Rod of Alertness icon: a scepter topped with a bird
Icon by Delapouite, CC BY 3.0

Rod of Alertness 5e magic item

Rod, very rare (requires attunement) · 2024 version below

Type
Rod
Rarity
Very Rare
Attunement
Required
Price (2014)
5,001–50,000 gp (DMG value range)
Price (2024)
40,000 gp

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.

Rod of Alertness in the 2024 rules

The 2024 Dungeon Master’s Guide revised the magic items, and the SRD 5.2 carries the new text. What changed:

Same rarity and attunement; the text is reworded for the 2024 rules glossary.

Type
Rod
Rarity
Very Rare
Attunement
Required

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:

  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • See Invisibility

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.

Other very rare rods

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