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Artificer Infusions are extraordinary processes that temporarily imbue ordinary objects with magic. Through specialized formulae, tools, and techniques, an Artificer can transform weapons, armor, tools, and other objects into magic items with properties determined by the Infusion used.

The Infusions below are organized by the earliest Artificer level at which they can be learned, then alphabetically.

If an Infusion has an Artificer-level prerequisite, you must have reached that level in the Artificer class to learn it.

Unless an Infusion says otherwise, you can’t learn the same Infusion more than once.

Power Infusion

Starting at Artificer level 6, your Power Infusion feature can interact with your active Infusions.

Overcharge

When you Overcharge an Infusion, use the additional effect described in that Infusion’s Overcharge section.

The activation, duration, number of uses, and other general rules for Overcharge are described in the Artificer’s Power Infusion feature.

Siphon

Infusion Siphon doesn’t require a separate entry under each Infusion.

When you Siphon an eligible active Infusion, use the rules in the Artificer’s Power Infusion feature. The maximum level of Artificer spell slot that can be restored is determined by the minimum Artificer level of the Infusion:

  • An Infusion with no prerequisite or available from Artificer level 2 restores a level 1 spell slot.

  • An Infusion requiring Artificer level 6 can restore a spell slot of level 2 or lower.

  • An Infusion requiring Artificer level 10 can restore a spell slot of level 3 or lower.

  • An Infusion requiring Artificer level 14 can restore a spell slot of level 4 or lower.

Replicate Magic Item can’t be Overcharged or Siphoned.

Augment Magic Item

Starting at Artificer level 10, Augment Magic Item can allow an eligible Infusion to be applied to an existing magic item, subject to the restrictions of that class feature.

Where an Infusion provides a numerical bonus to Armor Class, attack and damage rolls, or spell attack rolls, that bonus remains subject to the combined +3 maximum established by Augment Magic Item.

Replicate Magic Item can’t be used with Augment Magic Item.

Artificer Level 2

Armor of Magical Strength

Item: A suit of armor
Attunement: Required

This armor has 6 charges.

When the wearer makes a Strength check or Strength saving throw, they can expend 1 charge to add a bonus to the roll equal to your Intelligence modifier.

If the wearer would have the Prone condition applied to them, they can take a Reaction and expend 1 charge to avoid gaining that condition.

The armor regains 1d6 expended charges daily at dawn.

Overcharge

While the armor is overcharged, when the wearer expends a charge to add your Intelligence modifier to a Strength check or Strength saving throw, they also add their Proficiency Bonus to the roll.

Armor of Tools

Item: A suit of armor

As a Bonus Action, a creature wearing this armor can integrate one set of Artisan’s Tools or Thieves’ Tools they are holding into the armor.

The tools remain integrated for 8 hours, until the wearer removes them with no action required, or until another set of tools is integrated.

The armor can have only one tool set integrated at a time.

While a tool set is integrated, the wearer doubles their Proficiency Bonus for any ability check that uses their proficiency with that specific tool set.

The wearer must still be physically capable of using the tools and ordinarily needs a free hand when the task would require one.

Overcharge

While the armor is overcharged, whenever the wearer makes an ability check using the integrated tools and adds their Proficiency Bonus to the check, they can treat a d20 roll of 9 or lower as a 10.

Boots of Silent Movement

Item: A pair of boots

While wearing these boots, a creature has Advantage on Dexterity (Stealth) checks made to move silently.

Overcharge

While the boots are overcharged, the wearer also ignores nonmagical Difficult Terrain.

Enhanced Arcane Focus

Item: A rod, staff, or wand
Attunement: Required

While holding this focus, a creature gains a +1 bonus to spell attack rolls.

In addition, the creature ignores Half Cover when making a spell attack.

The bonus to spell attack rolls increases to +2 when you reach Artificer level 10.

Overcharge

While the focus is overcharged, its bonus to spell attack rolls increases by 1, becoming +2 normally or +3 if you are Artificer level 10 or higher.

Enhanced Defense

Item: A suit of armor or a Shield

A creature gains a +1 bonus to Armor Class while wearing the infused armor or wielding the infused Shield.

The bonus increases to +2 when you reach Artificer level 10.

Overcharge

While the item is overcharged, its Armor Class bonus increases by 1, becoming +2 normally or +3 if you are Artificer level 10 or higher.

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 Artificer level 10.

Overcharge

While the weapon is overcharged, its bonus to attack and damage rolls increases by 1, becoming +2 normally or +3 if you are Artificer level 10 or higher.

Homunculus Servant

Item: A gem or crystal worth at least 100 GP

You create a magical construct called a Homunculus Servant.

The infused gem or crystal becomes the creature’s heart, around which its body forms. You determine the Homunculus’s appearance.

