Artificer Infusions List - GM Binder

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Arm Launcher

Artificer Infusions Item: A glove or gauntlet


Artificer infusions are extraordinary processes that rapidly This tiny magical launcher can be loaded with a Tiny
object
turn a nonmagical object into a magic item. The description (for example: ball bearings, a vial of acid, alchemist's fire, or
of each of the following infusions details the type of object holy water). As a bonus action the wearer can activate the
that can receive it, along with whether the resulting magic launcher and make a ranged attack at a target within 60 feet.
item requires attunement. The launcher can be reloaded as an action.
Some infusions specify a minimum artificer level. You can't
learn such an infusion until you are at least that level, and you Armor of Magical Strength
can learn the infusion at the same time that you meet the Item: A suit of armor (requires attunement)
prerequisites. This armor has 6 charges. The wearer can expend the
Unless an infusion's description says otherwise, you can't armor's charges in the following ways:
learn an infusion more than once. When the wearer makes a Strength check or a Strength
If an infusion would be destroyed or rendered deactivated saving throw, it can expend 1 charge to add a bonus to the
permanently by any means (such as a replicated magic item roll equal to its Intelligence modifier.
disintegrating after all charges expended) you may choose to If the creature would be knocked prone, it can use its
unlearn that infusion or recreate the infusion - but must reaction to expend 1 charge to avoid being knocked prone.
follow the rules for creating it as per usual.
"Replicate Magic Items" is found at the end of this pdf The armor regains 1d6 expended charges daily at dawn.
2nd-level Infusions Armor of Tools
These infusions are available at level 2. Item: A suit of armor
As an action, a creature wearing this infused armor can
Adjustable Tool Set integrate into it artisan’s tools or thieves’ tools. The tools
Item: a set of artisan's tools (requires attunement) remain integrated in the armor for 8 hours or until the
The wielder is considered proficient with this magical set wearer removes the tools as an action. The armor can have
of tools, and as an action, they can transform this set of
tools only one tool integrated at a time. The wearer can add its
into another set of artisan's tools of their choice. Intelligence modifier to any ability checks it makes with the
integrated tool. The wearer must have a hand free to use the
Arcane Implement tool.
Item: A rod or wand Enhanced Arcane Focus
This tiny length of wood is infused with an artificer cantrip Item: A rod, staff or wand (requires attunement)
of your choice. As an action, a creature can produce the While holding this item, a creature gains +1 bonus to spell
imbued cantrip, using your spellcasting modifier to cast the attack rolls. In addition, the creature ignores half cover when
spell. making a spell attack.
The bonus increases to +2 when you reach 10th level in
this class.

1
Enhanced Defense
Item: A suit of armor or a shield Featherweight Weapon
A creature gains a +1 bonus to Armor Class while wearing Item: A heavy or two-handed weapon (requires attunement)
(armor) or wielding (shield) the infused item. This magic weapon no longer has either the heavy or two-
The bonus increases to +2 when you reach 10th level in handed property (your choice upon infusion).
this class. At 10th level this weapon grants a +1 bonus to attack and
Enhanced Instrument
damage rolls. This bonus becomes +2 at 14th level.
Item: a musical instrument (requires attunement) Gauntlet of Utility
This instrument has been magically enhanced by artifice. Item: A glove or gauntlet
The wielder is considered proficient with this instrument
and This gauntlet is affixed with a series of inscribed runic
can use it as a spellcasting focus. Whenever they make an cogs, gears, sprockets, and tubes that tick harmoniously
ability check using this instrument, they gain a bonus to the within one another and show a clock-like display. The display
roll equal to your Intelligence modifier (minimum of +1). shows the current time of day and relative elevation (in
At 10th level this magic instrument grants a +1 bonus to relation to sea level) of the wearer, and functions as both an
spell attack rolls. This bonus increases to +2 at 14th level. abacus for calculations and a compass.
Enhanced Weapon
Additionally, while wearing this object, a creature can cast
Item: A simple or martial weapon the prestidigitation cantrip.
This magic weapon grants a +1 bonus to attack and Goggles of Clearsight
damage rolls made with it. Item: A pair of goggles or glasses
The bonus increases to +2 when you reach 10th level in While wearing these goggles, the wearer can see through
this class. lightly obscured areas without disadvantage on Wisdom
(Perception) checks. In addition, the wearer no longer suffers
Featherweight Belt the negative effects from the Sunlight Sensativity trait, and
Item: A belt or cloak (requires attunement) they have advantage on saving throws to resist being blinded.
When worn, this magic belt reduces the user to one-tenth
of their weight without decreasing their physical abilities. Helm of Sharp Senses
At 10th level it reduces the wearer to one-hundredth of Item: A helmet (requires attunement)
their weight without decreasing their physical abilities. 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.

