Cybernetics

# Common

## The Scouter (Book of Hidden Secrets)

With this over the counter eye augment, details about your immediate surroundings become clear to you. By using an action, you may consult this book to gain advantage on perception checks. If this advantage causes you to pass a check you would otherwise have failed, you may not use this item again until after completing a short rest.

# Uncommon

## The Tracker (Eyenox Monocle)

This finely crafted eye augment fits over the eye of your choosing. Normally, looking through it grants no benefits. As a bonus action, the wearer may activate it, showing the wearer all footsteps from the past 24 hours. The footsteps glow a faint blue, with more recent footprints glowing brighter. The shape and size of the footprints is also retained, allowing the wearer to attempt to determine more information about the person or creature that left them. This effect lasts for 10 minutes or until the augment is retracted. It can only be used this way once per day.

## Paraglider

A retractable construction of cloth and carbon fiber, it is stored in the arms and connects to the waist of the user, pulled out to its full form in the blink of an eye. You can draw or stow your *paraglider* as easily as you can draw or sheathe a weapon. When it is not your turn, you can still draw your *paraglider* at any time by using your reaction.

While is held overhead, the *paraglider* can be used to glide surprisingly long distances. While you are at least 10 feet in the air and you are holding the *paraglider* in both hands, you have a flying speed of 50 feet, but cannot use this flying speed to ascend. You still fall 10 feet at the end of each of your turns.

## The Bowmaster

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

# Rare

## The Mindreader

Inside a large jar (roughly the size of a watermelon) is a fairly large greenish ooze that, if one looks long enough seems to have faces in it; if only fleeting.

If you're attempting to mindread a conscious target, they'll have to succeed on a DC 14 Athletics check to resist. If the target is unconscious, no check is necessary. Over the course of the next hour, the target receives terrible migraines, giving disadvantage on all Constitution and Intelligence checks for the duration, after which the migraines subside and are replaced with constant quiet whispers. The mindjacker will suffer similar symptoms

***Amongst the Living*** - After a successful connection, you can cast *detect thoughts* using Intelligence a number of times equal to their Intelligence modifier (minimum of 1), regaining all uses at midnight.

***Friends With the Dead -*** The Mindreader can be used on the dead (less than 1 day dead) to absorb its memories and the emotions, but the Mindreader must make a DC 14 Intelligence saving throw. On a failure, they take 2d8 psychic damage as their mind is overloaded.

## Adrenaline Shot (Ring of Evasion)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

## Stab Vest (Arrow-Catching Shield)

A layer of carbon fiber implanted under the epidermis layer granting a +2 bonus to AC against ranged arrow attacks and bladed weapons.

## SCUBA-LITE (Merfolk Tunic)

You can breathe underwater and have a swimming speed of 40 feet. In addition, you have resistance to cold damage, and you ignore the effects of water pressure.

## Cloak of Acid

This augment has 3 limited charges. As an action, you can activate it and expend a charge to cause acid to seep from your body for 1 minute, or until you deactivate it as a bonus action. While acid seeps from your body, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 3d6 acid damage.

Regain 1d3 expended charges daily at dawn.

# Legendary

## Spotter's Scope (All Seeing Eye Goggles)

With the augment implanted, you gain truesight out to a range of 60 feet.

***Sight Beyond Sight -*** While using the augment, you may use an action to study a creature within 60 feet of you as an action. You gain information about the creature's current hit points, any abilities to look out for, and its total level or CR. The DM can then tell you if the following enemy ability scores are equal to, stronger or weaker than your own.