Artificer Infusions List

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Artificer Infusions

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether 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, and you can learn the infusion at the same time that you meet the prerequisites.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

If an infusion would be destroyed or rendered deactivated permanently by any means (such as a replicated magic item disintegrating after all charges expended) you may choose to unlearn that infusion or recreate the infusion - but must follow the rules for creating it as per usual.

"Replicate Magic Items" is found at the end of this pdf

2nd-level Infusions

These infusions are available at level 2.

Adjustable Tool Set

Item: a set of artisan's tools (requires attunement)

The wielder is considered proficient with this magical set of tools, and as an action, they can transform this set of tools into another set of artisan's tools of their choice.

Arcane Implement

Item: A rod or wand

This tiny length of wood is infused with an artificer cantrip of your choice. As an action, a creature can produce the imbued cantrip, using your spellcasting modifier to cast the spell.

At 10th level, you may store two cantrips within the object at a time.

Arm Launcher

Item: A glove or gauntlet

This tiny magical launcher can be loaded with a Tiny object (for example: ball bearings, a vial of acid, alchemist's fire, or holy water). As a bonus action the wearer can activate the launcher and make a ranged attack at a target within 60 feet. The launcher can be reloaded as an action.

At 10th level, the range of the launcher doubles.

Armor of Magical Strength

Item: A suit of armor (requires attunement)

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 artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. 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 or wand (requires attunement)

While holding this item, a creature gains +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 10th level in this class.

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 10th level in this class.

Enhanced Instrument

Item: a musical instrument (requires attunement)

This instrument has been magically enhanced by artifice. The wielder is considered proficient with this instrument and can use it as a spellcasting focus. Whenever they make an ability check using this instrument, they gain a bonus to the roll equal to your Intelligence modifier (minimum of +1).

At 10th level this magic instrument grants a +1 bonus to spell attack rolls. This bonus increases to +2 at 14th level.

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 10th level in this class.

Featherweight Belt

Item: A belt or cloak (requires attunement)

When worn, this magic belt reduces the user to one-tenth of their weight without decreasing their physical abilities.

At 10th level it reduces the wearer to one-hundredth of their weight without decreasing their physical abilities.

Featherweight Weapon

Item: A heavy or two-handed weapon (requires attunement)

This magic weapon no longer has either the heavy or two-handed property (your choice upon infusion).

At 10th level this weapon grants a +1 bonus to attack and damage rolls. This bonus becomes +2 at 14th level.

Gauntlet of Utility

Item: A glove or gauntlet

This gauntlet is affixed with a series of inscribed runic cogs, gears, sprockets, and tubes that tick harmoniously within one another and show a clock-like display. The display shows the current time of day and relative elevation (in relation to sea level) of the wearer, and functions as both an abacus for calculations and a compass.

Additionally, while wearing this object, a creature can cast the prestidigitation cantrip.

At 10th level, the gauntlet functions as a Sending Stone and can produce a small hand device that acts as it's paired Sending Stone.

Goggles of Clearsight

Item: A pair of goggles or glasses

While wearing these goggles, the wearer can see through lightly obscured areas without disadvantage on Wisdom (Perception) checks. In addition, the wearer no longer suffers the negative effects from the Sunlight Sensativity trait, and they have advantage on saving throws to resist being blinded.

At 10th level, you gain blindsight out to 30 feet.

Helm of Sharp Senses

Item: A helmet (requires attunement)

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.

At 10th level, you gain advantage on all Intelligence (Investigation) and Wisdom (Perception) checks.

Homunculus Servant

Item: 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, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus 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 homunculus can take any action of its choice, not just Dodge.

