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## Extra Infusions #### Unison Weapons ___ - **Prerequisites** - **Level:** 2 - **Object:** a pair of light melee weapons - **Attunement?:** no ___ These weapons grants a +1 bonus to attack and damage rolls made them. When you reach 10th level in this class and you hit a creature with a two weapon fighting attack whilst holding both of these weapons, you may roll your damage dice twice, taking the higher of the two rolls. #### Shrinking and Enlarging Weapon ___ - **Prerequisites** - **Level:** 10 - **Object:** a simple or martial weapon - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. Whilst holding the weapon, you may as an object interaction, command the weapon to grow smaller until it is a tiny object able to fit behind your ear or larger so that it is up to two size categories larger than the user. Furthermore when applied to a weapon with the heavy trait and attuned to by a creature that is small, they may wield the weapon as though they were a medium creature. This is inspired by the Ruyi Jingu Bang as depicted in *monkey* from 1979, one of the many adaptations of the Chinese novel from the 16th century known as *journey to the west*. #### Weapon of Wind ___ - **Prerequisites** - **Level:** 6 - **Object:** a simple or martial melee weapon - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. The weapon has 4 charges. Whilst holding it, the wielder can use a bonus action to expend a charge to cause the weapon to be shrouded in wind for one minute, concealing the weapon and imposing disadvantage for any creatures' first attack roll that targets the wielder if they have no special abilities to see concealed or hidden enemies such as feral senses or true seeing. The wielder can calm the winds that surround their weapon as a bonus action ending the effect. The weapon regains 1d4 charges daily at dawn. Inspired by *fate/stay night*'s depiction of the concealment of Excalibur. #### Wand blade ___ - **Prerequisites** - **Level:** 2 - **Object:** a melee weapon with the light property - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. the weapon also grants it's bonus to hit when used as a spellcasting focus for artificer spells. \columnbreak #### Hounding Weapon ___ - **Prerequisites** - **Level:** 14 - **Object:** a simple or martial weapon - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. The weapon has 4 charges. Whilst holding the weapon, the wielder may expend a charge and choose a creature within 90ft that you can see. You have advantage on survival checks to track the targeted creature and may add 2d4 to any attack roll you make to attack that creature. Only one creature can be the target of this ability at any one time with successive uses changing the target and ending the effect on the previous one. The effect lasts for one hour or until the targeted creature is dead. The weapon regains 1d4 charges daily at dawn. Inspired by *Hrunting* from the legend of Beowolf. #### Precise Weapon ___ - **Prerequisites** - **Level:** 10 - **Object:** a simple or martial weapon - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. The weapon has 4 charges. Whilst holding the weapon, the wielder may expend a charge before or after they make an attack roll to enhance the weapon's bonus to hit increasing it by +1d4. The weapon regains 1d4 charges daily at dawn. #### Ferocious Weapon ___ - **Prerequisites** - **Level:** 10 - **Object:** a simple or martial weapon - **Attunement?:** yes ___ the weapon grants a +1 bonus to hit and damage rolls made with the weapon. the weapon has 4 charges. when you roll a damage roll for an attack made with this weapon, you may expend a charge and roll twice for each dice of damage the attack inflicts, taking the higher of the two results. the weapon regains 1d4 charges daily at dawn. #### Potent Wand ___ - **Prerequisites** - **Level:** 10 - **Object:** A rod, staff, or wand - **Attunement?:** yes ___ While holding this wand, a creature gains a +1 bonus to spell attack rolls. the wand has 4 charges. when you roll a damage roll for a spell that was cast using this spellcasting focus, you can expend a charge and roll twice for the spell's damage and take the higher of the two results. this spellcasting focus regains 1d4 charges daily at dawn. \pagebreak #### Cursing Weapon ___ - **Prerequisites** - **Level:** 6 - **Object:** a simple or martial weapon - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. The weapon has 4 charges. Whilst holding the weapon, the wielder may use a bonus action to expend a charge and choose a creature within 90ft that they can see. chose two abilities when you expend the charge. The target has disadvantage on skill checks with the chosen abilities for 10 minutes unless *remove curse* is cast on the affected creature, or the creature is reduced to zero HP. Only one creature can be the target of the weapon's effect at any one time with successive uses changing the target and ending the effect on the previous one. The weapon regains 1d4 charges daily at