The Visor of Fathoms
Item Campaign 2A black metal and glass aparatus
The Visor of Fathoms
Wondrous item (goggles)
Darkvision 60 ft. (magical and nonmagical darkness); advantage on sight-based Investigation and Perception checks.
You see invisible creatures and objects within 60 feet and into the Ethereal Plane, see an aura around any creature not in its true form, and can discern infernal marks.
X-ray. As a bonus action, see through solid matter within 60 feet for 1 minute (1 ft. of stone, 1 in. of metal, 3 ft. of wood or dirt; lead blocks it). Once per dawn.
Spyglass. As a bonus action, magnify what you see to twice its size (concentration); while in this mode you have advantage on melee attack rolls.
You know shield, which doesn't count against your prepared spells and needs no verbal or somatic components.
Once per long rest, as an action, cast antimagic field.
Dormant:
While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.
Awakened:
- You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
- As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. 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. This property can't be used again until the next dawn.
- As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.
- You gain advantage on melee attacks made against creatures you can see.
Exalted:
- You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a noticeable aura around any creature that isn't in its true form. You can also detect inter-plannar marks and discern their effects.
- As an action, you can cast the antimagic field spell from the visor with no material components. This property can't be used again until you complete a long rest.
- The Visor integrates further into your skull to enhance your preternatural reflexes. You gain +1 to your AC
- You gain access to the Shield spell, which you can cast with no verbal or somatic components.
In campaign 2
This is Olaf's visor, made by Elrithien's guild (The Star Scorpion Guild) for The Ashen Covenant. In 1034 Shoshana told Olaf its sight was on the edge of truesight, and a component from Elrithien's tomb upgraded it to the Visor of Fathoms.
Also known as Olaf's visor.
Relations
- Owned by
- Olaf
Connections 13
Connections as a list
- Olaf · Owns, Owned by
- The Hand of the King in Yellow · Owns, Owned by
- Armistice · Owns, Owned by
- Clef Neverthirst · Killed
- The Star Scorpion Guild · mentions
- The Living Schematic · Part of
- Elrithien · mentions
- The Ashen Covenant · mentions
- The Ethereal Plane · mentions
- Shoshana, Crown Of The Unseelie · mentions
- Binkette · Patron of
- Auntie Suzie's Magic Orc · Related to
- The Celestial Machina or the Genesis Forge · mentions