Sane Artificer Infusions

by ReignOfMagic

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Sane Artificer Infusions

This infusion list is meant to be a replacement to the Official infusions list

The infusions will fit for either UA2 or ERLW versions of the artificer.

The rationale for the minor changes to the infusion list is some were missing from the Rising from the Last War book, others have weird level requirements. The biggest two examples are bag of holding, which is available as soon as you get infusions, but the Quiver of Ehlonna (which is a much smaller, much more restrictive bag of holding specifically for weapons) isn't available until 12th level. There are other ones which also fit this "weirdness" which this document fixes, at least in my perspective. It also added a few more items to give a "scaling" feel to the infusions. For example at 2nd level you can do a Heward's Handy Haversack, 6th you get a Bag of Holding, and finally at 12th you get a portable hole.

No level requirement

Armor of Magical Strength {New Variant}

Item: A Suit of armor

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn.

Armor of Tools

Item: A Suit of armor

As an action, a creature wearing this infused armor can integrate into it a set of artisan’s tools or thieves’ tools. The tools remain integrated in the armor until the wearer removes the tools as an action, or the infusion ends. The armor can have only one tool integrated at a time.

The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

Enhanced Arcane Focus

Item: A rod, staff, wand, or other arcane focus (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 12th level in this class.

Enhanced Defence

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.

Homunculus Servant

Prerequisite: 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 the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the homunculus Servant stat block.

In combat, the homunculus shares your initiative count, but it takes 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 an action in its stat block, or the dash, disengage, help, hide, or search action.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

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.

The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits or misses a target

Returning Weapon

Item: A simple or martial weapon with the thrown property (requires attunement)

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.

4th-level Artificer

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.

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.

6th-level Artificer

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 maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn

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. 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.

This weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and 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.


Homunculus Servant

Tiny Construct, neutral


  • Armor Class 13
  • Hit Points equal the homunculus' Constitution modifier + your intelligence modifier + your level in this class
  • 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 +4
  • Skills Perception +4, Stealth +4
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft, passive Perception 14
  • Languages Understands the languages its creator speaks

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 an't use this trait if it's incapacitated

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus' skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).

Actions (requires your bonus action)

Force Strike. Ranged Weapon Attack: +4 to hit, reach 30ft., one target. Hit 1d4 + 2)

Reactions

Channel Magic. The Homunculus delivers a spell you cast that has the range of touch. The homunculus must be within 120 feet of you.

Magic Bomb

Prerequisites: 6th level, and a throwable object(s)

You infuse implosive power into an object which you can throw. As an action, you or any creature holding the Magic Bomb can throw it up to 60 feet away. Upon collision with any object or creature the magic bomb detonates affecting all creatures, objects, and structures in 20 foot radius. Each creature in this radius must make a Constitution save taking 2d6 thunder damage and 2d6 force damage and be pulled up to 10 feet towards where the magic bomb landed on a failed save or half as much damage and not pulled on a successful save. Objects & structures take double damage, and objects that aren't being held automatically fail this saving throw and fly to the center of the implosion.

At 11th level the damage increases to 3d6 thunder and 3d6 force.

You make a number of magic bombs equal to half your proficiency bonus rounded up, and at the conclusion of a short rest you can remake 1 magic bomb.

Repulsion Shield

Prerequisite: 6th-level artificer

Item: A shield (requires attunement)

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

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.

Resistant Armor

Prerequisite: 6th-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.

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.

10th-level Artificer

Armor of Magical Strength {Old Variant}

Prerequisite: 10th-level artificer Item: A suit of magical armor

While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.

The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.

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.

14th-level Artificer

Arcane Propulsion Armor

Prerequisites: 14th level, A suit of armor (requires attunement)

This is an upgraded version as the WOTC official one is subpar for the only 14th level infusion

The wearer of this armor gains these benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor counts as +2 Armor
  • The armor includes gauntlets, each of which is a +1 magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Replicate Magic Items

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

No Level Artificer Requirement

Magic Item Attunement
Alchemy Jug no
Armblade yes
Cap of Water Breathing no
Goggles of Night no
Heward's Handy Haversack no
Prosthetic Limb no
Ring of Jumping yes
Rope of Climbing no
Sending Stones no
Wand of Magic Detection no
Wand of Secrets no
Wand Sheath yes

6th Level Artificer Requirement

Magic Item Attunement
Bag of Holding no
Boots of Striding and Springing yes
Boots of the Winterlands yes
Cloak of the Manta Ray no
Eyes of Charming yes
Hat of Disguise yes
Lantern of Revealing no
Periapt of Wound Closure yes
Pipes of the Sewers yes
Quiver of Ehlonna no
Ring of the Ram yes
Ring of Water Walking yes

9th Level Artificer Requirement

Magic Item Attunement
Arcane Propulsion Arm yes
Boots of Elvenkind no
Boots of Levitation yes
Bracers of Archery yes
Bracers of Defense yes
Gauntlets of Ogre Power yes
Gloves of Thievery no
Headband of Intellect yes
Immovable Rod no
Medallion of Thoughts yes
Necklace of Adaptation yes
Ring of Mind Shielding yes
Slippers of Spider Climbing yes
Ventilating Lung yes

12th Level Artificer Requirement

Magic Item Attunement
Belt of Hill Giant Strength yes
Brooch of Shielding yes
Cloak of Elvenkind yes
Cloak of Protection yes
Eyes of the Eagle yes
Folding Boat no
Gloves of Missile Snaring yes
Gloves of Swimming and Climbing yes
Helm of Telepathy yes
Horn of Blasting no
Pipes of Haunting no
Portable Hole no
Winged Boots yes

14th Level Artificer Requirement

Magic Item Attunement
Amulet of Health yes
Belt of Stone/Frost Giant Strength yes
Boots of Speed yes
Cloak of the Bat yes
Dimensional Shackles no
Gem of Seeing yes
Ring of Free Action yes
Ring of Protection yes

Update Log

  • Release (8/31/19)
  • Initial release which includes resorting of the infusions, as well as adding a few more, and adding more tiers.
  • V1.1 (11/20/19)
  • Updated to include new infusions from Rising from the Last War.
  • Added Archivist subclass using the new level scheme from Rising from the Last War.
  • V1.2
  • Added UA Subclasses part 3 infusions to the above lists.
 

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