dawn. #### Pinning Weapon ___ - **Prerequisites** - **Level:** 10 - **Object:** a Piercing melee weapon with the thrown property - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. whilst Wielding the weapon, you may make a ranged throwing attack with the weapon at the shadow of a creature within the weapon's range increment. if the attack hits, the target is restrained and cannot be forced to move from where it stands. The affected creature can make a strength check against your spell save DC to pull the weapon out of it's shadow, if it succeeds on the check it suffers 2d8 magical piercing damage and is able to move again; on a failure it suffers 2d8 magical piercing damage. #### Pugilist's magic knuckles ___ - **Prerequisites** - **Level:** 6 - **Object:** knuckle dusters - **Attunement?:** yes ___ This set of knuckledusters grants a +1 bonus to attack and damage rolls of your unarmed strikes and increases your unarmed strike damage to the next highest die size whilst wearing them. If you do not have an unarmed strike dice, your unarmed strikes instead deal 1d6 bludgeoning damage. #### Bow of Fiery Destruction ___ - **Prerequisites** - **Level:** 18 - **Object:** A longbow - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon and changes the weapons damage dice to 2d6 piercing. The weapon has 4 charges. Whilst holding the weapon their wielder may expend a charge to empower an arrow with magic and then fire it at a location within the weapon's range increment. The targeted location becomes the central point for a fireball cast as a 3rd level spell and uses your spell save DC to determine the outcome of the fireball spell. The weapon regains 1d4 charges daily at dawn. \columnbreak #### Dagger Storm ___ - **Prerequisites** - **Level:** 18 - **Object:** 10 daggers - **Attunement?:** yes ___ These weapons are bound together with magic, any dagger from the set of ten that are held in hand by the attuned user adds +1 to attack and damage rolls. These daggers collectively have 4 charges. Whilst attuned to the daggers and carrying them on yourself, you may as a bonus action expend a charge and command the daggers to fly at a creature within 30ft. The target must make a dexterity saving throw against your spell save DC; on a failure, the daggers deal 10d4+10 magical piercing damage or half on a successful save. The daggers regain 1d4 charges daily at dawn. #### The Cat's Clothes of Charming Charisma ___ - **Prerequisites** - **Magic Item Table info:** Wonderous item, major tier, rare - **Level:** 14 - **Object:** A fashionable suit, dress or other appropriate clothes - **Attunement?:** yes ___ Whilst wearing these clothes, your charisma modifier is increased by +1 to a maximum of +5. Design notes: **do not enhance the bonus from this item! this item is intended for characters who do not intend to dump the item's ability score unlike the official ability score substitution items.** However do feel free to substitute the ability, item prerequisites and the name as appropriate. if anybody can come up with an equally good name that matches the above but for other ability scores, you'll deserve a thumbs up cause that's all I can give. furthermore, if you raise the rarity to very rare I think it would be quite fair for the maximum ability modifier increase to be +6. #### The Cool Cat's Clothes of Charming Charisma ___ - **Prerequisites** - **Magic Item Table info:** Wonderous item, major tier, very rare - **Level:** n/a - **Object:** A fashionable suit, dress or other appropriate clothes - **Attunement?:** yes ___ Whilst wearing these clothes, your charisma modifier is increased by +1 to a maximum of +6. design notes: **this is the very rare variant of the above** same rules apply as the rare version \pagebreak #### Weapon of Piercing Death ___ - **Prerequisites** - **Level:** 18 - **Object:** a simple or martial weapon that deals piercing damage - **Attunement?:** yes ___ Whilst holding this weapon, a creature gains a +2 bonus to attack and damage rolls made with the weapon. The weapon has 4 charges. As part of an attack action made with the weapon, the attuned user may expend a charge on a hit and force the target to make a constitution saving throw against your spell save DC. On a failure the target takes 8d8 magical piercing damage. On a success the target takes 8d4 magical piercing damage. The weapon regains 1d4 charges daily at dawn. #### Weapon of Radiant Destruction ___ - **Prerequisites** - **Level:** 18 - **Object:** a simple or martial weapon that deals slashing damage - **Attunement?:** yes ___ Whilst holding this weapon, a creature gains a +2 bonus to attack and damage rolls made with the weapon. The weapon sheds bright light out to 30ft and dim light for a further 30ft. The weapon has 4 charges. As an action the attuned user may expend a charge and swing their weapon downward releasing a wave of radiant energy in a 5ft wide, 60ft long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and are blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead and oozes have