2
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.
Homunculus Servant
Item: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special STR DEX CON INT WIS CHA
homunculus that serves you. The item you infuse serves as
the creature's heart, around which the creature's body 4(-3) 15(+2) 12(+1) 10(+0) 10(+0) 7(-2)
instantly forms.
You determine the homunculus's appearance. Some Saving Throws Dex +2 (plus PB)
artificers prefer mechanical-looking birds, whereas some like Skills Perception +0 (plus PB x 2), Stealth +2 (plus
winged vials or miniature, animate cauldrons. PB)
The homunculus is friendly to you and your companions, Damage Immunities poison
Condition Immunities exhaustion, poison
and it obeys your commands. See this creature's game Senses darkvision 60 ft., passive Perception 10 (plus
statistics in the Homunculus Servant stat block, which uses PB x 2)
your proficiency bonus (PB) in several places. Languages understands the languages you speak
In combat, the homunculus shares your initiative count, Challenge ---
but it takes its turn immediately after yours. It can move and Proficiency Bonus (PB) equal to your proficiency
use its reaction on its own, but the only action it takes on its bonus
turn is the Dodge action, unless you take a bonus action on
your turn to command it to take another action. That action Evasion. If the homunculus is subjected to an effect
can be one in its stat block or some other action. If you are that allows it to make a Dexterity saving throw to
incapacitated, the homunculus can take any action of its take only half damage, it instead takes no damage if
choice, not just Dodge. it succeeds on the saving throw, and only half
The homunculus regains 2d6 hit points if the mending damage if it fails. It can't use this trait if it's
spell is cast on it. If you or the homunculus dies, it vanishes, incapacitated.
leaving its heart in its space.
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.

3
Mind Sharpener Returning Weapon
Item: A suit of armor or robes Item: A simple or martial weapon with the thrown property
The infused item can send a jolt to the wearer to refocus (requires attunement)
their mind. The item has 4 charges. When the wearer fails a This magic weapon grants a +1 bonus to attack and
Constitution saving throw to maintain concentration on a damage rolls made with it, and it returns to the wielder’s
spell, the wearer can use its reaction to expend 1 of the item's hand immediately after it is used to make a ranged attack.
charges to succeed instead. The item regains 1d4 expended
charges daily at dawn. Tactician's Amulet
Item: An amulet or pendant
Parrying Weapon While wearing this amulet, a creature can choose to use its
Item: A simple or martial weapon Intelligence modifier in place of its Dexterity modifier when
While wielding this weapon, the wielder gains a +1 bonus rolling for initiative.
to their Armor Class.
This bonus increases to +2 at 10th level. Truncheon of Obscuring
Item: A rod, staff, or wand
Power Whip While holding this object, a creature can cast the fog cloud
Item: A whip or chain spell once per short or long rest.
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.

4
6th-level Infusions Light Blade
Prerequisite: 6th-level artificer

These infusions are available at level 6. Item: A sword hilt or wand (requires attunement)

Arcane Visor While grasping the item, the wielder can use a bonus
Prerequisite: 6th-level artificer

action to cause a blade of pure radiance to spring into


Item: A pair of goggles or glasses (requires attunement) existence, or disappear, from the end of the item. While the
A creature wearing this visor can cast the detect magic blade exists, this magic item is a simple weapon with the
spell at will. finesse property. The luminous blade emits bright light in a
Additionally, while wearing this visor a creature can cast 15-foot radius and dim light for an additional 15 feet. The
identify without expending a spell slot or material light is sunlight.
components. Once this ability has been used, it can't be used The wielder gains a +1 bonus to attack and damage rolls
again until the next dawn. made with this weapon, which deals 1d8 radiant damage on
hit. Undead take an additional 1d8 radiant damage. The
Auto-Carriage bonus to attack and damage rolls becomes +2 at 14th level.
Prerequisite: 6th-level artificer

