This magical eyeball takes the place of a non-magical eye of a humanoid creature. If the creature is already missing an eye, it may place the All Seeing Eyeball into its head with ease. If a creature is not already missing an eye, they must remove one in order to attune to the All Seeing Eyeball. DM will resolve success or failure and any resulting damage caused in the removal of a creature's eye.
The eye has 3 charges which reset at dawn every day.
While attuned to the eyeball you regain vision in the eye you replaced and, as a bonus action, you may spend a charge to grant yourself truesight or x-ray vision.
If the final charge is used, the attuned creature must make a DC 12 Constitution save or the eye becomes blind until dawn. While blind in one eye, darkvision is reduced by half and all ranged attack rolls and ability checks which rely on sight are made with disadvantage.
Trusight: for 1 minute you can, out to 30ft, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. You can also see into the Ethereal Plane, within the same range.
X-Ray Vision: you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Notes: Detection, Utility, Eyewear
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