Wondrous Item, rare (requires attunement)

The All-Seeing, All-Hearing, All-Knowing Slinky (tm) is a coil of metal with a ethereal eye suspended in one end, a ghostly ear floating in the other, and a spectral mouth in the center.

As an action, you can make a Sleight of Hand (Dexterity) check to set the slinky moving down or up a staircase, up or down an inclined surface, or along a flat surface in any direction - including vertically. The DC for the Sleight of Hand check is at the DM's discretion, depending on the angle of the surface, the surface material, any obstacles, etc.

On a success, the slinky will set off moving silently in the intended direction at a speed of 15 feet/round for up to 10 rounds. At the end of the ten rounds, the slinky stops and cannot be used again until you've completed a long rest. On a failure, the slinky stops after a couple  and cannot be used until you've completed a long rest. On the first failure of 10 or more, the slinky also becomes tangled, imposing disadvantage on Sleight of Hand checks made to use this item in the future. On the second failure of 10 or more, the slinky is unusably tangled and can only be repaired with a successful DC 20 check using smith's tools. Any failures on this check increase the DC by 2.

Once per round after the slinky has been set in motion, you can use an action to do one of the following:

  • You can stop the slinky's movement, or start it again in any direction if you've stopped it previously.
  • You can change the direction of the slinky's movement in any direction. 
  • You can see through the slinky's eye and hear what it hears, or stop doing so. During this time, you have advantage on Perception checks made with sight or hearing to a range of 60 feet, and you have Darkvision to a range of 60 feet if you don't already. However, you are deaf and blind with regard to your own senses. This action can still be taken even if the slinky is not in motion or unusably tangled, as long as the slinky is within 1 mile of you.

If a change of direction drastically changes the surface which the slinky is travelling on (e.g. back up a staircase, or up a wall), the DM may ask for another Sleight of Hand check at their discretion.

Additionally, once per long rest, you may ask the slinky a question and receive a truthful answer if casting augury. The answer is telepathically projected into your mind. This action can still be taken even if the slinky is unusably tangled.

Notes: Detection, divination

Item Tags: Detection divination

DnDBoizAndGirl

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