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


Homunculus Servant

Tiny construct, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
  • 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 +2 (plus PB)
  • Skills Perception +0 (plus PB x 2), Stealth +2 (plus PB)
  • Damage Immunities poison
  • Condition Immunities exhaustion, poison
  • Senses darkvision 60 ft., passive Perception 10 (plus PB x 2)
  • Languages understands the languages you speak
  • Challenge ---
  • Proficiency Bonus (PB) equal to your proficiency bonus

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 can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions

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

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Parrying Weapon

Item: A simple or martial weapon

While wielding this weapon, the wielder gains a +1 bonus to their Armor Class.

This bonus increases to +2 at 10th level.

Power Whip

Item: A whip or chain

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.

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.

This bonus increases to +2 when you reach 10th level.

Tactician's Amulet

Item: An amulet or pendant

While wearing this amulet, a creature can choose to use its Intelligence modifier in place of its Dexterity modifier when rolling for initiative.

Truncheon of Obscuring

Item: A rod, staff, or wand

While holding this object, a creature can cast the fog cloud spell twice per short or long rest.

6th-level Infusions

These infusions are available at level 6.

Arcane Visor

Prerequisite: 6th-level artificer
Item: A pair of goggles or glasses (requires attunement)

A creature wearing this visor can cast the detect magic spell at will.

Additionally, while wearing this visor a creature can cast identify without expending a spell slot or material components. Once this ability has been used, it can't be used again until the next dawn.

At 14th level, while wearing the visor, you are under the continuous effects of detect magic and identify.

Auto-Carriage

Prerequisite: 6th-level artificer
Item: A land vehicle, such as a carriage or cart

The vehicle no longer needs horses or other steeds to pull it, it can now propel itself.

The vehicle has a speed of 50 feet. A creature on or inside the vehicle can give it a simple command in a language you speak such as "go straight", "turn left" or "follow this road" as an action. The vehicle will follow the given command provided it is simple enough.

At 14th level, the vehicle's speed increases to 100 feet.

Boots of the Winding Path

Prerequisite: 6th-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.

At 14th level, the distance of your teleport increases to 30 feet.

Hazy Garments

Prerequisite: 6th-level artificer
Item: A set of clothing or robes (requires attunement)

The wearer if this set of garments is coated with an illusory mist that deceives the eye. A creature gains a +1 bonus to Armor Class while wearing these garments.

Additionally, as a reaction the wearer may intensify the mist. For 1 minute, the wearer can move freely without provoking opportunity attacks. Once this ability has been used, it can't be used again until the next dawn.

The bonus increases to +2 when you reach 14th level in this class.

Immovable Boots

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

When the wearer is standing upon a flat surface, they can use an action to activate the boots, magically fixing the user in place. Until they use an action to deactivate the boots, they do not move or falter in positioning, even if they are defying gravity.

A creature can use an action to make a DC 30 Strength check, separating the boots from the surface on a success.

Light Blade

Prerequisite: 6th-level artificer
Item: A sword hilt or wand (requires attunement)

While grasping the item, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or disappear, from the end of the item. While the blade exists, this magic item is a simple weapon with the finesse property. The luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.

The wielder gains a +1 bonus to attack and damage rolls made with this weapon, which deals 1d8 radiant damage on hit. Undead take an additional 1d8 radiant damage. The bonus to attack and damage rolls becomes +2 at 14th level.

Magic Bomb

Prerequisite: 6th-level artificer
Item: A throwable vessel such as a bottle, flask, jar, or urn

You infuse implosive power into an object which you can throw. You are proficient with these bombs.

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 10th 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.

Many-Handed Pouch

Prerequisite: 6th-level artificer
Item: 2–5 bags, pouches or satchels

The infused pouches all share one interdimensional space that functions as a demiplane that can carry 50lbs per 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.

At 14th level, the pouches can carry up to 100lbs each.

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.

The weapon has 4 charges. As a reaction immediately after being hit by an 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.

Martial Guantlet

Prerequisite: 6th-level artificer
Item: An armored gauntlet and a martial weapon or shield (requires attunement)

You attach either a martial weapon lacking the heavy or two handed properties, or a shield to the gauntlet. The wearer gains proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active.

