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.
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.
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.
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.
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.
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 Dash, Disengage, Help, Hide, 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
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 exhaustion, poisoned
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.
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.
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.
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.
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.
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 |
No |
|
Yes |
|
No |
|
No |
|
No |
|
Yes |
|
No |
|
No |
|
No |
|
No |
|
Replicable Items (6th-Level Artificer) |
|
Magic Item |
Attunement |
No |
|
Yes |
|
No |
|
Yes |
|
No |
|
No |
|
No |
|
No |
|
Yes |
|
Replicable Items (10th-Level Artificer) |
|
Magic Item |
Attunement |
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
No |
|
Yes |
|
Yes |
|
Yes |
|
Yes |
|
Yes |