Artificer Infusions
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 Armor
Prerequisite: 14th-level Artificer
Item: A suit of armor (Requires Attunement)
The wearer of this armor gains several benefits. Their walking speed increases by 5 feet. The armor includes gauntlets, each functioning as a magic melee weapon usable only when the hand is empty. The wearer is proficient with these gauntlets, which deal 1d8 force damage on hit and have the thrown property (range 20/60 ft). When thrown, a gauntlet detaches, flies to the target, and immediately returns to reattach. The armor cannot be removed against the wearer's will. If the wearer is missing any limbs, the armor replaces them with functional appendages identical to the originals.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused armor, overcharging it for 1 minute. While overcharged, the armor grants an additional 5 feet of walking speed (total +10 feet), and its gauntlets deal 1d10 force damage on a hit instead of 1d8.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused armor. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 4th level or lower.
Armor of Magical Strength
Item: A suit of armor (Requires Attunement)
This armor has 6 charges. The wearer can expend 1 charge when making a Strength check or Strength saving throw to add a bonus to the roll equal to their Intelligence modifier. If the creature would be knocked prone, they can use their reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused armor, overcharging it for 1 minute. While overcharged, if the wearer expends 1 charge to add their Intelligence modifier to a Strength check or saving throw, they add their proficiency bonus to the roll in addition to their Intelligence modifier.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused armor. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
Armor of Tools
Item: A suit of armor
As a bonus action, a creature wearing this infused armor can integrate into it one set of artisan’s tools or thieves’ tools they are holding. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools (no action required) or integrates a different set of tools. The armor can have only one tool set integrated at a time.
While a tool set is integrated, the wearer's proficiency bonus is doubled for any ability check they make that uses their proficiency with that specific tool set. The wearer must typically have a hand free to use the integrated tool effectively.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused armor, overcharging it for 1 minute. While overcharged, if the wearer makes an ability check using the integrated tool that lets them add their proficiency bonus, they can treat a d20 roll of 9 or lower as a 10.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused armor. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
Boots of Silent Movement
Item: A pair of boots
While wearing these boots, the wearer has advantage on Dexterity (Stealth) checks made specifically to move silently.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused boots, overcharging them for 1 minute. While overcharged, the wearer also ignores nonmagical difficult terrain.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused boots. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
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.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused boots, overcharging them for 1 minute. While overcharged, the range of the teleport granted by the boots increases to 30 feet.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused boots. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 2nd level or lower.
Elemental Imbuement
Prerequisite: 6th-level Artificer
Item: A simple or martial weapon (Requires Attunement)
This infusion grants the weapon the capability to channel elemental energy. While the weapon is infused, the wielder can use a bonus action to activate this capability, choosing one damage type: Acid, Cold, Fire, or Lightning.
Once activated, for the next minute, the weapon's base damage type becomes the chosen type, and it deals an additional 1d4 damage of that chosen type whenever it hits. The wielder can use another bonus action on subsequent turns to choose a different damage type from the list, which also resets the effect's 1-minute duration. (Note: This infusion does not grant a bonus to attack rolls, nor does it grant a numerical bonus to damage rolls beyond the additional 1d4 elemental damage).
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused weapon, overcharging it for 1 minute. While overcharged, the additional elemental damage dealt by the weapon increases to 1d8 (instead of 1d4).
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused weapon. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 2nd level or lower.
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. (This bonus is subject to the stacking limitations detailed in the Infuse Item feature if applied to an existing magic item).
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused focus, overcharging it for 1 minute. While overcharged, the bonus to spell attack rolls granted by the focus increases by 1 (to +2 normally, or +3 if you are 10th level or higher, subject to the total bonus cap).
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused focus. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
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. (This bonus is subject to the stacking limitations detailed in the Infuse Item feature if applied to an existing magic item).
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused armor or shield, overcharging it for 1 minute. While overcharged, the bonus to Armor Class granted by the item increases by 1 (to +2 normally, or +3 if you are 10th level or higher, subject to the total bonus cap).
