Class Feats (Artificer)

## List Of Class Feats

Infusion I -LCF-

*Prerequisites: 3rd Level, Magic Item Savant I*

You learn two Infusion options. If you finish a long rest, you can imbue a mundane item that you are holding with one of your infusions, turning it into a magic item.

Your infusions only work on certain kinds of items, as specified in their descriptions. If an item requires attunement, you can attune yourself to it upon imbuing it with an infusion. Your infusions remain in any items until you replace your knowledge of them or die.

Your infusions can only be in one item at a time, and no item can bear more than one infusion at a time. You can only infuse a maximum number of items equal to your proficiency bonus. And if you try exceeding this maximum, the oldest infusion vanishes before the new one applies. If you gain a level in this class, you can replace an Infusion option that you know with a different one.

Infusion II -LCF-

*Prerequisites: 5th Level, Infusion I*

You learn two new Infusion options.

Infusion III -LCF-

*Prerequisites: 9th Level, Infusion II*

You learn two new Infusion options.

Infusion IV -LCF-

*Prerequisites: 22nd Level, Infusion III*

You learn six new Infusion options.

Magic Item Savant I -LCF-

*Prerequisites: 1st Level, Arcane Initiate/Well Of Energy I*

You can now attune yourself to up to four magic items at once.

Magic Item Savant II -LCF-

*Prerequisites: 5th Level, Magic Item Savant I*

You can now attune yourself to up to five magic items at once.

Magic Item Savant III -LCF-

*Prerequisites: 9th Level, Magic Item Savant II*

You can now attune yourself to up to six magic items at once.

Magic Item Savant IV -LCF-

*Prerequisites: 22nd Level, Magic Item Savant III*

You can now attune yourself to up to nine magic items at once.

## Infusion Options

Arcane Bow

*Item: A Longbow Or Shortbow (Requires Attunement)*

This weapon produces its own magic ammunition when a creature makes a ranged attack with it without loading an arrow into it. This magic ammunition inflicts one of the following damage types instead of piercing damage: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This magic ammunition also vanishes when it hits or misses anything.

The damage type is chosen when you infuse this item.

Arcane Crossbow

*Item: A Crossbow (Requires Attunement)*

This weapon produces its own magic ammunition when a creature makes a ranged attack with it without loading a bolt into it. This magic ammunition inflicts one of the following damage types instead of piercing damage: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This magic ammunition also vanishes when it hits or misses anything.

The damage type is chosen when you infuse this item.

Arcane Gun

*Item: A Firearm (Requires Attunement)*

This weapon produces its own magic ammunition when a creature makes a ranged attack with it without loading a bullet into it. This magic ammunition inflicts one of the following damage types instead of piercing damage: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This magic ammunition also vanishes when it hits or misses anything.

The damage type is chosen when you infuse this item.

Arcane Longsword

*Item: A Longsword Hilt (Requires Attunement)*

This item becomes a magical longsword which can be activated or deactivated. While deactivated, the only attacks that a creature can make with this weapon are improvised weapon attacks.

While activated, this weapon emits bright light in a 10-foot radius and dim light for an additional 10 feet, and it inflicts one of the following damage types instead of slashing damage: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

A creature can activate this weapon immediately after they start wielding it, and they can deactivate it immediately before they stop wielding it. They can also use their bonus action to activate or deactivate this weapon.

The damage type is chosen when you infuse this item.

Arcane Stability Armor

*Item: A Suit Of Armor (Requires Attunement)*

A creature can use their action to don or doff this suit of armor. And while a creature is wearing this suit of armor, they gain the following benefits:

* This suit of armor attaches itself to the wearer and cannot be removed against their will.
* They can use their object interaction to retract or extend the helm of this suit of armor.

Boots Of Winding

*Item: A Pair Of Boots (Requires Attunement)*

While a creature is wearing these boots, they can use their bonus action to teleport themselves up to 20 feet to an unoccupied space that they can see, provided they had occupied that space at some point during their current turn.

Destructive Bracers

*Item: A Pair Of Bracers (Requires Attunement)*

While a creature is wearing these bracers and not wielding anything, their unarmed strikes are treated as magical for the purpose of overcoming resistance and immunity to non-magical damage, and they inflict an extra 1d6 damage of one of the following damage types when they hit with them: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

The damage type is chosen when you infuse this item.