Repulsing Gauntlets

Prerequisite: 6th level artificer
Item: A pair of gloves or gauntlets (requires attunement)

These magical gauntlets have 4 charges. When the wearer hits a creature with an unarmed strike they can expend 1 charge and force the target to make a Strength saving throw. On a failed save, the creature is knocked back 15 feet. The gauntlets regain all expended charges at dawn.

At 10th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 14th level.

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.

Ring of Proficiency

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

The wearer of this ring gains proficiency with one skill or tool, or they can read, write, speak and understand one language (your choice upon infusion). These effects are only active so long as they are wearing the ring.

Skyfall Harness

Prerequisite: 6th-level artificer
Item: a cloak, vest, belt, or harness

This magic harness automatically sizes to fit the wearer, and can be worn over clothing or light armor. It has wing-like fins between your limbs that can slow your fall or allow you to glide. When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.

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.

Static Weapon

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

This weapon grants a +1 bonus to attack and damage rolls made with it.

The weapon has 4 charges. Whenever the wielder successfully hits a target with it, they can expend one of the charges to force the target to make a Constitution saving throw against your Spell Save DC. On a fail, the target is stunned until the end of its next turn. The item regains 1d4 charges daily at dawn.

Swift Ring

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

This ring has 4 charges. Whenever the wearer of this ring 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.

10th-level Infusions

These infusions are available at level 10.

Belt of Revival

Prerequisite: 10th-level artificer
Item: A belt or harness (requires attunement)

This belt has 1 charge. When a creature who wears this belt dies, the charge is automatically expended and the revivify spell is cast upon the wearer. Additionally, the belt can be loaded with healing potion to be administered to the wearer immediately after revivify is cast. This belt regains all expended charges daily at dawn.

Chameleon Armor

Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)

This armor has 4 charges. While wearing this magical armor the wearer can use an action to expend charges and cast one of the following spells, targeting only themselves: invisibility (2 charges) or greater invisibility (4 charges). This armor regains all expended charges daily at dawn.

Clock of Time-Warp

Prerequisite: 10th-level artificer
Item: A pocket watch worth at least 100gp (requires attunement)

When the holder of this item - or a creature within 30 feet of the holder - makes an attack roll, ability check, or saving throw, the holder can use its reaction to force the creature to 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.

Collar of Taming

Prerequisite: 10th-level artificer
Item: A metal circlet, choker, or collar

The magic of this collar can tame even the wildest of animals. You, and only you, can control any beast-type creature wearing this collar as if it were a trained mount. This collar does not work on beasts with an Intelligence score greater than your own.

At 14th level, this magic collar allows you to control any monstrosity-type creature with an Intelligence score of 5 or lower.

Elementalist's Weapon

Prerequisite: 10th-level artificer
Item: A simple or martial weapon (requires attunement)

You infuse a weapon with elemental energy. Upon infusion, choose a command word and one of the following damage types: acid, cold, fire, lightning, poison or thunder. As a bonus action, the wielder can speak the command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On hit, the weapon deals an additional 1d6 of the elemental damage.

The additional damage becomes 2d6 at 14th level.

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.

Metalline Weapon

Prerequisite: 10th-level artificer
Item: A simple or martial weapon made of metal (requires attunement)

You enchant the weapon with energy that alters the material composition of the metal - blending magical essences into the chemical makeup of the material.

As a free action, you may change the metallic makeup of the weapon to transmute magically into another metal of your choice from the table listed - gaining the additional benefits of the metal for the duration listed (if the magic bonus of the original weapon would be higher than the bonus gained, take the higher of the two).

After the duration has elapsed, the metal of the weapon returns to it's former material - losing its additional properties, and it cannot transmute again until the next dawn.

The weapon can transmute into Finimagus and Adamantium at 14th level.

