Artificer Infusions List - GM Binder
Artificer Infusions List - GM Binder
Artificer Infusions List - GM Binder
1
Enhanced Defense
Item: A suit of armor or a shield Featherweight Weapon
A creature gains a +1 bonus to Armor Class while wearing Item: A heavy or two-handed weapon (requires attunement)
(armor) or wielding (shield) the infused item. This magic weapon no longer has either the heavy or two-
The bonus increases to +2 when you reach 10th level in handed property (your choice upon infusion).
this class. At 10th level this weapon grants a +1 bonus to attack and
Enhanced Instrument
damage rolls. This bonus becomes +2 at 14th level.
Item: a musical instrument (requires attunement) Gauntlet of Utility
This instrument has been magically enhanced by artifice. Item: A glove or gauntlet
The wielder is considered proficient with this instrument
and This gauntlet is affixed with a series of inscribed runic
can use it as a spellcasting focus. Whenever they make an cogs, gears, sprockets, and tubes that tick harmoniously
ability check using this instrument, they gain a bonus to the within one another and show a clock-like display. The display
roll equal to your Intelligence modifier (minimum of +1). shows the current time of day and relative elevation (in
At 10th level this magic instrument grants a +1 bonus to relation to sea level) of the wearer, and functions as both an
spell attack rolls. This bonus increases to +2 at 14th level. abacus for calculations and a compass.
Enhanced Weapon
Additionally, while wearing this object, a creature can cast
Item: A simple or martial weapon the prestidigitation cantrip.
This magic weapon grants a +1 bonus to attack and Goggles of Clearsight
damage rolls made with it. Item: A pair of goggles or glasses
The bonus increases to +2 when you reach 10th level in While wearing these goggles, the wearer can see through
this class. lightly obscured areas without disadvantage on Wisdom
(Perception) checks. In addition, the wearer no longer suffers
Featherweight Belt the negative effects from the Sunlight Sensativity trait, and
Item: A belt or cloak (requires attunement) they have advantage on saving throws to resist being blinded.
When worn, this magic belt reduces the user to one-tenth
of their weight without decreasing their physical abilities. Helm of Sharp Senses
At 10th level it reduces the wearer to one-hundredth of Item: A helmet (requires attunement)
their weight without decreasing their physical abilities. The wearer of this helmet gains a bonus to its Intelligence
(Investigation) and Wisdom (Perception) checks equal to your
Intelligence modifier. This may stack with your own modifier
if you are the one wearing it.
2
Homunculus Servant
Tiny construct, unaligned
3
Mind Sharpener Returning Weapon
Item: A suit of armor or robes Item: A simple or martial weapon with the thrown property
The infused item can send a jolt to the wearer to refocus (requires attunement)
their mind. The item has 4 charges. When the wearer fails a This magic weapon grants a +1 bonus to attack and
Constitution saving throw to maintain concentration on a damage rolls made with it, and it returns to the wielder’s
spell, the wearer can use its reaction to expend 1 of the item's hand immediately after it is used to make a ranged attack.
charges to succeed instead. The item regains 1d4 expended
charges daily at dawn. Tactician's Amulet
Item: An amulet or pendant
Parrying Weapon While wearing this amulet, a creature can choose to use its
Item: A simple or martial weapon Intelligence modifier in place of its Dexterity modifier when
While wielding this weapon, the wielder gains a +1 bonus rolling for initiative.
to their Armor Class.
This bonus increases to +2 at 10th level. Truncheon of Obscuring
Item: A rod, staff, or wand
Power Whip While holding this object, a creature can cast the fog cloud
Item: A whip or chain spell once per short or long rest.
This magic weapon grants a +1 bonus to attack and
damage rolls made with it, and it's damage die increases to
1d8.
This bonus increases to +2 at 10th level, and +3 at 14th
level.
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.
The bonus increases to +2 when you reach 10th level.
