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.
Table of Contents
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Armor of Magical Strength (UA)
Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.
The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.
Armor of Tools (UA)
Item: A suit of armor
As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time.
The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.
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 a wand
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.
Helm of Awareness (UA)
Prerequisite: 10th-level artificer
Item: 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.
Homuculus Servant
Prerequisite: 6th-level artificer
Item: A gem worth at least 100 gp or a dragonshard
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 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 and the bonuses to hit and damage of its attack.
Actions (Require 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 .
Mind Sharpener (UA)
Prerequisite: 10th-level artificer
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.
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.
Replicate Magic Item
Prerequisite: See below
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 below. A table's title tells you the level you must be in the class to choose an item from the table.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
Replicable Magic Items (2nd-level artificer) | |
---|---|
Magic Item | Attunement |
Alchemy jug | No |
Armblade | Yes |
Bag of holding | No |
Cap of water breathing | No |
Goggles of night | No |
Prosthetic limb | Yes |
Lantern of revealing | No |
Rope of climbing | No |
Sending stones | No |
Wand of magic detection | No |
Wand of secrets | No |
Replicable Magic 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 |
Lanturn of revealing | No |
Pipes of haunting | No |
Ring of water walking | No |
Wand sheath | Yes |
Replicable Magic Items (10th-level artificer) | |
---|---|
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 lung | Yes |
Winged boots | Yes |
Replicable Magic Items (14th-level artificer) | |
---|---|
Magic Item | Attunement |
Amulet of health | Yes |
Arcane propulsion arm | Yes |
Belt of hill giant strength | Yes |
Boots of levitation | Yes |
Boots of speed | Yes |
Bracers of defense | Yes |
Cloak of the bat | Yes |
Dimensional shackles | No |
Gem of seeing | Yes |
Horn of blasting | No |
Ring of free action | Yes |
Ring of protection | Yes |
Ring of the ram | Yes |
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 ld4 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.
Spell-Refueling Ring (UA)
Prerequisite: 6th-level artificer
Item: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.