Gnomish goggles have become ubiquitous with the tinker’s trade. In some cases, they are as much a statement of status, experience, and fashion as they are a useful piece of gear. Aspiring tinkerers spend countless hours refining an adjusting their goggle designs. Early prototypes often find their way into circulation. Adventurers should be warned; a faulty pair of goggles could leave the wearer temporarily blind, paralyzed, or unconscious.
The effect of Gnomish Goggles depends on the variety being worn. When Gnomish Goggles are discovered, roll 1d10 to reveal their type and mechanics from the list below.
When you put these goggles on, make a DC 15 Constitution saving throw. On a failed save, you become blind until you finish a long rest.
|2||Goggles of Drunkenness|
When you put these goggles on, make a DC 15 Constitution saving throw. On a failed save, you become poisoned for 1d4 hours.
While wearing these goggles, all creatures appear to have rainbow-colored hair.
While wearing these goggles, you can use a bonus action to target a creature within line of sight. The creature must make a DC 15 Wisdom saving throw. On a failed save, its moral alignment (good or evil) is revealed to you.
|5||Goggles of Restfulness|
While wearing these goggles, you can sleep for 6 hours to complete a long rest.
|6||Goggles of Alertness|
While wearing these goggles, you can take a long rest without closing your eyes. You can make Perception (Wisdom) checks while you sleep.
|7||Googly Eye Goggles|
While wearing these goggles, you cannot become charmed. If a creature that is frightened looks at you, the condition ends immediately.
While wearing these goggles, you can use an action to mark a creature that you can see. You have advantage on Survival (Wisdom) checks while trying to track or follow the marked creature. You can only use this ability once per long rest.
|9||Ray Brand Goggles|
While wearing these goggles, you can use a bonus action to fire a ray of light at a creature within 15 feet. The target must make a DC 15 Dexterity saving throw or take 1d6 fire damage.
While wearing these goggles, you cannot become blind. Additionally, you gain +1 to Charisma checks you make while standing in bright light.