Infusion List

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 Boots

Item: boots

The wearer's walking speed increases by 5 feet.

The armor can't be removed against the wearer's will, and if the wearer is missing any legs or feet, the armor replaces those limbs. The replacements function identically to the body parts they replace.

Arm Launcher

Item: glove or gauntlet

You infuse gauntlets or gloves, turning them into a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets or gloves, 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, and if the wearer is missing any arms or hands, the armor replaces those limbs. The replacements function identically to the body parts they replace.

Enhanced Arcane Focus

Item: arcane focus (requires attunement)

This magic item grants its wielder +1 bonus to spell attack rolls, and it ignores half cover when making spell attacks.

This bonus increases at 11th level (+2) and 17th level (+3).

Enhanced Defense

Item: suit of armor or a shield

This magical item grants its wearer or wielder a +1 bonus to its Armor Class while wearing or wielding this infused item.

This bonus increases at 11th level (+2) and 17th level (+3).

Enhanced Weapon

Item: simple or martial weapon

This magic weapon grants its wielder a +1 bonus to attack and damage rolls it makes with this infused weapon.

This bonus increases at 11th level (+2) and 17th level (+3).

Featherweight Belt

Item: belt or cloak (requires attunement)

When worn, this magic belt reduces its wearer to one-tenth

of its weight without decreasing its physical abilities.

At 11th level, it reduces the wearer to one-hundredth of its weight without decreasing its physical abilities.

Featherweight Weapon

Item: simple or martial melee weapon (requires attunement)

This magic weapon no longer has the heavy and two-handed properties if it had it. If it does not have either the heavy or two-handed property, it instead gains the light property.

At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

Goggles of Clearsight

Item: helm, pair of goggles, or glasses

While wearing these magical goggles the wearer can see normally through light or heavy obscurement from mundane and magical phenomena, including darkness, within 120 feet.

The wearer also no longer suffers negative effects from the Sunlight Sensitivity trait, and it has advantage on any saving throws it makes to resist the blinded condition.

Lightning Cannon

Item: gauntlet, arcane focus, or metal rod

In place of an attack, the wielder of this magical object can make a ranged spell attack, using your Intelligence for the Spellcasting ability, against a target it can see within 60 feet. On hit, the target takes 2d6 lightning damage.

Power Whip

Item: whip or chain

The damage die of this magic whip becomes a d10, and once per turn when the wielder hits a Large or smaller target with a Power Whip attack, they can force it to make a Dexterity saving throw or be knocked prone.

Repeating Shot

Item: ranged weapon (requires attunement)

This magic weapon ignores the loading property if it has it. If you load no ammunition into the weapon it produces its own, creating magic ammunition when you make a ranged attack. The ammunition vanishes after it either hits or misses.

Returning Weapon

Item: weapon with the thrown property

This magical weapon immediately flies back to the hand of its wielder after they make a thrown weapon attack with it.

Gem of Warding

Prerequisite: 5th-level Artificer

Item: gem worth at least 100 gold to serve as its core

As an action, the wielder of this magical gem can expend one of its Charges and throw it to an unoccupied space it can see within 30 feet, where it hovers 5 feet above the ground. Once placed, the wielder can use a bonus action to cause the gem to move up to 20 feet, or to emit a pulse granting creatures of the wielder's choice within 10 feet of the gem temporary hit points equal to your Intelligence modifier.

This magic gem has a number of hit points equal to your Artificer level and an Armor Class equal to your Intelligence score. It is active for 1 minute, or until it is destroyed, after which it returns to its wielder.

This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

Homing Weapon

Prerequisite: 5th-level Artificer

Item: weapon with the ranged or thrown property

The wielder of this magic weapon ignores the disadvantage imposed when attacking at the weapon's long range.

Homunculus Servant

Prerequisite: 5th-level Artificer

Item: gem worth at least 100 gold to serve as its core

Your experimentation has yielded you a loyal Homunculus Servant. You determine its appearance, but this has no effect on its abilities. It is friendly to you, and it obeys your orders. It uses the Homunculus Servant stat block on this page, which uses your proficiency bonus (PB) in several places.

