Artificer Infusions

Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each of the following infusions details the type of item 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.

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 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

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.

Homunculus Servant

Prerequisite: 6th-level artificer
Item: A gem worth at least 100 gp or a dragonshard

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.

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 the action in its stat block or the DashDisengageHelpHide, or Search action.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.

HOMUNCULUS SERVANT

Tiny construct, neutral

Armor Class 13 (natural armor)

Hit Points equal the homunculus’s Constitution modifier + your Intelligence modifier + your level in this class

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 +4

Skills Perception +4, Stealth +4

Damage Immunities poison

Condition Immunities exhaustionpoisoned

Senses darkvision 60 ft., passive Perception 14

Languages understands the languages you speak

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.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).

Actions (Requires Your Bonus Action)

Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 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.

 

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.

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.

 

 

Replicable Items3

 

Magic Item

Attunement

Alchemy jug

No

Armblade (detailed in chapter 5)

Yes

Bag of holding

No

Cap of water breathing

No

Goggles of night

No

Prosthetic limb (detailed in chapter 5)

Yes

Rope of climbing

No

Sending stones

No

Wand of magic detection

No

Wand of secrets

No

Replicable 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

Wand sheath (detailed in chapter 5)

Yes

Replicable 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

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 (detailed in chapter 5)

Yes

Winged boots

Yes