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused armor or shield. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
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. (This bonus is subject to the stacking limitations detailed in the Infuse Item feature if applied to an existing magic item).
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused weapon, overcharging it for 1 minute. While overcharged, the bonus to attack and damage rolls granted by the weapon increases by 1 (to +2 normally, or +3 if you are 10th level or higher, subject to the total bonus cap).
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused weapon. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
Guardian Aegis
Prerequisite: 6th-level Artificer
Item: A suit of armor or robes (Requires Attunement)
This infused item has 4 charges and serves as a reactive protective field. When the wearer fails a Strength, Dexterity, or Constitution saving throw, they can use their reaction to expend 1 charge and reroll the saving throw. The wearer must use the new roll.
The item regains 1d4 expended charges daily at dawn.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused armor or robes, overcharging it for 1 minute. While overcharged, if the wearer uses the item's reaction to reroll a saving throw, they add their Intelligence modifier to the result of the reroll.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused armor or robes. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 2nd level or lower.
Helm of Awareness
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.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused helmet, overcharging it for 1 minute. While overcharged, the wearer also has advantage on Wisdom (Perception) checks made to detect threats or hidden creatures.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused helmet. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 3rd level or lower.
Homunculus Servant
Item: 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 its appearance. The homunculus is friendly to you and your companions and obeys your commands.
In combat, it shares your initiative count, taking its turn immediately after yours. It can move and use its reaction independently but only takes the Dodge action unless you use your bonus action to command it otherwise. If you are incapacitated, it can act freely. The homunculus regains 2d6 hit points if Mending is cast on it. If either of you dies, it vanishes, leaving its heart behind.
| Homunculus Servant | |||||
|---|---|---|---|---|---|
| Tiny construct | |||||
| Armor Class: 13 (natural armor) | |||||
| Hit Points: 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level) | |||||
| Speed: 20 ft., fly 30 ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 4 (-3) | 15 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 7 (−2) |
| Saving Throws: Dex +2 plus PB | |||||
| Skills: Perception +0 plus PB x 2, Stealth +2 plus PB | |||||
| Damage Immunities: poison | |||||
| Condition Immunities: exhaustion, poisoned | |||||
| Senses: darkvision 60 ft., passive Perception 10 + (PB x 2) | |||||
| Languages: understands the languages you speak | |||||
| Challenge: — | |||||
| Proficiency Bonus (PB): equals your bonus | |||||
| 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 30 ft., 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. |
|||||
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused heart of your Homunculus Servant, overcharging it for 1 minute. While overcharged, the Homunculus gains temporary hit points equal to your artificer level plus your Intelligence modifier, and its Force Strike deals an additional 1d4 force damage on hit.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused heart of your Homunculus Servant. The Homunculus vanishes, leaving its heart behind, and the infusion is suppressed until the end of your next long rest. When you do so, you regain one expended 1st-level artificer spell slot.
Mind Sharpener
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus 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.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused armor or robes, overcharging it for 1 minute. While overcharged, if the wearer uses the item's reaction to succeed on a Constitution saving throw to maintain concentration, they can do so without expending one of the item's charges.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused armor or robes. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
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. (This bonus is subject to the stacking limitations detailed in the Infuse Item feature if applied to an existing magic item). While holding it, the wielder can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, or extinguish the light. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge to 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.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused weapon, overcharging it for 1 minute. While overcharged, the weapon grants a +2 bonus to attack and damage rolls (instead of +1, subject to the total bonus cap), and the saving throw DC for its blinding reaction increases by 2.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused weapon. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 2nd level or lower.
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 used for a ranged attack. (This bonus is subject to the stacking limitations detailed in the Infuse Item feature if applied to an existing magic item). It ignores the loading property if it has it. If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created vanishes the instant after it hits or misses.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused weapon, overcharging it for 1 minute. While overcharged, the bonus to attack and damage rolls granted by the weapon increases to +2 (instead of +1, subject to the total bonus cap).
