Artificer Infusions

**Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.**

**The description of each infusion tells you the type of item that can receive it. The description also tells you if 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.**

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

### Armor of Magical Strength

***Prerequisite: 10th-level artificer***

***Item: A suit of armor (requires attunement)***

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.

### 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.

### 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.

### 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 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.

### 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.

### Homunculus Servant

***Prerequisite: 6th-level artificer***

***Item: A gem worth at least 100 gp or a dragonshard***

You learn intricate methords 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' 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 takes its turn immediately after yours. It can move and use its reaction on it's 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 the 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.

# **Homunculus Servant**

*Tiny construct, neutral*

**Armor Class.** 13 (natural armor)

**Hit Points.** equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class

**Speed.** 20 ft., fly 30 ft.

**STR** 4 (−3) **DEX** 15 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 7 (−2)

**Saving Throws.** Dex +1

**Skills.** Perception +4, Stealth +4

**Damage Immunities.** poison

**Condition Immunities.** exhaustion, poisoned

**Senses.** darkvision 60 ft., passive Perception 14

**Languages.** understands the languages you speak

***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

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

***Actions (Require Your Bonus Action)***

***Force Strike.*** *Ranged Weapon Attack:* +4 to hit, range 30 ft., one target you can see. *Hit:* 1d4 + 2 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 (requires attunement)***

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.

### Radiant Weapon

***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. 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 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.

### Repeating Shot

***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 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.

### Replicate Magic Item

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. A table's title tells you the level you must be in the 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.

If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

Replicable Magic Items (2nd-Level Artificer)
 Armblade
 Bag of holding
 Cap of water breathing
 Goggles of night
 Prosthetic limb
 Rope of climbing
 Sending stones
 Wand of magic detection
 Wand of secrets

Replicable Magic Items (6th-Level Artificer)
 Cloak of elvenkind
 Cloak of the manta ray
 Eyes of charming
 Gloves of thievery
 Lantern of revealing
 Pipes of haunting
 Ring of water walking
 Wand sheath

### 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 5 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.

### Returning Weapon

***Item: A simple or martial weapon with the thrown property***

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.

### 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.