The Homunculus is friendly to you and your companions and obeys your commands.

In combat, it shares your Initiative count but takes its turn immediately after yours. It can move and take Reactions independently, but on its turn it takes only the Dodge action unless you take a Bonus Action to command it to take another action from its stat block or another action available to it.

If you have the Incapacitated condition, the Homunculus can act independently.

Casting Mending on the Homunculus restores 2d6 Hit Points to it.

If either you or the Homunculus dies, the Homunculus vanishes and leaves its heart behind.

Homunculus Servant  
Creature Type Tiny Construct
Armor Class 13 (Natural Armor)
Hit Points 1 + your Intelligence modifier + your Artificer level; the Homunculus has a number of d4 Hit Point Dice equal to your Artificer level
Speed 20 ft., Fly 30 ft.
Strength 4 (-3)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 7 (-2)
Saving Throws Dexterity +2 plus your Proficiency Bonus
Skills Perception +0 plus twice your Proficiency Bonus; Stealth +2 plus your Proficiency Bonus
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10 + twice your Proficiency Bonus
Languages Understands the languages you speak
Proficiency Bonus Equals your Proficiency 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 on a successful save and only half damage on a failed save. It doesn’t benefit from this trait while it has the Incapacitated condition.
Force Strike Ranged Attack Roll: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + your Proficiency Bonus Force damage.
Channel Magic Reaction: The Homunculus delivers a spell you cast that has a range of Touch. The Homunculus must be within 120 feet of you.

Overcharge

While the Homunculus is overcharged, it gains Temporary Hit Points equal to your Artificer level plus your Intelligence modifier.

In addition, its Force Strike deals an extra 1d4 Force damage on a hit.

If the Infusion is Siphoned, the Homunculus vanishes immediately and leaves its heart behind while the Infusion is suppressed.

Mind Sharpener

Item: A suit of armor or robes

The infused item has 4 charges.

When the wearer fails a Constitution saving throw to maintain Concentration on a spell, they can take a Reaction and expend 1 charge to succeed on the saving throw instead.

The item regains 1d4 expended charges daily at dawn.

Overcharge

While the item is overcharged, when the wearer uses its Reaction to turn a failed Constitution saving throw to maintain Concentration into a success, they can do so without expending a charge.

Repeating Shot

Item: A Simple or Martial weapon with the Ammunition property
Attunement: Required

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it is used to make a ranged attack.

The weapon ignores the Loading property if it has that property.

If the weapon has no ammunition loaded, it magically produces one piece of ammunition when the wielder makes a ranged attack with it.

The created ammunition vanishes immediately after it hits or misses.

Overcharge

While the weapon is overcharged, its bonus to attack and damage rolls increases from +1 to +2.

Replicate Magic Item

Item: Varies

You learn how to reproduce one specific magic item through your Infusions.

When you learn this Infusion, choose one specific eligible magic item from the Replicable Magic Items tables below for which you meet the minimum Artificer-level requirement.

Alternatively, you can choose one specific Common magic item from an official source, other than a Potion, Spell Scroll, or cursed item.

The chosen magic item becomes part of this Infusion. For example, if you choose a Bag of Holding, you know Replicate Magic Item: Bag of Holding.

You don’t choose a different replicated item whenever you finish a Long Rest.

Repeatable. You can learn Replicate Magic Item more than once. Each time you do so, choose a different eligible magic item.

Creating the Replica

When you apply this Infusion, choose an appropriate nonmagical object to serve as the base for the item.

The object transforms into a functional replica of the specific magic item associated with this Infusion.

The replica has the normal properties of the magic item it reproduces, including any attunement requirement, but its magic remains temporary as described by your Infuse Item feature.

An object can bear only one Infusion at a time.

Replicable Magic Items

Replicable Magic Items: Artificer Level 2 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: Artificer Level 6 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: Artificer Level 10 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 Yes
Winged Boots Yes
Replicable Magic Items: Artificer Level 14 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

Power Infusion Interaction

Replicate Magic Item can’t be targeted by Infusion Overcharge or Infusion Siphon.

It also can’t be used with Augment Magic Item.

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.

Immediately after the weapon is used to make a ranged attack, it returns to the wielder’s hand.

Overcharge

While the weapon is overcharged, its bonus to attack and damage rolls increases from +1 to +2.

Artificer Level 6

Boots of the Winding Path

Prerequisite: Artificer Level 6+
Item: A pair of boots
Attunement: Required

While wearing these boots, a creature can take a Bonus Action to teleport up to 15 feet to an unoccupied space it can see.

The creature must have occupied the destination space at some point during the current turn.

Overcharge

While the boots are overcharged, the teleportation range increases to 30 feet.

Elemental Imbuement

Prerequisite: Artificer Level 6+
Item: A Simple or Martial weapon
Attunement: Required

The weapon can channel elemental energy.

