Wondrous Item, rare (requires attunement)

The eye can be activated as a bonus action to grant darkvision out a range of 60ft.

This eye has 4 charges and regains all charges after a long rest. Charges can be spent as a bonus action to activate the following abilities. If there are no remaining charges in the eye, you may spend a spell slot equal to the spells level to activate the ability. ( Radiant Prison is considered equal to Jailers sight for this purpose )


Cast detect magic - 1 charge 

Cast detect poison and disease - 1 charge 
Cast identify - 2 charges
Cast See invisibility - 1 charge
Cast Arcane eye - 2 charges

Jailer sight - All remaining charges

Jailer sight
Use the Arcane eye as catalyst to channel and focus your Jailer senses into a more precise visual representation.
out to a range of 120ft you have darkvision and can see an aura emanating from nonhumans even if they are invisible, allowing you to identify and track them easily. This aura can be seen through most barriers but appears faded though 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. A investigation check (DC15) is required to see the aura properly through these barriers. The Jailers sight can also pick up residual energy from nonhumans that have been in the area within the past hour, granting you advantage on any rolls to track it. You also have advantage on attack rolls and saving throws against nonhumans for the duration. 

Different situations effect the amount of stress Jailer Sight puts on you. It’s normal duration is 10 minutes, however in more intense situations such as combat you can only maintain Jailer Sight for 1 minute.

After using Jailer sight you must succeed a DC15 Constitution saving throw or suffer an intense headache giving you disadvantage on ability checks and saving throws, until you finish a short or long rest. This affliction can also be healed by the spell lesser restoration.

Notes: Sense: Darkvision, Detection, Eyewear

Item Tags: Detection Eyewear

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