Artificer Infusions (5e)

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. This section includes additional infusions that can be added into your current campaign. You can refer to the rules for infusing items in the Infuse Items feature for the artificer class in *Tasha's Cauldron of Everything.*

**Adrenaline Suit**

Prerequisites: 10th-level artificer

Item: A Suit of Armour (Requires Attunement)

A creature gains a +1 bonus to Armour Class while wearing this armour.

When the wearer drops to 0 hit points and is not killed outright, it can use its reaction to drop to 1 hit point instead. As part of the same reaction, the wearer can make one weapon attack or take the Dash action. The armour regains the use of this feature when the wearer finishes a long rest.

**Boots of False Crowds**

Item: A Pair of Boots

While wearing these boots, the wearer can use a bonus action to click the boots’ heels together, making its steps sound as if a large crowd is moving at its location. The sound produced by the boots matches with the current speed of the wearer, and this sound also interacts with its environment. For example, if the wearer is running across a wet surface, the boots will create the sound of a large crowd running accompanied by splashing water. However, the boots can’t replicate vibrations or other tactile sensations that would normally result from an actual crowd of people. The wearer can use a bonus action to end this effect.

**Boots of the Wind**

Prerequisites: 6th-level artificer

Item: A Pair of Boots (Requires Attunement)

These boots have 3 charges. While wearing these boots, the wearer’s walking speed increases by 5 feet. The wearer can also expend 1 charge to use the Dash action as a bonus action. The boots regain 1d3 expended charges daily at dawn.

**Defibrillator**

Item: A Pair of Gloves or Gauntlets

The wearer of these gloves can use an action to cast the spare the dying cantrip. Once this property is used, it can’t be used again until the next dawn.

**Deflector Ring**

Prerequisites: 14th-level artificer

Item: A Ring (Requires Attunement)

If the wearer is hit by an attack roll and can see the attacker, the wearer can use its reaction to deflect the attack to another creature it can see within 5 feet of it that isn’t the attacker. If the attack roll would hit the chosen creature, then it takes the damage from the attack. This property can't be used again until the next dawn.

**Deployable Cover**

Item: A 10-foot pole

A creature holding this item can use an action to place the pole on a solid surface and deploy a solid metal wall which is 20 feet wide, 10 feet high, and 1 foot thick. The wall is opaque, has an AC of 10 + your proficiency bonus, and a number of hit points equal to four times your artificer level. The creature that deployed the wall can retract it as an action. When the wall is reduced to 0 hit points, it retracts and can’t be used again until the mending spell is cast on it or a creature proficient in smith’s tools spends 1 minute using the tools to repair it.

At 6th level in this class, when a creature deploys the cover, it can choose one side of the wall to be transparent. A creature on that side of the wall can see through the wall.

**Electric Net**

Item: A net

This net is a magic item that has AC 10 + your proficiency bonus and a number of hit points equal to your artificer level.

A creature can use a bonus action to attach this net onto a bow weapon. The next time a creature makes a ranged attack with that weapon, the net shoots out along with the ammunition. On a hit, the target is restrained by the net and at the end of each of its turns, takes 1d4 lightning damage for 1 minute. The target can use its action to make a Strength check against your spell save DC to free itself. Reducing the net’s hit points to 0 ends the effect and renders it useless. While at 0 points, the net can’t be used until the mending spell is cast on it or a creature proficient in smith’s tools spends 1 minute using the tools to repair it.

**Elemental Arcane Focus**

Item: A Rod, Staff, or Wand (Requires Attunement)

This item has 4 charges. When a creature casts a spell that deals acid, cold, fire, lightning, or thunder damage using this magic item as the spellcasting focus, it can expend 1 charge to change the damage type to one of the other listed types. The item regains 1d4 expended charges daily at dawn.

**Energy Shield**

Prerequisites: 10th-level artificer

Item: A Shield (Requires Attunement)

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

When the wielder takes acid, cold, fire, lightning, or thunder damage, it can use its reaction to reduce the damage taken by 1d10 + your proficiency bonus.

**Explosive Weapon**

Prerequisites: 10th-level artificer

Item: A Simple or Martial Weapon with the range or thrown

property (Requires Attunement)

Once on each of the wielder’s turns, when it fires ammunition from the weapon (if it has the range property) or throws the weapon (if it has the thrown property), the wielder can have the target and each creature within 5 feet of the target make a Dexterity saving throw against your spell save DC, regardless of whether the attack hits or misses. On a failed save, the creature takes 1d6 fire damage.

The fire damage increases to 2d6 when you reach 14th level in this class.

**Floating Cape**

Item: A Cloak or Robes (Requires Attunement)

This magic item has 4 charges. When the wearer is knocked prone, it can use its reaction and expend 1 charge to immediately get up from prone. As part of the same reaction, the wearer can give itself a flying speed of 10 feet until the start of its next turn and move up to this distance without provoking opportunity attacks. The item regains 1d4 expended charges daily at dawn.

**Goggles of Clarity**

Item: A Pair of Goggles or Glasses

While wearing these goggles, the wearer can see through lightly obscured areas, such as dim light, patchy fog, or moderate foliage, as if the area isn’t obscured.

