artificer

Infusions

Infusions page


Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).


Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.


You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.


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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.

Armor 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.


Armor of Tools (UA)

Item: A suit of armor


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.


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. 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 you or the homunculus dies, it vanishes, leaving its heart in its space.


Homunculus Servant

Tiny construct

Armor Class: 13 (natural armor)

Hit Points: 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)

Speed: 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA

4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (−2)

Saving Throws: Dex +2 plus PB

Skills: Perception +0 plus PB x 2, Stealth +2 plus PB

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus (PB): equals your bonus

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

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.


If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.


Replicable Magic Items (2nd-Level Artificer)

Magic 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)

Magic 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)

Magic 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 (Eberron: Rising from the Last War) Yes

Winged Boots Yes

Replicable Magic Items (14th-level artificer)

Magic Item Attunement

Amulet of Health Yes

Arcane Propulsion Arm (Eberron: Rising from the Last War) 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.