Artificer Infusions
Arcane Propulsion Armor
14th-level artificer; A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
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:
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: -
STR
4 -3
DEX
15 +2
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
7 -2
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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