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

The vehicle no longer needs horses or other steeds to pull Item: A throwable vessel such as a bottle, flask, jar, or urn

it, it can now propel itself. You infuse implosive power into an object which you can
The vehicle has a speed of 50 feet. A creature on or inside throw. You are proficient with these bombs.
the vehicle can give it a simple command in a language you As an action, you or any creature holding the Magic Bomb
speak such as "go straight", "turn left" or "follow this road" as can throw it up to 60 feet away. Upon collision with any
an action. The vehicle will follow the given command object or creature the magic bomb detonates affecting all
provided it is simple enough. creatures, objects, and structures in 20 foot radius. Each
Boots of the Winding Path creature in this radius must make a Constitution save taking
Prerequisite: 6th-level artificer

2d6 thunder damage and 2d6 force damage and be pulled up


Item: A pair of boots (requires attunement)
to 10 feet towards where the magic bomb landed on a failed
While wearing these boots, a creature can teleport up to 15 save or half as much damage and not pulled on a successful
feet as a bonus action to an unoccupied space the creature save. Objects & structures take double damage, and objects
can see. The creature must have occupied that space at some that aren't being held automatically fail this saving throw and
point during the current turn. fly to the center of the implosion.
At 10th level the damage increases to 3d6 thunder and 3d6
Hazy Garments force.
Prerequisite: 6th-level artificer

You make a number of magic bombs equal to half your


Item: A set of clothing or robes (requires attunement)
proficiency bonus rounded up, and at the conclusion of a
The wearer if this set of garments is coated with an illusory short rest you can remake 1 magic bomb.
mist that deceives the eye. A creature gains a +1 bonus to
Armor Class while wearing these garments.
Additionally, the wearer can move freely without provoking
opportunity attacks.
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.

5
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 25lbs 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.
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.

6
Resistant Armor Spell-Refueling Ring
Prerequisite: 6th-level artificer

Prerequisite: 6th-level artificer

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

While wearing this armor, a creature has resistance to one While wearing this ring, the creature can recover one
of the following damage types, which you choose when you expended spell slot as an action. The recovered slot can be of
infuse the item: acid, cold, fire, force, lightning, necrotic, 3rd level or lower. Once used, the ring can't be used again
poison, psychic, radiant, or thunder. until the next dawn.
Ring of Proficiency Static Weapon
Prerequisite: 6th-level artificer

Prerequisite: 6th-level artificer

Item: A ring (requires attunement)


Item: A simple or martial weapon (requires attunement)

The wearer of this ring gains proficiency with one skill or This weapon grants a +1 bonus to attack and damage rolls
tool, or they can read, write, speak and understand one made with it.
language (your choice upon infusion). These effects are only The weapon has 4 charges. Whenever the wielder
active so long as they are wearing the ring. successfully hits a target with it, they can expend one of the
charges to force the target to make a Constitution saving
Skyfall Harness throw against your Spell Save DC. On a fail, the target is
Prerequisite: 6th-level artificer

stunned until the end of its next turn. The item regains 1d4
Item: a cloak, vest, belt, or harness
charges daily at dawn.
This magic harness automatically sizes to fit the wearer,
and can be worn over clothing or light armor. It has wing-like Swift Ring
fins between your limbs that can slow your fall or allow you Prerequisite: 6th-level artificer

to glide. When you fall, and aren't incapacitated, you subtract Item: A ring (requires attunement)

up to 100 feet from your fall when calculating falling damage, This ring has 4 charges. Whenever the wearer of this ring
and can move 2 feet horizontally every 1 foot you fall. 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.

7
10th-level Infusions Collar of Taming
Prerequisite: 10th-level artificer

These infusions are available at level 10. Item: A metal circlet, choker, or collar

Belt of Revival The magic of this collar can tame even the wildest of
Prerequisite: 10th-level artificer

animals. You, and only you, can control any beast-type


Item: A belt or harness (requires attunement)
creature wearing this collar as if it were a trained mount.
This belt has 1 charge. When a creature who wears this This collar does not work on beasts with an Intelligence
belt dies, the charge is automatically expended and the score greater than your own.
revivify spell is cast upon the wearer. Additionally, the belt can At 14th level, this magic collar allows you to control any
be loaded with healing potion to be administered to the monstrosity-type creature with an Intelligence score of 5 or
wearer immediately after revivify is cast. This belt regains all lower.
expended charges daily at dawn. Elementalist's Weapon
Chameleon Armor Prerequisite: 10th-level artificer

Prerequisite: 10th-level artificer

Item: A simple or martial weapon (requires attunement)

