A Magical Sensor matrix has been implanted into your forearm, allowing you, sending off a warning light when you come into contact with magical entities.
This Matrix has 3 charges. You can expend 1 charge as an action to cast the detect magic spell from it. The Matrix regains 1d3 expended charges daily at dawn.
A small gemstone surrounded by a fan of metal has been implanted into your arm, allowing you to properly defend yourself in one on one combat.
As a bonus action, you can extend or retract the shield to gain or lose its benefits.
Gain a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn
A large magical gemstone with varying sensors is implanted in your chest ready activate in the sign of danger to shield your body from incoming damage.
As a reaction, you can gain temporary hit points equal to your level, replacing any temporary hit points you already have. You can use this reaction a number of times equal to your proficiency bonus, and you regain one use for one day of not using this ability.
You have been implemented with small propulsion generators on the bottom of your feet, allowing you to get out of tricky situations much easier.
This modification has 2 charges, when you are about to be hit with an attack that you can see, you may attempt to dodge out of the way as a reaction, moving up to 5 ft in any direction in an instant and causing the attack to miss so long as it is not an area effect.
The modification regains one charge per day of inactivity.
You have been implanted with a tiny working factory allowing you to create a small assistant with any item you give to it. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. The homunculus is friendly to you and your companions, and it obeys your commands.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. If you or the homunculus dies, it vanishes
This Cargo Container has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The container can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the container requires an action.
If the container is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the container is turned inside out, its contents spill forth, unharmed, but the container must be put right before it can be used again. Breathing creatures inside the container can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing the container inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and
can't be reopened.
Your hand has been modified to transform into a set of lock picks allowing you to more easily break into sealed rooms and containers.
As a bonus action, your hand transforms into a set of Thieves Tools which you may pick locks with. You are considered proficient when using these if you are not already and if a tool were to break during use it will be regenerated after 3 days of inactivity.
Your hand gains an opening in which you can add oil and shine light through to illuminate an area.
It burns for 6 hours on 1 pint of oil or one lump of coal, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light.
You can use a bonus action to close the shutter, reducing the light to dim light in a 5-foot radius or snuff out the flame early, expending the fuel but covering yourself back in darkness.
The Receptors in your eyes have been replaced with new enhanced crystalline lenses, allowing more light to reflect in from smaller light sources and letting you see in the dark with ease.
You have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Neural technology implanted into your cortex allows you to scan the battlefield and identify any threats before they arise and give you a cutting edge in combat.
You have advantage on initiative rolls. In addition, you can't be surprised, provided you aren’t incapacitated.
Additional motors and gravitational enhancers implemented into your feet and ankles make walking a breeze!
Your walking speed increases by 10 feet. Additionally, these boots allow you to walk on vertical surfaces as if they were regular terrain, allowing you to climb at your full movement.
Top of the line bearings and a magical field surrounding your squeaky joints have been implanted into your legs, allowing you to sneak up upon your unsuspecting enemies with ease
You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.