4
6th-level Infusions Light Blade
Prerequisite: 6th-level artificer
These infusions are available at level 6. Item: A sword hilt or wand (requires attunement)
Arcane Visor While grasping the item, the wielder can use a bonus
Prerequisite: 6th-level artificer
Magic Bomb
Item: A land vehicle, such as a carriage or cart
Prerequisite: 6th-level artificer
The vehicle no longer needs horses or other steeds to pull Item: A throwable vessel such as a bottle, flask, jar, or urn
it, it can now propel itself. You infuse implosive power into an object which you can
The vehicle has a speed of 50 feet. A creature on or inside throw. You are proficient with these bombs.
the vehicle can give it a simple command in a language you As an action, you or any creature holding the Magic Bomb
speak such as "go straight", "turn left" or "follow this road" as can throw it up to 60 feet away. Upon collision with any
an action. The vehicle will follow the given command object or creature the magic bomb detonates affecting all
provided it is simple enough. creatures, objects, and structures in 20 foot radius. Each
Boots of the Winding Path creature in this radius must make a Constitution save taking
Prerequisite: 6th-level artificer
5
Many-Handed Pouch
Prerequisite: 6th-level artificer
6
Resistant Armor Spell-Refueling Ring
Prerequisite: 6th-level artificer
While wearing this armor, a creature has resistance to one While wearing this ring, the creature can recover one
of the following damage types, which you choose when you expended spell slot as an action. The recovered slot can be of
infuse the item: acid, cold, fire, force, lightning, necrotic, 3rd level or lower. Once used, the ring can't be used again
poison, psychic, radiant, or thunder. until the next dawn.
Ring of Proficiency Static Weapon
Prerequisite: 6th-level artificer
The wearer of this ring gains proficiency with one skill or This weapon grants a +1 bonus to attack and damage rolls
tool, or they can read, write, speak and understand one made with it.
language (your choice upon infusion). These effects are only The weapon has 4 charges. Whenever the wielder
active so long as they are wearing the ring. successfully hits a target with it, they can expend one of the
charges to force the target to make a Constitution saving
Skyfall Harness throw against your Spell Save DC. On a fail, the target is
Prerequisite: 6th-level artificer
stunned until the end of its next turn. The item regains 1d4
Item: a cloak, vest, belt, or harness
charges daily at dawn.
This magic harness automatically sizes to fit the wearer,
and can be worn over clothing or light armor. It has wing-like Swift Ring
fins between your limbs that can slow your fall or allow you Prerequisite: 6th-level artificer
to glide. When you fall, and aren't incapacitated, you subtract Item: A ring (requires attunement)
up to 100 feet from your fall when calculating falling damage, This ring has 4 charges. Whenever the wearer of this ring
and can move 2 feet horizontally every 1 foot you fall. takes the attack action, they can expend one of the charges to
make one melee or ranged weapon attack as a bonus action.
The ring regains 1d4 charges daily at dawn
At 14th level, this magic ring grants an extra attack - which
can stack with other versions of extra attack.
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10th-level Infusions Collar of Taming
Prerequisite: 10th-level artificer
These infusions are available at level 10. Item: A metal circlet, choker, or collar
Belt of Revival The magic of this collar can tame even the wildest of
Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement) You infuse a weapon with elemental energy. Upon infusion,
This armor has 4 charges. While wearing this magical choose a command word and one of the following damage
armor the wearer can use an action to expend charges and types: acid, cold, fire, poison, or lightning. As a bonus action,
cast one of the following spells, targeting only themselves: the wielder can speak the command word and cause
invisibility (2 charges) or greater invisibility (4 charges). This elemental energy to burst forth from the weapon until the
armor regains all expended charges daily at dawn. command word is spoken again. On hit, the weapon deals an
additional 1d6 of the elemental damage.
Clock of Time-Warp The additional damage becomes 2d6 at 14th level.
Prerequisite: 10th-level artificer
Helm of Awareness
Item: A pocket watch worth at least 100gp (requires Prerequisite: 10th-level artificer
attunement)
Item: A helmet (requires attunement)
When the holder of this item - or a creature within 30 feet While wearing this helmet, a creature has advantage on
of the holder - makes an attack roll, ability check, or saving initiative rolls. In addition, the wearer can’t be surprised,
throw, the holder can use its reaction to force the creature to provided it isn’t incapacitated.
reroll. The holder makes this decision after you see whether
the roll succeeds or fails. The target must see the result of
the second roll. Once this ability is used, it cannot be used
again until the next dawn.
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Metalline Weapon After the duration has elapsed, the metal of the weapon
Prerequisite: 10th-level artificer
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Metamorphosis Armor Vampiric Weapon
Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement) Item: A melee weapon (requires attunement)
This magic suit of armor has 4 charges. As an action, the You enchant a weapon to drain the lifeforce from enemies.
wearer can expend a charge to cast the enlarge/reduce spell, When the wielder scores a critical hit with this weapon, the
targeting only themselves, without expending a spell slot or target takes an additional 2d6 necrotic damage, so long as
requiring concentration. Re-casting the spell with the armor the target is not a construct or undead. The wielder gains
ends the effect. This armor regains all charges at dawn. temporary hit points equal to the extra necrotic damage
dealt.
