Wondrous Item, legendary (requires attunement by a a cop who has mastered gunmanship and luck)

This is a regular handbag filled with gadgets and other useful techniques and equipment to use to make the user a top-tier officer. This handbag has wireless earpiece which are attached to a device within the handbag, and you may choose to pair them with one other communication device as an action and they remain connected as long as you're on the same plane of existence. Whilst connected in this way, you may cast Sending to the creature who's operating the other device without expending a spell slot or action. You may also switch it to Free Mode as an action, allowing all other frequencies besides yours within 100ft to be heard over the other earphones. As a bonus action, you may record via the earpiece. The recording lasts a maximum of 1 hour before ending, otherwise you may end the recording as a bonus. They get stored on the Internal Cloud - a device within the backpack which can store up to 10 hours of recording before reaching its max. These recordings can be replayed, transferred to another suitable device (DM Discretion) or erased.

Specialist Eyepiece - This handbag comes with an eye contact lenses which is placed over your eyes, which you may remove at any time. Whilst these eye contact lenses is covering your eyes, you gain advantage on investigation, perception and insight checks. Furthermore, you may activate one of these Modes as a bonus action that last for one minute:

Detective Mode: While in this mode, you gain a +10 to your passive investigation, perception and insight and to any checks made to discover hidden items, track a creature(s) or determine if someone is telling the truth. Furthermore, you gain truesight to a range of 60ft and within that range you can see may choose to view things as if UV light is being shined on the area. If you spend a least a minute with a substance, you may determine its what it is, its source and duration of it being there. 

Pursuit Mode: While in this mode, you may have advantage on attack rolls against a creature marked by your Death Zone ability as they gain a faint red outline. You can see the creature's outline through walls and always know of its whereabouts for the duration of this ability. You can chose to do non-lethal damage to this creature, regardless of your weapon. Additionally, once on each of your turns when you hit this creature with an attack, you may make one additional attack against that creature. 

Fine Focus Mode: While in this mode, your maximum range for all your sights is doubled and the spell slots expended are considered two levels higher when determining the amount of dice to roll for your Effective Range ability. If you use this ability for the full duration, you must make a DC20 constitution saving throw or become disorientated and nauseous, having disadvantage on all ability checks, saves and attack rolls until you take a short or long rest as your eyes have to adjust to the change.

Once you have used one of these Modes, you can not use that Mode again until next dawn as they have to recharge. Any attempt to speed up the process is rendered ineffective.

Mobile Cover - This bag is fitted with a tough interior, made to withstand some of the toughest impacts. By pressing a button as an action, the bag extends and grows to become 10ft by 10ft in size. You may not have this bag on your person whilst it is in this enlarged form. As an action, you may press the button again, shrinking the size back down to normal. Whilst within its enlarged form, it can provide full cover for one medium creature behind it and area of effects that land before the bag are absorbed instead of travelling around.
 
Ammunition Compartment - Being the police you are, your specialist handbag has a compartment ready accessible for your firearm ammunition. This compartment is considered to be a quiver for the purpose of spells and abilities and may hold up to a maximum of 50 pieces of ammunition. During a short rest, you may refill the compartment. Any ammunition stored in this way is considered to be a +3 variant (doesn't stack, and replaces weaker properties).
 
Disrupting Signal - As an action, you can have your backpack emit a frequency that tampers with electrical equipment with 100ft of it for as long as you remain in the area. This disables any technological equipment (DM determines what that is) to work as well as notify you of its location in a red box that appears through your eye contact lenses. This frequency can not pass through a surface that is 20ft thick or more. Whilst a device is disabled in this way, you may make an intelligence check (DC at DM's Discretion) to retrieve information from it including: passwords, footage, documents and photos.
 
Buddy, Buddy, Check - You always have each others backs. Whilst within 30ft of another person attuned to the Agent's Handbag (Chocolate), your Effective Range ability's range is doubled. You also can not be surprised by any means, and all allies (including yourself) have advantage on initiative checks whilst within this range. For every ally (excluding summons, non-player characters and yourself) within your Effective Range, you gain a +3 to ability checks.
 
Lucky Shot - Before you make an attack roll with a firearm, you may declare a number between 1-20. If you roll that number on the attack roll, it is considered a critical hit, but it instead triples your dice instead of doubling. If you roll within 1 of the declare number, the attack is considered a critical hit and deals damage as normal

Notes: a cop who has mastered gunmanship and luck

Etragard

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