# Rod of Alertness *Rod, very rare (requires attunement)* - **Weight**: 2.0 lbs. This rod has the following properties. ## Alertness While holding the rod, you have [Advantage](Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on Wisdom ([Perception](Mechanics/CLI/rules/skills.md#Perception)) checks and on [Initiative](Mechanics/CLI/rules/variant-rules/initiative-xphb.md) rolls. Spells. While holding the rod, you can cast the following spells from it: - [Detect Evil and Good](Mechanics/CLI/spells/detect-evil-and-good-xphb.md) - [Detect Magic](Mechanics/CLI/spells/detect-magic-xphb.md) - [Detect Poison and Disease](Mechanics/CLI/spells/detect-poison-and-disease-xphb.md) - [See Invisibility](Mechanics/CLI/spells/see-invisibility-xphb.md) ## Protective Aura As a [Magic](Mechanics/CLI/rules/actions.md#Magic) action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds [Bright Light](Mechanics/CLI/rules/variant-rules/bright-light-xphb.md) in a 60-foot radius and [Dim Light](Mechanics/CLI/rules/variant-rules/dim-light-xphb.md) for an additional 60 feet. While in that [Bright Light](Mechanics/CLI/rules/variant-rules/bright-light-xphb.md), you and your allies gain a +1 bonus to [Armor Class](Mechanics/CLI/rules/variant-rules/armor-class-xphb.md) and saving throws and can sense the location of any [Invisible](Mechanics/CLI/rules/conditions.md#Invisible) creature that is also in the [Bright Light](Mechanics/CLI/rules/variant-rules/bright-light-xphb.md). The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a [Magic](Mechanics/CLI/rules/actions.md#Magic) action to pull the rod from the ground. Once used, this property can't be used again until the next dawn. *Source: Dungeon Master's Guide (2024) p. 299. Available in the <span title='Systems Reference Document (5.2)'>SRD</span> and the Free Rules (2024)*