Mirror of Far-Sight When you reach 14th level, the additional necrotic damage
Prerequisite: 10th-level artificer
10
14th-level Infusions
The wearer's walking speed increases by 5 feet. Item: A helm, hat, or diadem (requires attunement)
The armor gains a +2 bonus to it's Armor Class. The wearer of this magic helm is resistant to psychic
The armor includes gauntlets, each of which is a magic damage, immune to the charmed and frightened conditions,
melee weapon that can be wielded only when the hand is and any magic that allows another creature to read their
holding nothing. The wearer is proficient with the thoughts or telepathically communicate with them is nullified.
gauntlets, and each one counts as an unarmed strike that
deals 1d4 bludgeoning (unless the wearer's unarmed Masterwork Homunculus
strike deals more damage) plus 1d8 force damage on a hit Prerequisite: 14th-level artificer
and has the thrown property, with a normal range of 20 Item: The Material components of the spell "Clone"
feet and a long range of 60 feet. When thrown, the You have discovered the secrets to the creation of life. You
gauntlet detaches and flies at the attack's target, then learn the clone spell. It counts as an artificer spell for you, but
immediately returns to the wearer and reattaches. it doesn't count against your number of Spells Known. You
The armor can't be removed against the wearer's will. can cast clone without expending a spell slot as long as you
If the wearer is missing any limbs, the armor replaces have the material components available.
those limbs - hands, arms, feet, legs, or similar If you replace this Infusion with another at any point during
appendages. The replacements function identically to the the incubation period, the spell immediately fails.
body parts they replace.
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Mystic Armament Portaling Gun
Prerequisite: 14th-level artificer
While wielding this magic weapon, the user can use their When infused into the item, the projectile weapon can no
action and spend a charge to cast the steel wind strike spell, longer consume typical ammunition and loses the ability to
using the Infused weapon as the spellcasting focus, without deal damage as a projectile ranged weapon.
expending a spell slot. The weapon has 4 charges. As an action a creature holding
The weapon regains all expended uses after a long rest. the weapon may cast one of the following, without consuming
spell slots or material components:
Mystic Shot
Prerequisite: 14th-level artificer
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Skyship
Prerequisite: 14th-level artificer
The vehicle gains a flying speed equal to its normal Weave Transfuser
movement speed. Prerequisite: 14th-level artificer
Additionally, upon infusing the vehicle, you are designated Item: A sharpened rod or wand worth 1500gp
as the helmsman. When acting as the helmsman, you are in The item becomes a martial melee weapon with the
full control of the direction the Skyship is moving (forwards, finesse, light, and thrown (range 20/60) properties that deals
backwards, left, right, up, down, or some variation thereof), 1d6 piercing damage. You are proficient with this item.
but you must have the necessary means of locomotion This item holds 3 charges.
necessary for the vehicle to move normally. For example, if it As an action, the wielder can make an attack against a
operates on sails - it must have sails at full mast, or if it creature within range. On a hit, the wielder may choose to
functions on rowing - there must be a proper number of crew expend a charge and overload the creature's body with pure
manning the rowing deck, if the vehicle functions through magical energy, dealing 6d6 force damage and the creature
some means of fuel - it must have fuel currently being utilized immediately comes under the effects of the spell Tenser's
and it will still consume said fuel. Transformation - without the need to maintain concentration.
At any point in time, you may utilize an action to transfer When the spell ends, the DC to resist exhaustion is
the status of Helmsman to another willing creature. increased to 20.
If you replace this Infusion with another at any point while Once all charges have been used, the item disintegrates.
the Skyship is in the air, it begins to fall with all creatures on
board.
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Replicate Magic Items Optional Feature: Common Replication
Using this infusion, you replicate a particular magic item. You Starting at level 2, you gain the ability to utilize the effects of
can learn this infusion multiple times; each time you do so, the "Replicate Magic Item" infusion to replicate an item of
choose a different magic item that you can make with it, your choice from the Common Magic Items table in
picking from the Replicable Magic Items tables below. If a Xanathar's Guide to Everything without counting it against
table has a level in its title, you must be of at least that level in your maximum number of artificer Infusions. These are
this class to choose an item from the table. known as Common Replications.