Creating the Homunculus. During a long rest, you can spend 1 hour using tinker's tools to create a Homunculus. You can only have one Homunculus. If you create another the previous turns to ash. If your Homunculus dies, you expend a spell slot and spend 1 minute repairing it with your tinker's tools, restoring it to life with its maximum hit points. If you die, your Homunculus turns to ash after 1 minute.

Combat. In combat, your Homunculus acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use your bonus action to order it to take an action in its stat block, or another action. If you are incapacitated, your Homunculus can act on its own and will defend its master to the best of its abilities.

Homunculus Statblock

Tiny Construct

Armor Class. 11 + your proficiency bonus

Hit Points. 5 + two times your Artificer level

Speed. 30ft, 15 fly

STR DEX CON INT        WIS        CHA

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

Senses. darkvision 60ft, passive perception = 10 + your proficiency bonus

Languages. understands the languages you speak, but cannot speak itself.

Arcane Conduit. When your Homunculus is within 120 feet of you, you can cast an Artificer spell with a range of touch through your Homunculus' touch.

Evasion. If the Homunculus makes a Dexterity saving throw to take only half damage, it instead takes no damage on a success, and half damage on a failure.

Hit Dice. The Homunculus has a total number of d4 Hit Dice equal to your Artificer level. It gains all the normal benefits of both short and long rests.

Might of the Master. You add your proficiency bonus to any ability check or saving throw your Homunculus makes.

Actions

Acidic Spittle. Ranged or Melee Spell Attack: your Intelligence modifier + your proficiency bonus to hit, range 30 ft., one target you can see. Hit: 2d4 + PB acid damage.

Immovable Boots

Prerequisite: 5th-level Artificer

Item: pair of boots (requires attunement)

If the wearer is standing on a flat surface, it can use an action to activate the boots, fixing itself in place with magic. Until it uses an action to deactivate the boots, they do not move, even if they are defying gravity. To move the boots and their wearer, a creature must succeed on a DC 30 Strength check.

Infiltrator Armor

Prerequisite: 5th-level Artificer

Item: suit of armor (requires attunement)

This magic suit of armor retains its weight but is formfitting and wearable under clothes without detection. It also grants its wearer advantage on Dexterity (Stealth) checks.

Light Blade

Prerequisite: 5th-level Artificer

Item: sword hilt or arcane focus (requires attunement)

While the wielder is grasping this magical object, they can use a bonus action to cause a blade of pure radiance to spring into existence, or disappear, from this object. While it exists, this magic item emits bright light in a 15-foot radius and dim light for an additional 15 feet beyond that radius. This luminous blade is considered a simple melee weapon with the finesse property, and it deals 1d8 radiant damage on hit.

At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

Mind Sharpener

Prerequisite: 5th-level Artificer

Item: helmet, diadem, suit of armor, or robes

When the wearer of this magical object fails a Constitution saving throw to maintain concentration, it can use a reaction to expend a Charge from this object to succeed instead.

This magical item has 3 Charges , and it regains all of its expended Charges each day at dawn.

Minor Arcane Item

Prerequisite: 5th-level Artificer

Item: Tiny object, tool, or arcane focus (requires attunement)

You imbue this object with a minor amount of arcane power, choosing a 1st-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.

If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration.

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

Radiant Weapon

Prerequisite: 5th-level Artificer

Item: melee weapon (requires attunement)

As a bonus action, the wielder can cause this weapon to emit bright light in a 30-foot radius, and dim light 30 feet beyond that. The wielder can extinguish the light as a bonus action.

When the wielder hits a creature with this magic weapon, it can expend one Charge to force it to make a Constitution saving throw. On a failed save, the target is blinded until the beginning of the wielder's next turn.

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

Repulsion Gauntlets

Prerequisite: 5th-level Artificer

Item: pair of gloves or gauntlets (requires attunement)

When the wielder of these magical gauntlets hits a creature with an unarmed strike or gauntlet attack it can expend one Charge to force it to make a Strength saving throw. Large or larger creatures have advantage on this saving throw. On a failure, the target is knocked back 15 feet in a straight line.

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

At 11th level, the gauntlets gain a +1 bonus to their attack and damage rolls. This bonus increases to +2 at 17th level.

