight**: 2.0 lbs.
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This rod has a flanged head and the following properties.
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## Alertness
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While holding the rod, you have advantage on Wisdom ([Perception](rules/skills.md#Perception)) checks and on rolls for initiative.
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## Spells
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While holding the rod, you can use an action to cast one of the following spells from it: [detect evil and good](07-Compendium/spells/detect-evil-and-good.md), [detect magic](07-Compendium/spells/detect-magic.md), [detect poison and disease](07-Compendium/spells/detect-poison-and-disease.md), or [see invisibility](07-Compendium/spells/see-invisibility.md).
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## Protective Aura
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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.
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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.
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*Source: SRD / Basic Rules*
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