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Artificer Infusions

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Arcane Propulsion Armor

Prerequisite: 14th-level Artificer.
Item: A suit of armor (requires attunement)
  • The wearer of this armor gains these benefits:
  • The wearer's walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
  •    

    Armour of Magical Strength

    Item: A suit of armor (requires attunement)
    This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:
  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
  • The armor regains 1d6 expended charges daily at dawn.    

    Armour of Tools

    Item: A suit of armor (requires attunement)
    As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.    

    Boots of the Winding Path

    Prerequisite: 6th-level Artificer.
    Item: A pair of boots (requires attunement)
    While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.    

    Elemental Blessing

    Prerequisite: 6th-level Artificer.
    Item: A armor or weapons (requires attunement)
    Infuse armor or weapons with elemental magic. A weapon or armor that already has a blessing on it, can only have one type blessing on it. If it is a blessing of the same type but stronger, then that will overtake the original blessing.

    Elemental Infusion (6th-Level Artificer)

    Name Description
    Lesser Armor Blessing of Corrosion +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 acid damage.
    Lesser Weapon Blessing of Corrosion +1 bonus to Attack and Damage. Deals additional 1d8 acid damage.
    Lesser Armor Blessing of Death +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 necrotic damage.
    Lesser Weapon Blessing of Death +1 bonus to Attack and Damage. Deals additional 1d8 necrotic damage.
    Lesser Armor Blessing of Flame +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 fire damage.
    Lesser Weapon Blessing of Flame +1 bonus to Attack and Damage. Deals additional 1d8 fire damage.
    Lesser Armor Blessing of Frost +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 cold damage.
    Lesser Weapon Blessing of Frost +1 bonus to Attack and Damage. Deals additional 1d8 cold damage.
    Lesser Armor Blessing of Light +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 radiant damage.
    Lesser Weapon Blessing of Light +1 bonus to Attack and Damage. Deals additional 1d8 radiant damage.
    Lesser Armor Blessing of Shock +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 lighting damage.
    Lesser Weapon Blessing of Shock +1 bonus to Attack and Damage. Deals additional 1d8 lighting damage.

    Elemental Infusion (10th-Level Artificer)

    Name Description
    Armor Blessing of Corrosion +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d8 acid damage.
    Armour Blessing of Corrosion Resistance All acid damage done to you is halved, in addition to any resistances you already have.
    Weapon Blessing of Corrosion +2 bonus to Attack and Damage. Deals additional 1d10 acid damage.
    Armor Blessing of Death +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d8 necrotic damage.
    Armour Blessing of Death Resistance All necrotic damage done to you is halved, in addition to any resistances you already have.
    Weapon Blessing of Death +2 bonus to Attack and Damage. Deals additional 1d10 necrotic damage.
    Armor Blessing of Flame +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d8 fire damage.
    Armour Blessing of Flame Resistance All fire damage done to you is halved, in addition to any resistances you already have.
    Weapon Blessing of Flame +2 bonus to Attack and Damage. Deals additional 1d10 fire damage.
    Armor Blessing of Frost +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d8 cold damage.
    Armour Blessing of Frost Resistance All cold damage done to you is halved, in addition to any resistances you already have.
    Weapon Blessing of Frost +2 bonus to Attack and Damage. Deals additional 1d10 cold damage.
    Armor Blessing of Light +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d8 radiant damage.
    Armour Blessing of Light Resistance All radiant damage done to you is halved, in addition to any resistances you already have.
    Weapon Blessing of Light +2 bonus to Attack and Damage. Deals additional 1d10 radiant damage.
    Armor Blessing of Shock +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d8 lighting damage.
    Armour Blessing of Shock Resistance All lighting damage done to you is halved, in addition to any resistances you already have.
    Weapon Blessing of Shock +2 bonus to Attack and Damage. Deals additional 1d10 lighting damage.