As a Bonus Action, the wielder chooses Acid, Cold, Fire, or Lightning damage.

For 1 minute, the weapon’s normal damage type becomes the chosen damage type, and whenever the weapon hits, it deals an additional 1d4 damage of that type.

The wielder can take another Bonus Action during the duration to choose a different damage type from the list. Doing so also restarts the 1-minute duration.

This Infusion doesn’t grant a bonus to attack rolls.

Overcharge

While the weapon is overcharged, the additional elemental damage increases from 1d4 to 1d8.

Guardian Aegis

Prerequisite: Artificer Level 6+
Item: A suit of armor or robes
Attunement: Required

The infused item has 4 charges.

When the wearer fails a Strength, Dexterity, or Constitution saving throw, they can take a Reaction and expend 1 charge to reroll the saving throw.

The wearer must use the new roll.

The item regains 1d4 expended charges daily at dawn.

Overcharge

While the item is overcharged, its protection broadens.

When the wearer fails any saving throw, regardless of the ability used for that saving throw, they can take a Reaction and expend 1 charge to reroll it.

The wearer must use the new roll.

Radiant Weapon

Prerequisite: Artificer Level 6+
Item: A Simple or Martial weapon
Attunement: Required

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

While holding the weapon, 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, or to extinguish the light.

The weapon has 4 charges.

Immediately after the wielder is hit by an attack, they can take a Reaction and expend 1 charge to attempt to blind the attacker.

The attacker must succeed on a Constitution saving throw against your Artificer spell save DC or have the Blinded condition until the end of its next turn.

The weapon regains 1d4 expended charges daily at dawn.

Overcharge

While the weapon is overcharged, its bonus to attack and damage rolls increases from +1 to +2.

The saving throw DC of its blinding effect doesn’t change.

Repulsion Shield

Prerequisite: Artificer Level 6+
Item: A Shield
Attunement: Required

A creature gains a +1 bonus to Armor Class while wielding this Shield.

The Shield has 4 charges.

Immediately after the wielder is hit by a melee attack, they can take a Reaction and expend 1 charge to push the attacker up to 15 feet directly away from themselves.

The Shield regains 1d4 expended charges daily at dawn.

Overcharge

While the Shield is overcharged, its Armor Class bonus increases from +1 to +2, and the distance it can push an attacker increases from 15 feet to 20 feet.

Resistant Armor

Prerequisite: Artificer Level 6+
Item: A suit of armor
Attunement: Required

When you infuse the armor, choose one of the following damage types:

  • Acid

  • Cold

  • Fire

  • Force

  • Lightning

  • Necrotic

  • Poison

  • Psychic

  • Radiant

  • Thunder

While wearing the armor, a creature has Resistance to the chosen damage type.

Overcharge

While the armor is overcharged, choose a second damage type from the list above.

The wearer also has Resistance to that damage type for the duration of the Overcharge.

Spell-Refueling Ring

Prerequisite: Artificer Level 6+
Item: A ring
Attunement: Required

While wearing this ring, a creature can take a Magic action to regain one expended spell slot of level 3 or lower.

Once the ring is used, it can’t be used again until the next dawn.

Overcharge

If the ring is used while it is overcharged, the spell slot recovered can be level 4 or lower instead of level 3 or lower.

Overcharging the ring doesn’t grant an additional use of its spell-slot recovery.

Artificer Level 10

Helm of Awareness

Prerequisite: Artificer Level 10+
Item: A helmet
Attunement: Required

While wearing this helmet, a creature has Advantage on Initiative rolls.

In addition, effects that would cause the wearer to have Disadvantage on their Initiative roll as a result of being surprised don’t impose that Disadvantage.

Overcharge

While the helmet is overcharged, the wearer also has Advantage on Wisdom (Perception) checks made to detect threats or hidden creatures.

Artificer Level 14

Arcane Propulsion Armor

Prerequisite: Artificer Level 14+
Item: A suit of armor
Attunement: Required

The wearer’s Speed increases by 10 feet.

The armor includes a pair of magically powered gauntlets. Each gauntlet is a magic Melee weapon that can be used only while the hand wearing it is empty.

The wearer is proficient with the gauntlets.

On a hit, a gauntlet deals 1d8 Force damage.

A gauntlet also has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches, flies toward the target, and immediately returns and reattaches after the attack.

The armor can’t be removed against the wearer’s will.

If the wearer is missing an arm, hand, leg, foot, or similar limb, the armor replaces the missing limb with a magical appendage that functions like the original.

Overcharge

While the armor is overcharged, its gauntlets deal 1d10 Force damage instead of 1d8.

In addition, the wearer gains a Fly Speed equal to their Speed and can Hover.