Metal Magic Bonus Duration Effect
Alchemical Silver +0 10 minutes Counts as a magical weapon for the purposes of overcoming resistances and immunities.
Cold Iron +1 5 minutes When you hit a fey creature, you can reroll the damage and use either result.
Diolode +1 5 minutes When you hit an undead creature, you can reroll the damage and use either result.
(14th lvl) Finimagus +2 1 minute When dealing damage to a spellcaster, imposes disadvantage on all saving throws to maintain concentration.
(14th lvl) Adamantium +3 5 rounds When hitting a non-indestructible object, deal damage equal to max critical damage.

Metamorphosis Armor

Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)

This magic suit of armor has 4 charges. As an action, the wearer can expend a charge to cast the enlarge/reduce spell, targeting only themselves, without expending a spell slot or requiring concentration. Re-casting the spell with the armor ends the effect. This armor regains all charges at dawn.

Mirror of Far-Sight

Prerequisite: 10th-level artificer
Item: A mirror worth at least 50gp (requires attunement)

The mirror has 4 charges. As an action a creature holding the mirror may cast one of the following, without consuming spell slots or material components:

  • (1 charge) Clairvoyance
  • (2 charges) Arcane Eye
  • (3 charges) Scrying

Whenever a creature casts any of these spells this way, instead of being able to see or hear what the spell shows it directly, the mirror reflects what that creature would be able to see and reproduces any sounds it would be able to hear through casting that spell.

Intelligence is the creature's spellcasting modifier for any of the spells they cast using the mirror. The mirror regains 1d4 charges daily at dawn.

Ring of the Elements

Prerequisite: 10th-level artificer
Item: A ring (requires attunement)

Upon infusing this ring you select one of the following damage types: acid, cold, fire, poison, lightning, or thunder.

When the wearer casts a spell that deals the damage type that you selected, they can activate this ring to deal maximum damage to one target of the spell instead of rolling.

Once this ring is activated it cannot be used again until the wearer completes a short or long rest.

When you reach 14th level, the damage type of the ring ignores resistance and treats immunity as resistance.

Shock Therapy

Prerequisite: 10th-level artificer
Item: A suit of armor or a helmet (requires attunement)

This magic item sends shocks throughout the nerves of the wearer, releasing them from almost any stupor. While wearing this item, whenever the wearer fails a saving throw, the item instantly allows it to reroll that save, as long as it was against an effect that affects it with one of the following conditions: incapacitated, stunned, paralyzed or charmed.

Vampiric Weapon

Prerequisite: 10th-level artificer
Item: A melee weapon (requires attunement)

You enchant a weapon to drain the lifeforce from enemies. When the wielder scores a critical hit with this weapon, the target takes an additional 2d6 necrotic damage, so long as the target is not a construct or undead. The wielder gains temporary hit points equal to the extra necrotic damage dealt.

When you reach 14th level, the additional necrotic damage from this Infusion increases to 4d6.

14th-level Infusions

These infusions are available at level 14.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

The wearer of this armor gains the following benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor gains a +2 bonus to it's Armor Class.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one counts as an unarmed strike that deals 1d4 bludgeoning (unless the wearer's unarmed strike deals more damage) plus 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.





Helm of Mind Shielding

Prerequisite: 14th-level artificer
Item: A helm, hat, or diadem (requires attunement)

The wearer of this magic helm is resistant to psychic damage, immune to the charmed and frightened conditions, and any magic that allows another creature to read their thoughts or telepathically communicate with them is nullified.

Masterwork Homunculus

Prerequisite: 14th-level artificer
Item: The Material components of the spell "Clone"

You have discovered the secrets to the creation of life. You learn the clone spell. It counts as an artificer spell for you, but it doesn't count against your number of Spells Known. You can cast clone without expending a spell slot as long as you have the material components available.

If you replace this Infusion with another at any point during the incubation period, the spell immediately fails.