    Elemental Infusion (14th-level Artificer)

    Name Description
    Greater Armor Blessing of Corrosion +3 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d10 acid damage.
    Greater Weapon Blessing of Corrosion +3 bonus to Attack and Damage. Deals additional 1d12 acid damage.
    Greater Armor Blessing of Death +3 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d10 necrotic damage.
    Greater Weapon Blessing of Death +3 bonus to Attack and Damage. Deals additional 1d12 necrotic damage.
    Greater Armor Blessing of Flame +3 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d10 fire damage.
    Greater Weapon Blessing of Flame +3 bonus to Attack and Damage. Deals additional 1d12 frost damage.
    Greater Armor Blessing of Frost +3 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d10 frost damage.
    Greater Weapon Blessing of Frost +3 bonus to Attack and Damage. Deals additional 1d12 fire damage.
    Greater Armor Blessing of Light +3 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d10 radiant damage.
    Greater Weapon Blessing of Light +3 bonus to Attack and Damage. Deals additional 1d12 radiant damage.
    Greater Armor Blessing of Shock +3 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d10 lighting damage.
    Greater Weapon Blessing of Shock +3 bonus to Attack and Damage. Deals additional 1d12 lighting damage.

    Enhanced Arcane Focus

    Item: A rod, staff, or wand (requires attunement)|
    While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.    

    Enhanced Defense

    Item: A suit of armor or a shield.
    A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.    

    Enhanced Weapon

    Item: A simple or martial weapon
    This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.    

    Helm of Awareness

    Prerequisite: 10th-level Artificer.
    Item: A helmet (requires attunement)
    While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.    

    Homunculus Servant

    Item: A gem or crystal worth at least 100 gp.
    You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands.     See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.    

    Mind Sharpener

    Item: A suit of armor or robes.
    |The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.    

    Radiant Weapon

    Prerequisite: 6th-level Artificer.
    Item: A simple or martial weapon (requires attunement)
    This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.    

    Repeating Shot

    Item: A simple or martial weapon with the ammunition property (requires attunement)
    This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.    

    Replicate Magic Item

    Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls. In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

    Replicable Magic Items (2nd-Level Artificer)

    Item Attunement
    Alchemy Jug No
    Bag of Holding No
    Cap of Water Breathing No
    Goggles of Night No
    Rope of Climbing No
    Sending Stones No
    Wand of Magic Detection No
    Wand of Secrets No

    Replicable Magic Items (6th-Level Artificer)

    Item Attunement
    Boots of Elvenkind No
    Cloak of Elvenkind Yes
    Cloak of the Manta Ray No
    Eyes of Charming Yes
    Gloves of Thievery No
    Lantern of Revealing No
    Pipes of Haunting No
    Ring of Water Walking No

    Replicable Magic Items (10th-level Artificer)

    Item Attunement
    Boots of Striding and Springing Yes
    Boots of the Winterlands Yes
    Bracers of Archery Yes
    Brooch of Shielding Yes
    Cloak of Protection Yes
    Eyes of the Eagle Yes
    Gauntlets of Ogre Power Yes
    Gloves of Missile Snaring Yes
    Gloves of Swimming and Climbing Yes
    Hat of Disguise Yes
    Headband of Intellect Yes
    Helm of Telepathy Yes
    Medallion of Thoughts Yes
    Necklace of Adaptation Yes
    Periapt of Wound Closure Yes
    Pipes of the Sewers Yes
    Quiver of Ehlonna No
    Ring of Jumping Yes
    Ring of Mind Shielding Yes
    Slippers of Spider Climbing Yes
    Ventilating Lungs Yes
    Winged Boots Yes

    Replicable Magic Items (14th-level Artificer)

    Item Attunement
    Amulet of Health Yes
    Arcane Propulsion Arm Yes
    Belt of Hill Giant Strength Yes
    Boots of Levitation Yes
    Boots of Speed Yes
    Bracers of Defense Yes
    Cloak of the Bat Yes
    Dimensional Shackles No
    Gem of Seeing Yes
    Horn of Blasting No
    Ring of Free Action Yes
    Ring of Protection Yes
    Ring of the Ram Yes

    Repulsion Shield

    Prerequisite: 6th-level Artificer.
    Item: A shield (requires attunement)
      A creature gains 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.    

    Resistant Armor

    Prerequisite: 6th-level Artificer.
    Item: A suit of armor (requires attunement)
    While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.    

    Returning Weapon

    Item: A simple or martial weapon with the thrown property
    This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.    

    Spell-Refueling Ring

    Prerequisite: 6th-level Artificer
    Item: A ring (requires attunement)
    While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.


    Created by

    Lord Mcberry.

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