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused weapon. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
Replicate Magic Item
Item: Varies
Using this infusion, you replicate useful magic items. You can learn this infusion multiple times. When you know this infusion, you master the principles behind replicating items from the tables below, as well as common magic items. For each time you have learned this infusion, you can perform the following process whenever you finish a long rest: Choose one suitable nonmagical object and select one of the following options to determine the item you replicate:
-
Replicate from Lists: Choose one magic item from the Replicable Items tables listed below for which you meet the minimum Artificer level prerequisite.
-
Replicate Common Item: Choose one common magic item (excluding potions, scrolls, or cursed items) from an official sourcebook (such as the Dungeon Master's Guide or Xanathar's Guide to Everything).
Limitation: Requires Nonmagical Base. This infusion must target a nonmagical object appropriate for the item being replicated (such as a pouch for an Alchemy Jug or boots for Winged Boots). The object is then transformed into the replica. Unlike certain other infusions, Replicate Magic Item cannot be used to enhance or modify an item that is already magical.
The object you touch transforms into a functional replica of the chosen item. This replica functions identically to the magic item it mimics but its magic is temporary (see the Infuse Item feature). An object can only bear one infusion at a time, even if you know this infusion multiple times. In the tables that follow, an item's entry tells you whether the item requires attunement. See the item's description in the relevant sourcebook for more information about it, including the type of object required for its making.
| Replicable Magic Items (2nd-Level Artificer) | |
|---|---|
| Magic Item | Attunement |
| Alchemy Jug | No |
| Bag of Holding | No |
| Cap of Water Breathing | No |
| Goggles of Night | 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 |
| Lantern of Revealing | No |
| Pipes of Haunting | No |
| Ring of Water Walking | No |
| Replicable Magic 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 |
| Necklace of Adaptation | 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 (Eberron: Rising from the Last War) | Yes |
| Winged Boots | Yes |
| Replicable Magic Items (14th-level artificer) | |
|---|---|
| Magic Item | Attunement |
| Amulet of Health | Yes |
| Arcane Propulsion Arm (Eberron: Rising from the Last War) | 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 |
-
Power Infusion Interaction: This infusion cannot be targeted by the features granted by your Power Infusion class feature.
Repulsion Shield
Prerequisite: 6th-level Artificer
Item: A shield (Requires Attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield. (This bonus is subject to the stacking limitations detailed in the Infuse Item feature if applied to an existing magic item). 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.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused shield, overcharging it for 1 minute. While overcharged, the bonus to Armor Class granted by the shield increases to +2 (instead of +1, subject to the total bonus cap), and the distance the attacker is pushed by the shield's reaction increases to 20 feet.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused shield. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 2nd level or lower.
Resistant Armor
Prerequisite: 6th-level Artificer
Item: A suit of armor (Requires Attunement)
While wearing this armor, a creature has resistance to one damage type chosen from the following list when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused armor, overcharging it for 1 minute. While overcharged, choose a second damage type from the list available for this infusion; the wearer gains resistance to that damage type in addition to the infusion's normal resistance for the duration.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused armor. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 2nd level or lower.
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. (This bonus is subject to the stacking limitations detailed in the Infuse Item feature if applied to an existing magic item).
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused weapon, overcharging it for 1 minute. While overcharged, the bonus to attack and damage rolls granted by the weapon increases to +2 (instead of +1, subject to the total bonus cap).
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused weapon. The infusion is suppressed until the end of your next long rest, and you regain one expended 1st-level artificer spell slot.
Spell-Refueling Ring
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 recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
-
Infusion Overcharge: As a bonus action, you can expend one use of your Infusion Overcharge feature to touch the infused ring, overcharging it for 1 minute. If the wearer uses the ring's action to recover a spell slot while the ring is overcharged, the recovered slot can be of 4th level or lower (instead of 3rd level or lower). This does not grant an additional use of the ring's daily feature.
-
Infusion Siphon: As a bonus action, you can use your Infusion Siphon feature to touch the infused ring. The infusion is suppressed until the end of your next long rest, and you regain one expended artificer spell slot of 2nd level or lower.