The Blinding Rod allows you to send out a beam of light at the enemy. The beam of light is so bright and powerful that it temporary blinds them for 3 rounds. To avoid being blinded, the target must make a successful DC 15 Dexterity Saving Throw. The beam of light emitted from the Blinding Rod deals (1d6) radiant damage. On a successful save, the damage value is halved. On a failed save, roll a d20. On any roll 10 or below, the target is left blinded. On any roll above 10, the target is not blinded but instead receives a -4 passive perception disadvantage for Insight, Investigation, and Perception, and a disadvantage on attack rolls. The character's vision is blurred and impaired rather than being completely obscured. The Blinding Rod has 8 charges that recharge by (1d4 + 2) every short rest.
Notes: Damage: Radiant, Disadvantage: Weapon Attacks, Disadvantage: Spell Attacks, Blinded, Requires attunement by a wizard, cleric, warlock, or artificer. , Debuff, Combat