Wondrous Item, artifact (requires attunement by a creature that has eyes)

These runecarved, wooden glasses are fitted with two well polished and thin diamonds that serve as the lenses. When a creature attunes to these glasses, they change their size, shape, or form to accommodate the wearer comfortably and perfectly. The glasses cannot be removed against an attuned wearer's will, and they have an single chain of nonconductive metal that connects the two temple tips of the glasses together. The glasses grant a +1 bonus to all attack rolls made while wearing them, regardless of whether the wearer is attuned or not.

Beneficial Properties. While you are attuned to and wearing the glasses, you gain the following benefits:

  • You can't be blinded, charmed, or petrified. If a blind creature attunes to then wears the glasses, the glasses cure their blindness so long as they are worn, and any attuned wearer's vision cannot be obscured by fogs or clouds.
  • You can see normally in darkness, both magical and nonmagical.
  • Creatures who attempt to deceive or persuade you roll with disadvantage, regardless of skills or other beneficial traits. You roll Insight checks with advantage.
  • You have advantage on all sight based skill checks. You can see extreme details at a distance, and you can see significantly better than normal.
  • Your ranged weapon attacks have no range limit, and you can make ranged attacks within 5 feet without disadvantage.
  • Your ranged spells gain additional range equal to your proficiency bonus times 5.
  • Magical sensors you create cannot be dispelled, can see invisible creatures out to 10 feet, and can see through magical barriers that would normally defend against Divination magic. In addition, you can detect creatures that would normally be immune to or protected from your Divination spells.
  • If you have the Sunlight Sensitivity trait, you are unaffected by that trait.
  • You ignore the traits and spells of creatures that would damage or frighten you if you look at them.

Divination Substitute. The glasses can serve as all the material components for any divination spell that bestows any kind of magical sight or provides any sight related benefits.

Charges. The glasses have 15 charges for the following properties that consume charges. It regains 1d8 + 2 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 20, the All Seeing Eyes regain 1d4 + 1 charges.

Discern Strength or Weakness. For 1 minute and 8 charges, you can concentrate on another creature, attempting to discern its capabilities. Roll an Insight check, without advantage or disadvantage, with a DC of 25. On a success, you learn two statistics, features, or traits of your choice about the creature. On a failure, the creature is immune to this ability for 24 hours.

X-Ray Vision. While wearing the glasses, you can use your action to spend 1 charge. When you do so, you can see into and through solid matter for 1 minute. This vision has a distance of 30 feet. To you, solid objects within that distance 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.

Spells. While wearing the glasses, you can use an action to expend charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: arcane eye (3 charges), clairvoyance (3 charges, seeing only), detect evil and good (2 charges), detect thoughts (1 charge), faerie fire (1 charge), find the path (6 charges), foresight (10 charges), locate creature (3 charges), scrying (5 charges), or true seeing (6 charges).

You can also use an action to cast one of the following spells from the glasses without using any charges. When you cast a spell in this way, it takes one action to cast, does not require concentration and can have a range of touch or 30 feet in place of its normal range: darkvision, detect poison and diseasedetect magic, find trapsidentifyillusory script (with a duration of instantaneous), light, locate animals or plants, locate objectsee invisibility, or true strike (as a bonus action).

Destroying the All Seeing Eyes. In order to destroy the glasses, they must be taken to lowest geographical point in the Shadowfell. Once there, they must be stepped on at least once, every second, for 4 hours. After which, the glasses fade to dust.

Notes: Immunity: Blinded, Immunity: Petrified, Sense: Darkvision, Immunity: Charmed, Advantage: Ability Checks, Bonus: Ranged Attacks, Bonus: Melee Attacks, creature that has eyes, Buff, Detection, Warding, Eyewear

Previous Versions

Name Date Modified Views Adds Version Actions
5/13/2023 8:08:22 AM
20
0
1.0
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5/15/2023 12:02:24 PM
23
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1.2
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5/18/2023 7:16:15 PM
25
0
1.3
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4/11/2025 10:45:24 PM
45
5
1.4
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4/11/2025 10:53:29 PM
46
0
1.5
Coming Soon

Item Tags: Buff Detection Warding Eyewear

Haggis_Darkrider

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