**Goggles of Light**

Item: A Pair of Goggles or Glasses

This item has 4 charges. While wearing them, the wearer can use a bonus action and expend 1 charge to emit bright light in a 15-foot cone from the goggles for 1 hour. The wearer can end the light early as a bonus action. The goggles regain 1d4 expended charges daily at dawn.

At 10th level in this class, the bright light dispels magical darkness.

**Helm of Willpower**

Item: A Helmet (Requires Attunement)

This helmet has 4 charges. When the wearer makes a saving throw against being charmed or frightened, the wearer can use its reaction to expend 1 charge and make the roll with advantage. The helmet regains 1d4 charges daily at dawn.

**Lightning Gauntlets**

Item: A Pair of Gloves or Gauntlets (Requires Attunement)

When the wearer makes an unarmed strike, it deals lightning damage equal to 1d8 + the wearer's Strength modifier on a hit.

At 10th level in this class, when the wearer hits a creature with the gauntlets, the lightning can arc toward a second creature that the wearer can see within 5 feet of the first. The second creature takes lightning damage equal to your proficiency bonus.

**Med Bay**

Item: A bedroll (Requires Attunement)

This magic item has 3 charges. When a creature takes a short rest in this bedroll and spends its Hit Dice, it can expend 1 charge and use the maximum number instead of rolling. A creature can also expend 1 charge to remove a disease or one of the following conditions afflicting it: blinded, deafened, paralyzed, or poisoned. The item regains 1d3 charges daily at dawn.

At 10th level in this class, the item has 6 charges and regains 1d6 charges daily at dawn.

**Mesh Layer**

Item: A Suit of Armour or a Shield

This item has 6 charges. As a bonus action, the wearer (armour) or wielder (shield) can use a bonus action and expend 1 charge to give itself a number of temporary hit points equal to 1d4 + your proficiency bonus. If the armour is doffed or the shield isn’t wielded, the temporary hit points are lost. The item regains 1d6 expended charges daily at dawn.

**Mind Stimulant**

Prerequisites: 6th-level artificer

Item: A Helmet (Requires Attunement)

This helmet has 4 charges. Whenever the wearer makes an ability check using Intelligence or Wisdom, it can expend 1 charge to roll a d4, adding the number rolled to the ability check. The helmet regains 1d4 charges daily at dawn.

**Penetrating Weapon**

Item: A Simple or Martial Weapon with the range or thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it. When the wielder makes a ranged attack with the weapon, it ignores half and three-quarters cover.

**Protective Arcane Focus**

Prerequisites: 14th-level artificer

Item: A Rod, Staff, or Wand (Requires Attunement)

While holding this item, a creature gains a +1 bonus to AC and saving throws.

When a creature holding this item makes a saving throw against a spell or harmful effect, it can use its reaction to make the saving throw with advantage. If the creature succeeds on the roll and the spell or effect deals half damage on a successful save, it instead deals no damage. Once this property is used, it can’t be used again until the next dawn.

**Seeking Weapon**

Prerequisites: 10th-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 the wielder makes an attack roll with this weapon and misses, the wielder can use a bonus action to reroll the attack roll against a different target within the weapon’s reach if it’s a melee attack, or a different target within 30 feet of the first target if it’s a ranged attack.

**Sentry Suit**

Item: A Suit of Armour (Requires Attunement)

This armour alters the wearer’s biological functions so as to not require sleep. To gain the benefits of a long rest, the wearer can spend all 8 hours doing light activity, such as keeping watch.

**Shoulder Mounted Weapon**

Prerequisites: 10th-level artificer

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. As an action, a creature can mount the weapon onto its shoulder. It can also detach the weapon as an action, and the weapon can’t be removed against the creature’s will.

While the weapon is attached in this way, the weapon reloads itself automatically if it has the loading property and if the creature has enough ammunition for the weapon. The creature can also use a bonus action to make a ranged attack from it.

**Stabilizing Armor**

Prerequisites: 6th-level artificer

Item: A Suit of Armor (Requires Attunement)

This armor has 3 charges. As a bonus action, the wearer can expend 1 charge to regain a number of hit points equal to 1d4 + your Intelligence modifier. The armor regains 1d3 expended charges daily at dawn.

**Throwing Gauntlets**

Item: A Pair of Gloves or Gauntlets

When the wearer of these gloves makes a ranged attack with a weapon that has the thrown property, the weapon’s normal and long range is doubled.

**Vanishing Armour**

Item: A Suit of Armour

While this armour is worn by a creature, the armour creates an illusion that makes it appear as if the wearer doesn't have the armour donned.

**Warblade**

Prerequisites: 14th-level artificer

Item: Any Sword (Requires Attunement)

This magic sword grants a +1 bonus to attack and damage rolls made with it. The wielder of this magic sword gains the following benefits:

* The wielder scores a critical hit on a 19 or 20 with this sword.
* The wielder can use a bonus action to make one melee weapon attack.
* The sword can't be removed against the wielder’s will.
* When the wielder makes a damage roll for this sword, it can treat any 1 on the damage die as a 2.