disadvantage on this save. Any object, wall or cover that is in the line of effect is destroyed. #### Personal Arcane Weapon ___ - **Prerequisites** - **Level:** 10 - **Object:** a simple or martial weapon - **Attunement?:** yes (by an artificer of 10th level or higher that has the extra attack feature) ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. the weapon also grants it's bonus to hit when it is used as a spellcasting focus for artificer cantrips. Whenever you use your action to cast a cantrip, you can make one weapon attack as part of that action as though you had taken the attack action instead. The bonus to hit and damage increases to +2 when you reach 18th level in this class. \columnbreak #### Clockwork Steed ___ - **Prerequisites** - **Magic Item Table info:** Wonderous item, major tier, uncommon - **Level:** 6 - **Object:** a gem worth 100gp or a dragonshard - **Attunement?:** no ___ You learn intricate methods for magically creating a clockwork steed that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the Clockwork Steed's appearance. Some artificers prefer mechanical-looking warhorses, whereas some prefer other similarly large creatures, or creatures that are smaller and a better fit for them. Some even design a clockwork steed that shares nothing in common with creatures in nature at all. The Clockwork Steed is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Clockwork Steed stat block. In combat, the Clockwork Steed shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Clockwork Steed can take any action of its choice, not just Dodge. The Clockwork Steed regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. ___ > ## clockwork steed >*large or medium construct, neutral* > ___ > - **AC** 11 > - **Hitpoints** 1 + your Intelligence Modifier + twice your artificer level (the clockwork steed has a number of hitdice [d8] equal to your artificer level) > - **Speed** 60ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|13 (+1)|6 (-2)|12 (+1)|7 (-2)| >___ > - **Saving Throws** constitution +1 plus PB > - **Skills** perception +1 plus PB > - **Senses** passive perception 11 plus PB > - **Languages** understands the languages you speak > ___ > **Armoured mount** You may improve your Clockwork Steed's Armour Class as though it were a Warhorse. > ___ > #### Actions (requires your bonus action) > ___ > ***force empowered strike.*** *Melee weapon Attack*: your spell attack modifier to hit, Reach 5ft, one target. *Hit:* 1d8+4 force damage \pagebreak #### Ritual Athame ___ - **Prerequisites** - **Level:** 18 - **Object:** a light piercing weapon - **Attunement?:** yes ___ Whilst holding this weapon, you gain a +2 bonus to spell attack rolls and your saving throw DC is improved by +2. the weapon has 4 charges. As an action or a reaction (which ever is relevant to the particular spell) whilst holding the weapon, the wielder may expend a charge and cast any of the following spells as a 3rd level spell: counterspell (reaction), dispel magic (action), or remove curse (action). The weapon regains 1d4 charges daily at dawn. #### Misty Weapon ___ - **Prerequisites** - **Level:** 14 - **Object:** a simple or martial weapon - **Attunement?:** yes ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. The weapon has 4 charges. Whilst holding the weapon, the wielder may expend a charge as a bonus action and cast misty step. The weapon regains 1d4 charges daily at dawn. #### Weapon of Dazing ___ - **Prerequisites** - **Level:** 14 - **Object:** a simple or martial weapon that deals bludgeoning damage - **Attunement?:** yes ___ The weapon grants a +2 bonus to hit and damage rolls made with the weapon. The weapon has 4 charges. Whilst holding the weapon, the wielder may expend a charge as a reaction to a making a successful attack roll to daze the target creature, causing them to be able to only take an action or a bonus action not both. if it would take the attack action, it can't make anymore than one melee or ranged attack during it's turn. it suffers these effects for 1 minute unless it makes a constitution save at the end of it's turn which ends the effect. the weapon regains 1d4 charges daily at dawn. #### Reliable Wand ___ - **Prerequisites** - **Level:** 6 - **Object:** A rod, staff, or wand - **Attunement?:** yes ___ While holding this wand, a creature gains a +1 bonus to spell attack rolls. In addition, when the user rolls a damage roll for a cantrip, they may treat a result of 1 on any of the damage dice as a 2. when you reach 14th level in this class, the attuned caster may treat a damage result of 2 or less on any dice with a cantrip as a 3 on the dice instead. \columnbreak #### Channelling Weapon ___ - **Prerequisites** - **Level:** 6 - **Object:** A simple or martial weapon - **Attunement?:** yes (by an artificer of 6th level or higher) ___ The weapon grants a +1 bonus to hit and damage rolls made with the weapon. after making a successful attack roll, the wielder may expend a spell slot of 1st level or higher and deal additional damage. the extra damage is 1d6 