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Artificer Infusions

Arcane Propulsion Armor

14th-level artificer; A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

  • The wearer's walking speed is increased 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 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 indentically to the body parts they replace.

  • Armor of Magical Strength

    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.

    Boots of the Winding Path

    6th-level artificer; a pair of boots (requires attunement)

    While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupie space the creature can see. The creature must have occupied that space at somepoint during the current turn.

    Enhanced Arcane Focus

    A rod, staff, or wand (requires attunement)

    While holding this item, a creature gains a +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

    A suit of armor or a shield

    A creature gains a +1 bonus to Armor Class (AC) while wearing (armor) or weilding (shield) the infused item. The bonus increases to +2 when yuu reach 10th level in this class.

    Enhanced Weapon

    A simple or martial weapon

    This magic weapon gains a +1 bonus to attack and damage rolls made with it. The bonuse increases to +2 when you reach 10th level in this class.

    Helm of Awareness

    10th-level Artificer; 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

    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, where as some liked 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 stat block, which uses your proficiency bonus 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.


    Tasha's Cauldron of Everything

    Homunculus Servant CR: -

    Tiny construct,
    Armor Class: 13
    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

    4 -3

    DEX

    15 +2

    CON

    12 +1

    INT

    10 +0

    WIS

    10 +0

    CHA

    7 -2

    Saving Throws: Dex +2 plus BP
    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 Rating: -
    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 30ft., 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

    A suit of armor or robes

    The infused item can send a jolt to the wearer to fucs 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

    6th-level artificer; 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 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

    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 table. The table 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.


    Artificer Level
    Magic Item
    Attunement
    DMG Page
    2nd
    Alchemy jug
    No
    150
    2nd
    Bag of holding
    No
    153
    2nd
    Cap of water breathing
    No
    157
    2nd
    Goggles of night
    No
    172
    2nd
    Rope of climbing
    No
    197
    2nd
    Sending stones
    No
    199
    2nd
    Wand of magic detection
    No
    211
    2nd
    Wand of secrets
    No
    211
    6th
    Boots of elvenkind
    No
    155
    6th
    Cloak of elvenkind
    Yes
    158
    6th
    Cloak of the manta ray
    No
    159
    6th
    Eyes of charming
    Yes
    168
    6th
    Gloves of thievery
    No
    172
    6th
    Lantern of revealing
    No
    179
    6th
    Pipes of haunting
    No
    185
    6th
    Ring of water walking
    No
    193
    10th
    Boots of striding and springing
    Yes
    156
    10th
    Boots of the winterlands
    Yes
    156
    10th
    Bracers of archery
    Yes
    156
    10th
    Brooch of shielding
    Yes
    156
    10th
    Cloak of protection
    Yes
    159
    10th
    Eyes of the eagle
    Yes
    168
    10th
    Gauntlets of ogre power
    Yes
    171
    10th
    Gloves of missile snaring
    Yes
    172
    10th
    Gloves of swimming and climbing
    Yes
    172
    10th
    Hat of disguise
    Yes
    173
    10th
    Headband of intellect
    Yes
    173
    10th
    Helm of telepathy
    Yes
    174
    10th
    Medallion of thoughts
    Yes
    181
    10th
    Necklace of adaptation
    Yes
    182
    10th
    Periapt of wound closure
    Yes
    184
    10th
    Pipes of the sewers
    Yes
    185
    10th
    Quiver of Ehlona
    Nos
    189
    10th
    Ring of jumping
    Yes
    191
    10th
    Ring of mind shielding
    Yes
    191
    10th
    Slipper of spider climbing
    Yes
    200
    10th
    Winged boots
    Yes
    214
    14th
    Amulet of health
    Yes
    150
    14th
    Belt of hill giant strength
    Yes
    155
    14th
    Boots of levitation
    Yes
    155
    14th
    Boots of speed
    Yes
    155
    14th
    Bracers of defense
    Yes
    156
    14th
    Cloak of the bat
    Yes
    159
    14th
    Dimensional shackles
    No
    165
    14th
    Gem of seeing
    Yes
    172
    14th
    Horn of blasting
    No
    174
    14th
    Ring of free action
    Yes
    191
    14th
    Ring of protection
    Yes
    191
    14th
    Ring of the ram
    Yes
    193

    Repulsion Shield

    6th-level artificer; a shield (requires attunement)

    A creature gains a +1 bonus to Armor Class (AC) 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

    6th-level artificer; 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

    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 teh wielder's hand immediately after it is used ot make a ranged attack.

    Spell-Refueling Ring

    6th-level artificer; a ring (requires attunement)

    While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can't be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.


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