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.