Artificer Infusions
Hit Points
Hit Dice: d4 per Artificer Infusions level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.
The description of each infusion tells you the type of item that can receive it. The description also tells you if 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 the infusion more than once.
Class Features
Boots of the Winding Path
Prerequisite: 4th-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 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 12th 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 12th 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.
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.
Many-Handed Pouch
Prerequisite: 4th-level artificer
Item: 2-5 pouches
The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.
If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.
Radiant Weapon
Prerequisite: 8th-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.
As a reaction immediately after being hit by a melee attack, the wielder can 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. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.
Resistant Armor
Prerequisite: 8th-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.
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 different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this 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.
Replicable Magic Items
Magic Item |
Attunement |
Alchemy jug |
No |
Bag of holding |
No |
Cap of water breathing |
No |
Cloak of the manta Ray |
No |
Goggles of night |
No |
Lantern of revealing |
No |
Rope of climbing |
No |
Sending stones |
No |
Wand of magic detection |
No |
Wand of secrets |
No |
Replicable Magic Items (12th Level Artificer)
Magic Item |
Attunement |
Boots of elvenkind |
No |
Boots of striding and springing |
Yes |
Boots of the winterlands |
Yes |
Bracers of archery |
Yes |
Brooch of shielding |
Yes |
Cloak of elvenkind |
Yes |
Cloak of protection |
Yes |
Eyes of charming |
Yes |
Eyes of the eagle |
Yes |
Gauntlets of ogre power |
Yes |
Gloves of missile snaring |
Yes |
Gloves of swimming and climbing |
Yes |
Gloves of thievery |
No |
Hat of disguise |
Yes |
Headband of intellect |
Yes |
Helm of telepathy |
Yes |
Medallion of thoughts |
Yes |
Periapt of wound closure |
Yes |
Pipes of haunting |
No |
Pipes of the sewers |
Yes |
Quiver of Ehlonna |
No |
Ring of Jumping |
Yes |
Ring of mind shielding |
Yes |
Ring of water walking |
No |
Slippers of spider climbing |
Yes |
Winged Boots |
Yes |
|
Replicable Magic Items (16th Level Artificer)
Magic Item |
Attunement |
Amulet of health |
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 |