Mystic Armament

Prerequisite: 14th-level artificer
Item: A melee weapon (requires attunement)

This magic weapon has 2 charges.

While wielding this magic weapon, the user can use their action and spend a charge to cast the steel wind strike spell, using the Infused weapon as the spellcasting focus, without expending a spell slot.

The weapon regains all expended uses after a long rest.

Mystic Shot

Prerequisite: 14th-level artificer
Item: A ranged weapon (requires attunement)

This magic weapon has 2 charges,

While wielding this magic weapon, the user can use their action and spend a charge to cast swift quiver, using the Infused weapon as the spellcasting focus, without expending a spell slot.

The weapon regains all expended uses after a long rest.

Portaling Gun

Prerequisite: 14th-level artificer
Item: A one handed ranged weapon, such as a crossbow or firearm

When infused into the item, the projectile weapon can no longer consume typical ammunition and loses the ability to deal damage as a projectile ranged weapon.

The weapon has 4 charges. As an action a creature holding the weapon may cast one of the following, without consuming spell slots or material components:

  • (1 charge) Dimension Door
  • (2 charges) Teleportation Circle

When casting a spell from this weapon, it creates a momentary shimmering runic portal which appears nearby. The Portal is open only for a split second before closing if casting Dimension Door, whereas the portal remains open until the end of your next turn with Teleportation Circle. As per the Teleportation Circle spell, you learn two teleportaion circles currently in existence and may link to them (and any other known teleportation circle) whenever you cast the spell using this weapon.

You cannot create a permanent teleportation circle using this weapon. The weapon regains 1d4 charges daily at dawn.

Skyship

Prerequisite: 14th-level artificer
Item: A waterborne vehicle, such as a boat or ship

The vehicle gains a flying speed equal to its normal movement speed.

Additionally, upon infusing the vehicle, you are designated as the helmsman. When acting as the helmsman, you are in full control of the direction the Skyship is moving (forwards, backwards, left, right, up, down, or some variation thereof), but you must have the necessary means of locomotion necessary for the vehicle to move normally. For example, if it operates on sails - it must have sails at full mast, or if it functions on rowing - there must be a proper number of crew manning the rowing deck, if the vehicle functions through some means of fuel - it must have fuel currently being utilized and it will still consume said fuel.

At any point in time, you may utilize an action to transfer the status of Helmsman to another willing creature.

If you replace this Infusion with another at any point while the Skyship is in the air, it begins to fall with all creatures on board.

Weave Transfuser

Prerequisite: 14th-level artificer
Item: A sharpened rod or wand worth 1500gp

The item becomes a martial melee weapon with the finesse, light, and thrown (range 20/60) properties that deals 1d6 piercing damage. You are proficient with this item.

This item holds 3 charges.

As an action, the wielder can make an attack against a creature within range. On a hit, the wielder may choose to expend a charge and overload the creature's body with pure magical energy, dealing 6d6 force damage and the creature immediately comes under the effects of the spell Tenser's Transformation - without the need to maintain concentration.

When the spell ends, the DC to resist exhaustion is increased to 20.

Once all charges have been used, the item disintegrates.

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 following books for more information about it, including the type of object required for its making:

  • Dungeon Master’s Guide (DM)
  • Eberron Rising from the Last War (ERLW)
  • Mythic Odysseys of Theros (MOT)
  • Tasha's Cauldron of Everything (TCE)
Xanathar's Listing - Common Items
Magic Item Attunement?
Armor of Gleaming No
Bead of Nourishment No
Bead of Refreshment No
Boots of False Tracks No
Candle of the Deep No
Cast-Off Armor No
Charlatan's Die Yes
Cloak of Billowing No
Cloak of Many Fashions No
Clockwork Amulet No
Clothes of Mending No
Dark Shard Amulet Yes (Warlock)
Dread Helm No
Ear Horn of Hearing No
Enduring Spellbook No
Ersatz Eye Yes
Hat of Vermin No
Hat of Wizardry Yes (Wizard)
Heward's Handy Spice Pouch No
Horn of Silent Alarm No
Instrument of Illusions Yes
Instrument of Scribing Yes
Lock of Trickery No
Moon-Touched Sword No
Mystery Key No
Orb of Direction No
Orb of Time No
Perfume of Bewitching No