force damage per spell slot level up to a maximum of 5d6. #### Recovery Armour ___ - **Prerequisites** - **Level:** 10 - **Object:** A suit of armour - **Attunement?:** yes ___ The armour grants a +1 bonus to Armour Class. The suit of armour has 4 charges. Whilst wearing this armour, a creature can use its bonus action to expend a charge and regain 4d4 + your spellcasting ability modifier in HP. The armour regains 1d4 charges daily at dawn. When the attuned wearer of the armour drops to 0hp but is not killed outright, they regain 2d8 + your spell casting ability modifier in Hitpoints on their next turn after they drop to 0hp. #### Discus shield of return ___ - **Prerequisites** - **Level:** 6 - **Object:** A shield - **Attunement?:** yes ___ The shield grants a +1 bonus to Armour Class. The shield can be used as a thrown weapon with a normal range of 20ft and a long range of 60ft which deals 1d4 + strength slashing damage on a hit. regardless of the outcome, the shield returns to the attuned user's hand. #### Resizing shield ___ - **Prerequisites** - **Level:** 10 - **Object:** A shield - **Attunement?:** yes ___ The shield grants a +1 bonus to Armour Class. The shield has 4 charges. Whilst holding this shield, the user may expend a charge as an action to resize the shield to one of three states. The first state is to shrink the shield so that it becomes a tiny object capable of being hidden behind the ear or similar. The second state is to return the shield to it's normal size. The third state enlarges the shield such that it provides full cover to the wielder but reduces their movement to 0ft unless propped up separately. The shield regains 1d4 charges daily at dawn. \pagebreak #### Armour of Martial Resistance ___ - **Prerequisites** - **Level:** 10 - **Object:** a suit of armour - **Attunement?:** yes ___ the Armour grants a +1 bonus to Armour Class. the suit has 4 charges. whilst wearing this armour a creature can use it's reaction to expend a charge in response to being damaged by a weapon attack to halve all weapon damage inflicted to it until the beginning of it's next turn including the triggering damage. the armour regains 1d4 charges daily at dawn. #### Taunting Shield ___ - **Prerequisites** - **Level:** 10 - **Object:** A shield - **Attunement?:** yes ___ The shield grants a +1 bonus to Armour Class. The shield has 4 charges. whilst holding this shield, the attuned user can as a bonus action expend a charge and force all hostile creature within 60ft to make a wisdom saving throw against your spellsave DC. on a failure they are compelled to move their speed towards the wielder of the shield on their turn and attack them in anyway possible or do nothing after moving. this effect lasts until the beginning of the wielder's next turn. #### Eternal Wand ___ - **Prerequisites** - **Level:** 10 - **Object:** A rod, staff, or wand - **Attunement?:** yes ___ Whilst holding this wand, a creature gains a +1 bonus to spell attack rolls. When you chose this infusion, chose one 1st level evocation spell from the wizard spell list that is cast with an action or bonus action and does not require concentration. The wand has 4 charges. The attuned user can expend a charge and cast the spell using the same action as that which the spell stipulates. The wand regains 1d4 charges daily at dawn. you may choose this infusion multiple times, choosing a different spell that meets the requirements to be chosen. #### Quick Weapon ___ - **Prerequisites** - **Level:** 14 - **Object:** a simple or martial weapon - **Attunement?:** yes ___ a creature gains a +1 bonus to hit and damage rolls made with the weapon. The weapon has 4 charges. Whilst holding the weapon, the wielder may expend a charge (no action required) and gain an additional action that must be used before the end of the wielder's turn. The additional action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The weapon regains 1d4 charges daily at dawn. \columnbreak #### Agile Armour ___ - **Prerequisites** - **Level:** 2 - **Object:** a suit of armour - **Attunement?:** yes ___ the armour has 6 charges. the wearer can expend the armour's charges in the following ways: * when the wearer makes an acrobatics (dexterity), athletics (strength), or stealth (dexterity) check, they can expend 1 charge to gain advantage on the check. * when the wearer would be hit by an melee or ranged attack, the wearer can expend a charge as a reaction to force the attacker to reroll the attack roll result and take the lower of the two results. #### Reinforced Armour ___ - **Prerequisites** - **Level:** 2 - **Object:** a suit of armour - **Attunement?:** yes ___ a creature gains a +1 bonus to Armour Class whilst wearing this armour. the armour has 4 charges, as a bonus action, you can expend a charge and gain an amount of temporary hit points equal to 5 + your intelligence modifier. #### Intelligent Armour ___ - **Prerequisites** - **Level:** 10 - **Object:** a suit of medium or light armour - **Attunement?:** yes ___ whilst wearing this armour, a creature