This extra damage increases to 1d8 when you reach 10th level in this class.

Destructive Weapon

*Item: A Weapon (Requires Attunement)*

A creature inflicts an extra 1d6 damage of one of the following damage types when they hit with this weapon: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

The damage type is chosen when you infuse this item.

This extra damage increases to 1d8 when you reach 10th level in this class.

Enhanced Armor

*Item: A Suit Of Armor (Requires Attunement)*

While a creature is wearing this suit of armor, they gain a +1 bonus to their AC.

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

Enhanced Bracers

*Item: A Pair Of Bracers (Requires Attunement)*

While a creature is wearing these bracers and not wielding anything, their unarmed strikes are treated as magical for the purpose of overcoming resistance and immunity to non-magical damage, and they gain a +1 bonus to attack rolls and damage rolls made with them.

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

Enhanced Cloak

*Item: A Cloak (Requires Attunement)*

While a creature is wearing this cloak, they gain a +1 bonus to their saving throws.

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

Enhanced Focus

*Item: An Arcane Focus, Druidic Focus, Or Holy Symbol (Requires Attunement)*

While a creature has this item visibly on their person, they gain a +1 bonus to their spell attack rolls and the saving throw DCs of their spells.

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

Enhanced Robe

*Item: A Robe (Requires Attunement)*

While a creature is wearing this robe and not wearing a suit of armor, they gain a +1 bonus to their AC.

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

Enhanced Shield

*Item: A Shield (Requires Attunement)*

While a creature is wielding this shield, they gain a +1 bonus to their AC.

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

Enhanced Tool

*Item: A Set Of Artisan’s Tools (Requires Attunement)*

While you are holding this set of artisan’s tools, you gain a +1 bonus to ability checks made with it.

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

Enhanced Weapon

*Item: A Weapon (Requires Attunement)*

While a creature is wielding this weapon, they gain a +1 bonus to attack rolls and damage rolls made with it.

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

Helm Of Awareness

*Item: A Helmet (Requires Attunement)*

While a creature is wearing this helmet, they cannot be surprised, and they gain a bonus to their initiative rolls equal to your proficiency bonus.

Large Hovering Weapon

*Item: A Melee Weapon Which Has The Two-Handed Property (Requires Attunement)*

If a creature begins wielding this weapon, they can make it start hovering from their hand. While this weapon is hovering from their hand, they can still use it as if they were holding it in both of their hands, but they cannot use either of their hands to perform complex tasks. This weapon keeps hovering from their hand until they stop it themselves (no action required), use either of their hands to perform a complex task, fall unconscious, or die.

Mental Sharpener

*Item: A Suit Of Armor Or Robe (Requires Attunement)*

This item has 4 charges. If a creature who is wearing this item fails a Constitution saving throw to maintain concentration on a spell, they can expend 1 charge with their reaction to succeed on that roll instead. This item regains 1d4 expended charges daily at dawn.

Protective Armor

*Item: A Suit Of Armor (Requires Attunement)*

While a creature is wearing this suit of armor, they have resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

The damage type is chosen when you infuse this item.

Protective Robe

*Item: A Robe (Requires Attunement)*

While a creature is wearing this robe and not wearing a suit of armor, they have resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

The damage type is chosen when you infuse this item.

Repulsion Shield

*Item: A Shield (Requires Attunement)*

This shield has 4 charges. If a creature who is wielding this shield is hit by a melee attack from another creature, they can expend a charge with their reaction to push that creature up to 20 feet away. This shield regains 1d4 expended charges daily at dawn.

Small Hovering Weapon

*Item: A Melee Weapon Which Lacks The Two-Handed Property (Requires Attunement)*

If a creature begins wielding this weapon, they can make it start hovering from their hand. While this weapon is hovering from their hand, they can still use it as if they were holding it in that hand, but they cannot use that hand to perform complex tasks. This weapon keeps hovering from their hand until they stop it themselves (no action required), use that hand to perform a complex task, fall unconscious, or die.

And if they make a ranged attack with this weapon by throwing it, they can make it fly back into that empty hand.