Optional Feature: Common Replication

Starting at level 2, you gain the ability to utilize the effects of the "Replicate Magic Item" infusion to replicate an item of your choice from the Common Magic Items table in Xanathar's Guide to Everything without counting it against your maximum number of artificer Infusions. These are known as Common Replications.

You are able to create an additional Common Replication when you reach level 6, 10, 14, and 20 in the artificer class.

You must have 100gp worth of materials and an object that fulfills the requirements for that Common Magic Item to create the object from scratch, and it takes a cumulative number of hours equal to 1d20 - your Intelligence Modifier (minimum 1) to craft it. You cannot begin another Common Replication while another is still incomplete.

Additionally, you gain access to the following ability:

Infusion Fusion. Whenever you finish a long rest, you may touch an object currently under the effects of one of your Infusions to add additional effects from among the Common Magic Items (so long as it may meet the object requirements for that item to function as stated - at DM's discretion) and a Minor Property (DMG p143). Doing so applies the chosen effects to your Infused Item until you replace the Infusion - you can only affect one Infused Item in this way at a time.

If the Common Magic Item effect would normally require attunement, it does not when applied to your Infused Item.

You still may choose to spend an Infusion to create an additional Common Item as per usual.

Magic Item Attunement?
Pipe of Smoke Monsters No
Pole of Angling No
Pole of Collapsing No
Pot of Awakening No
Rope of Mending No
Ruby of the War Mage Yes (Spellcaster)
Shield of Expression No
Smoldering Armor No
Staff of Adornment No
Staff of Birdcalls No
Staff of Flowers No
Talking Doll Yes
Tankard of Sobriety No
Unbreakable Arrow No
Veteran's Cane No
Walloping Ammunition No
Wand of Conducting No
Wand of Pyrotechnics No
Wand of Scowls No
Wand of Smiles No

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?
Arcane Putty No
Bag of Freshstones No
Bag of Floatstones No
Blornge Beast Yes
Dead-Door Wood Yes
Dimstone No
Drum Lummin No
Circlet of Volk No
Eil Pendant Yes
Equinox Jewel No
Frailty Glass Yes
Gearpack No
Geode Antares No
Hilltop Hat Yes
Imptail Rope No
Kingsknife No
Krait Spoon No
Magic Item Attunement?
Labyrinthine Twine No
Laurel Crown Yes (Druid)
Locket Piccolo Yes (Bard)
Lyre of Rain No
Mantis Lens No
Marbles of Play No
Occultism Gloves Yes (Sorcerer)
Ornament Box Yes (Artificer)
Portable Shield No
Quaint Blanket No
Readyclasp No
Runic Token Yes (Cleric)
Umbra Goggles No
Veil of Visions No
Visage Pyris No
Windshifter No
Zircon Bead Yes
2nd-Level
Magic Item Attunement?
Alchemy Jug (DM) No
Armblade (ERLW) Yes
Bag of Holding (DM) No
Cap of Water Breathing (DM) No
Cleansing Stone (ERLW) No
Everbright Lantern (ERLW) No
Glamerweave - Common (ERLW) No
Goggles of Night (DM) No
Heward's Handy Haversack (DM) No
Imbued Wood Focus (ERLW) Yes
Orb of Shielding (ERLW) Yes
Prosthetic Limb (TCE) No
Ring of Jumping (DM) Yes
Rope of Climbing (DM) No
Sending Stones (DM) No
Shiftweave (ERLW) No
Spellshard (ERLW) No
Wand of Magic Detection (DM) No
Wand of Secrets (DM) No
Wand Sheath (ERLW) Yes