can use their intelligence instead of dexterity for determining their armour class. #### Armour of Boosted Flight ___ - **Prerequisites** - **Level:** 10 - **Object:** a suit of armour - **Attunement?:** yes ___ A creature gains a +1 bonus to Armour Class whilst wearing this armour. the armour has 4 charges, as a bonus action you can expend a charge and gain a bonus to your movement speed of +10ft and gain a limited capacity for flight for one minute which is additive to any other flight speed you have. If your only source of a flight speed is this infusion and you end your turn in the air, you fall to the ground safely as though affected by the featherfall spell. the armour regains 1d4 charges daily at dawn \pagebreak #### Armour of Titanic Size ___ - **Prerequisites** - **Level:** 6 - **Object:** a suit of armour - **Attunement?:** yes ___ The armour has 4 charges. the wearer can expend 1 charge to cast enlarge/reduce to enlarge themselves without having to concentrate on the spell. At 14th level, the wearer can expend 2 charges to cast enlarge/reduce to enlarge themselves by two size increments rather than the normal next largest size increment, from medium to huge for example. when use this infusion in this fashion you deal 2d4 damage instead of 1d4 damage. #### Clockwork Vehicle ___ - **Prerequisites** - **Level:** 6 - **Object:** a gem or dragonshard worth 500gp or more - **Attunement?:** no ___ You learn intricate methods for magically creating a vehicle that will move on command. The item you infuse serves as the engine of the vehicle, around which the vehicle instantly forms around. When you create an animated vehicle you chose to create either a large vehicle or a huge vehicle, which alters certain relevant details in the attached stat block and then determine the specific appearance of your animated vehicle. Some artificer's prefer rather conventional looking vehicles utilising wheels, axles and suspension in some form, whilst others opt for multi legged vehicles that have exceptional terrain navigation capabilities. You can also chose to use 500gp of non-precious metals and spend one work week of time (seven days) to make the Animated Vehicle become a permanent magical construct and have your infused item slot refunded and available for use. If the Animated Vehicle is destroyed when improved in this way, you may spend a week of work and 250gp restoring the Animated Vehicle to operation. \columnbreak ___ > ## clockwork vehicle >*large Vehicle, 10ft by 5ft* > or >*huge vehicle, 20ft by 10ft* > ___ > - **AC** 14 > - **Hitpoints** 1 + your Intelligence Modifier + twice your artificer level > - **Speed** 10 miles per hour >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|8 (-1)|11 (+0)|0 (-5)|0 (-5)|0 (-5)| >___ > **damage immunities** poison, psychic > > **condition immunities** Blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralysed, petrified, poisoned, prone, stunned, unconscious > ___ > **Actions** The animated vehicle can move when commanded mentally by the operator as an action whilst holding the controls. As a bonus action they may increase speed by 10 miles per hour up to a maximum of 60 miles per hour. The vehicle will automatically maintain this speed. > ___ > **Passengers and Cargo** a large clockwork vehicle can carry one rider and one passenger. as well as 75lb of cargo. > a huge clockwork vehicle can carry one driver and five passengers, as well as 1000 pounds of cargo. > > ___ > **Control** When controlling the Clockwork Vehicle at speed you can make up to two 45 degree turns with a required distance travelled indicated by the following speed increments. All speeds are rounded up. > > 10 miles per hour = 90 feet/round > 10 feet per turn > > 20 miles per hour = 180 feet/round > 20 feet per turn > > 30 miles per hour = 265 feet/round > 30 feet per turn > > 40 miles per hour = 355 feet/round > 40 feet per turn > > 50 miles per hour = 440 feet/round > 50 feet per turn > > 60 miles per hour = 530 feet/round > 60 feet per turn > >A large Clockwork Vehicle will lose stability after two turns if the rider does not actively maintain control of the vehicle by holding it's controls whilst at a speed greater than 10 miles per hour. if stability is lost the occupants will be thrown from the vehicle up to 30ft from where control was lost and must make a constitution save to not be stunned with disadvantage. > >A Huge Clockwork Vehicle will spin out of control after two turns if the driver does not actively maintain control of the vehicle by holding it's controls whilst at a speed greater than 10 miles per hour. if the vehicle spins out of control, the occupants must make a constitution save to not be stunned when the vehicle comes to a stop. >___ \pagebreak \columnbreak
> ##### Other things by Thellton that might be interesting > [Illusion smith Artificer](https://www.gmbinder.com/share/-M4Rd3o9xQ1SuG6IiDS1 "title") > #### Attribution > Made by Thellton > Publicly Published version 1.2 > all rights to intellectual property belong to their respective owners