Repulsion Shield

Prerequisite: 5th-level Artificer

Item: shield (requires attunement)

When the wielder of this magic shield is hit by a melee attack, it can expend one Charge to force the attacking creature to make a Strength saving throw. Large or larger creatures have advantage on this saving throw. On a failed save, the attacker is knocked back 15 feet in a straight line and falls prone.

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

Armor of Strength

Prerequisite: 11th-level Artificer

Item: a suit of armor (requires attunement)

The wearer can use its Intelligence, in place of Strength, for Strength-based ability checks or saving throws.

When the wearer of this armor would be knocked prone or moved against its will, it can expend one Charge to not move.

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

Chameleon Armor

Prerequisite:11th-level Artificer

Item: suit of armor (requires attunement)

This magical armor allows the wearer to us an action to expend Charges and cast one of the spells here on itself: disguise self (1 Charge), invisibility (2 Charges) or greater invisibility (3 Charges).

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

Elemental Armor

Prerequisite: 11th-level Artificer

Item: suit of armor (requires attunement)

This magical armor grants its wearer resistance to your choice of either acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage.

Elemental Ring

Prerequisite: 11th-level Artificer

Item: ring (requires attunement)

You infuse a ring with elemental power, choosing acid, cold, fire, poison, or lighting, and a command word.

When the wearer casts a spell of 3rd-level or lower that deals the chosen damage type, it can speak the command word to deal maximum damage to one target of the spell.

Once the wearer uses this ring to maximize the damage of a spell it cannot be used again until the next dawn.

At 17th level, it can be used on spells of 5th-level or lower.

Elemental Weapon

Prerequisite: 11th-level Artificer

Item: melee weapon (requires attunement)

You infuse a melee weapon with elemental power, choosing acid, cold, fire, poison, or lighting, and a command word.

The wielder of this magic weapon can speak its command word to cause elemental power to wreathe the weapon until it speaks the command word again. For the duration, it deals a bonus 1d6 damage of the type you chose on hit.

Greater Arcane Item

Prerequisite: 11th-level Artificer

Item: Tiny object, tool, or arcane focus (requires attunement)

You imbue this object with a greater amount of arcane power, choosing a 2nd-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.

If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

Helm of Awareness

Prerequisite: 11th-level Artificer

Item: helmet or diadem (requires attunement)

The wearer of this magic helm cannot be surprised unless it is incapacitated. It also adds your Intelligence modifier (minimum of +1) to its initiative rolls.

Voyager Boots

Prerequisite: 11th-level Artificer

Item: pair of boots (requires attunement)

The wearer of these magical boots can use a bonus action to teleport up to 15 feet to an unoccupied space it can see.

At 17th level, the wearer can use the magical boots to teleport up to 30 feet to

Guardian Gauntlets

Prerequisite: 17th-level Artificer

 Item: pair of gauntlets (requires attunement)

When a creature ends its turn within 30 feet of the wearer of these magical gauntlets, the wearer can expend one Charge as a reaction to force it to make a Strength saving throw. Huge and larger creatures have advantage on this save. On a failure, it is pulled 30 feet toward the wearer to an unoccupied space of its choice. If it pulls the creature within 5 feet, the wearer can make a single melee weapon attack against it.

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

Masterwork Arcane Item

Prerequisite: 17th-level Artificer

Item: Tiny object, tool, or arcane focus (requires attunement)

You imbue this object with your extraordinary arcane power, choosing a 3rd-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.

If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration.

This magical item has 3 Charges, and it regains all of its expended Charges each day at dawn.

Masterwork Homunculus

Prerequisite: 17th-level Artificer

You have discovered the secrets to the creation of life. You learn the clone spell. It counts as an Artificer spell for you, but it doesn't count against your total number of Spells Known. You can cast clone without expending a spell slot as long as you have the material components available. Your clone only takes 12 days to reach maturity, but you can only have one.

If you replace this Infusion with another at any point before your clone reaches maturity, the spell immediately fails. If you replace this after the clone reaches maturity, it vanishes.

Mind Shield

Prerequisite: 17th-level Artificer

Item: helmet or diadem (requires attunement)

The wearer of this magic helm gains resistance to psychic damage, immunity to the charmed and frightened conditions, magic that would read its thoughts or dreams, and it cannot be targeted by telepathy unless it wishes to.

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.