6th-Level
Magic Item Attunement?
Boots of Elvenkind (DM) No
Brooch of Shielding (DM) Yes
Cloak of Elvenkind (DM) Yes
Cloak of the Manta Ray (DM) No
Cloak of Protection (DM) Yes
Eyes of Charming (DM) Yes
Glamerweave - Uncommon (ERLW) No
Gloves of Thievery (DM) No
Hat of Disguise (DM) Yes
Immovable Rod (DM) No
Lantern of Revealing (DM) No
Luckstone (DM) Yes
Pipes of Haunting (DM) No
Portable Hole (DM) No
Ring of Jumping (DM) Yes
Ring of the Ram (DM) Yes
Ring of Water Walking (DM) No

10th-Level
Magic Item Attunement?
Belt of Hill Giant Strength (DM) Yes
Boots of Striding and Springing (DM) Yes
Boots of the Winterlands (DM) Yes
Bracers of Archery (DM) Yes
Decanter of Endless Water (DM) No
Eyes of the Eagle (DM) Yes
Folding Boat (DM) No
Gauntlets of Ogre Power (DM) Yes
Gloves of Missile Snaring (DM) Yes
Gloves of Swimming and Climbing (DM) Yes
Hat of Disguise (DM) Yes
Headband of Intellect (DM) Yes
Helm of Telepathy (DM) Yes
Medallion of Thoughts (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
14th-Level
Magic Item Attunement?
Amulet of Health (DM) Yes
Arcane Propulsion Arm (ERLW) Yes
Belt of Stone/Frost Giant Strength (DM) Yes
Boots of Levitation (DM) Yes
Boots of Speed (DM) Yes
Bracers of Defense (DM) Yes
Cloak of the Bat (DM) Yes
Dimensional Shackles (DM) No
Gem of Seeing (DM) Yes
Horn of Blasting (DM) No
Instant Fortress (DM) No
Ring of Free Action (DM) Yes
Ring of Telekinesis (DM) Yes
Sword of Dancing (DM) Yes

The magic items listed here are an expanded list of magic items available for creation from the world of Pryxis (as found in Pryxis Magic Items )

Pryxis's Magic Items List

2nd-Level
Magic Item Attunement?
Animated Cape No
Bag of Colding No
Bottled Light No
Brewer's Buckler Yes
Clock of Synchrony No
Essence Extraction Device No
Ghostflame Candle No
Gloves of Crafting No
Pendant of Resolve Yes
Warding Bedroll No
6th-Level
Magic Item Attunement?
Artisanal Master Tools (+1) No
Assassin Firearm No
Bandolier of Blades No
Bone-Breaker's Bracers Yes
Deadeye's Shot No
Garment of Protection (+1) No
Mox Talisman No
Riveting Instrument (+1) No
Steed Spirit Whistle Yes
Tassel of Enchantment (+1) Yes
Torc of Mage-Bane (+1) Yes
Wilderness Wraps No
10th-Level
Magic Item Attunement?
Artisanal Master Tools (+2) No
Cape of the Wanderer Yes
Driftwind Anklets Yes
Garment of Protection (+2) No
Instant Workshop No
Justicar's Bracer Yes
Map of the Pathfinder No
Revenant Crystal No
Riveting Instrument (+2) No
Stalker's Mantle Yes
Tassel of Enchantment (+2) Yes
Technomancer's Wonder-Box Yes
Torc of Mage-Bane (+2) Yes
14th-Level
Magic Item Attunement?
Annihilation Javelin No
Artisanal Master Tools (+3) No
Consternator Yes
Eye of Agamon Yes
Garment of Protection (+3) No
Retribution Shield Yes
Riveting Instrument (+3) No
Spell Eater Jar Yes
Tassel of Enchantment (+3) Yes
Torc of Mage-Bane (+3) Yes
Zephyr Shield Yes