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.