In the tables, an item’s entry tells you whether the item You are able to create an additional Common Replication
requires attunement. See the item’s description in the when you reach level 6, 10, 14, and 20 in the artificer class.
following books for more information about it, including the You must have 100gp worth of materials and an object that
type of object required for its making: fulfills the requirements for that Common Magic Item to
create the object from scratch, and it takes a cumulative
Dungeon Master’s Guide (DM) number of hours equal to 1d20 - your Intelligence Modifier
Eberron Rising from the Last War (ERLW) (minimum 1) to craft it. You cannot begin another Common
Mythic Odysseys of Theros (MOT) Replication while another is still incomplete.
Tasha's Cauldron of Everything (TCE) Additionally, you gain access to the following ability:
Xanathar's Listing - Common Items Infusion Fusion. Whenever you finish a long rest, you may
touch an object currently under the effects of one of your
Magic Item Attunement? Infusions to add additional effects from among the Common
Armor of Gleaming No Magic Items (so long as it may meet the object requirements
for that item to function as stated - at DM's discretion) and a
Bead of Nourishment No Minor Property (DMG p143). Doing so applies the chosen
Bead of Refreshment No effects to your Infused Item until you replace the Infusion -
you can only affect one Infused Item in this way at a time.
Boots of False Tracks No
If the Common Magic Item effect would normally require
Candle of the Deep No attunement, it does not when applied to your Infused Item.
Cast-Off Armor No
You still may choose to spend an Infusion to create an
additional Common Item as per usual.
Charlatan's Die Yes
Cloak of Billowing No Magic Item Attunement?
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The common items listed below are an expanded list of
common magic items from the world of Pryxis (as found in
More Common Magic Items )
Pryxis's Listing - Expanded Common Items
Magic Item Attunement? Magic Item Attunement?
Arcane Putty No Labyrinthine Twine No
Bag of Freshstones No Laurel Crown Yes (Druid)
Bag of Floatstones No Locket Piccolo Yes (Bard)
Blornge Beast Yes Lyre of Rain No
Dead-Door Wood Yes Mantis Lens No
Dimstone No Marbles of Play No
Drum Lummin No Occultism Gloves Yes (Sorcerer)
Circlet of Volk No Ornament Box Yes (Artificer)
Eil Pendant Yes Portable Shield No
Equinox Jewel No Quaint Blanket No
Frailty Glass Yes Readyclasp No
Gearpack No Runic Token Yes (Cleric)
Geode Antares No Umbra Goggles No
Hilltop Hat Yes Veil of Visions No
Imptail Rope No Visage Pyris No
Kingsknife No Windshifter No
Krait Spoon No Zircon Bead Yes
15
2nd-Level
Magic Item Attunement? 6th-Level
Alchemy Jug (DM) No Magic Item Attunement?
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10th-Level 14th-Level
Magic Item Attunement? Magic Item Attunement?
Belt of Hill Giant Strength (DM) Yes Amulet of Health (DM) Yes
Boots of Striding and Springing (DM) Yes Arcane Propulsion Arm (ERLW) Yes
Boots of the Winterlands (DM) Yes Belt of Stone/Frost Giant Strength (DM) Yes
Bracers of Archery (DM) Yes Boots of Levitation (DM) Yes
Decanter of Endless Water (DM) No Boots of Speed (DM) Yes
Eyes of the Eagle (DM) Yes Bracers of Defense (DM) Yes
Folding Boat (DM) No Cloak of the Bat (DM) Yes
Gauntlets of Ogre Power (DM) Yes Dimensional Shackles (DM) No
Gloves of Missile Snaring (DM) Yes Gem of Seeing (DM) Yes
Gloves of Swimming and Climbing (DM) Yes Horn of Blasting (DM) No
Hat of Disguise (DM) Yes Instant Fortress (DM) No
Headband of Intellect (DM) Yes Ring of Free Action (DM) Yes
Helm of Telepathy (DM) Yes Ring of Telekinesis (DM) Yes
Medallion of Thoughts (DM) Yes Sword of Dancing (DM) Yes
Molten Bronze Skin (MOT) Yes
Necklace of Adaptation (DM) Yes
Periapt of Wound Closure (DM) Yes
Pipes of the Sewers (DM) Yes
Quiver of Ehlonna (DM) No
Ring of Mind Shielding (DM) Yes
Ring of Protection (DM) Yes
Slippers of Spider Climbing (DM) Yes
Ventilating Lungs (ERLW) Yes
Vicious Weapon (DM) No
Winged Boots (DM) Yes
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The magic items listed here are an expanded list of magic