Item: A suit of armor (requires attunement) You infuse a weapon with elemental energy. Upon infusion,
This armor has 4 charges. While wearing this magical choose a command word and one of the following damage
armor the wearer can use an action to expend charges and types: acid, cold, fire, poison, or lightning. As a bonus action,
cast one of the following spells, targeting only themselves: the wielder can speak the command word and cause
invisibility (2 charges) or greater invisibility (4 charges). This elemental energy to burst forth from the weapon until the
armor regains all expended charges daily at dawn. command word is spoken again. On hit, the weapon deals an
additional 1d6 of the elemental damage.
Clock of Time-Warp The additional damage becomes 2d6 at 14th level.
Prerequisite: 10th-level artificer

Helm of Awareness
Item: A pocket watch worth at least 100gp (requires Prerequisite: 10th-level artificer

attunement)
Item: A helmet (requires attunement)

When the holder of this item - or a creature within 30 feet While wearing this helmet, a creature has advantage on
of the holder - makes an attack roll, ability check, or saving initiative rolls. In addition, the wearer can’t be surprised,
throw, the holder can use its reaction to force the creature to provided it isn’t incapacitated.
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.

8
Metalline Weapon After the duration has elapsed, the metal of the weapon
Prerequisite: 10th-level artificer

returns to it's former material - losing its additional


Item: A simple or martial weapon made of metal (requires properties, and it cannot transmute again until the next
attunement) dawn.
You enchant the weapon with energy that alters the The weapon can transmute into Finimagus and
material composition of the metal - blending magical Adamantium at 14th level.
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).
Magic
Metal Bonus Duration Effect
5 Counts as a magical weapon for the purposes of overcoming resistances and
Alchemical Silver +0
minutes immunities.
1
Cold Iron +1 When you hit a fey creature, you can reroll the damage and use either result.
minute
1
Diolode +1 When you hit an undead creature, you can reroll the damage and use either result.
minute
(14th lvl) 5 When dealing damage to a spellcaster, imposes disadvantage on all saving throws to
+2
Finimagus rounds maintain concentration.
(14th lvl)
+3 1 round When hitting a non-indestructible object, deal damage equal to max critical damage.
Adamantium

9
Metamorphosis Armor Vampiric Weapon
Prerequisite: 10th-level artificer

Prerequisite: 10th-level artificer

Item: A suit of armor (requires attunement) Item: A melee weapon (requires attunement)

This magic suit of armor has 4 charges. As an action, the You enchant a weapon to drain the lifeforce from enemies.
wearer can expend a charge to cast the enlarge/reduce spell, When the wielder scores a critical hit with this weapon, the
targeting only themselves, without expending a spell slot or target takes an additional 2d6 necrotic damage, so long as
requiring concentration. Re-casting the spell with the armor the target is not a construct or undead. The wielder gains
ends the effect. This armor regains all charges at dawn. temporary hit points equal to the extra necrotic damage
dealt.
Mirror of Far-Sight When you reach 14th level, the additional necrotic damage
Prerequisite: 10th-level artificer

from this Infusion increases to 4d6.


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.

10
14th-level Infusions

These infusions are available at level 14.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer

Item: A suit of armor (requires attunement) Helm of Mind Shielding


The wearer of this armor gains the following benefits: Prerequisite: 14th-level artificer

The wearer's walking speed increases by 5 feet. Item: A helm, hat, or diadem (requires attunement)

The armor gains a +2 bonus to it's Armor Class. The wearer of this magic helm is resistant to psychic
The armor includes gauntlets, each of which is a magic damage, immune to the charmed and frightened conditions,
melee weapon that can be wielded only when the hand is and any magic that allows another creature to read their
holding nothing. The wearer is proficient with the thoughts or telepathically communicate with them is nullified.
gauntlets, and each one counts as an unarmed strike that
deals 1d4 bludgeoning (unless the wearer's unarmed Masterwork Homunculus
strike deals more damage) plus 1d8 force damage on a hit Prerequisite: 14th-level artificer

and has the thrown property, with a normal range of 20 Item: The Material components of the spell "Clone"

feet and a long range of 60 feet. When thrown, the You have discovered the secrets to the creation of life. You
gauntlet detaches and flies at the attack's target, then learn the clone spell. It counts as an artificer spell for you, but
immediately returns to the wearer and reattaches. it doesn't count against your number of Spells Known. You
The armor can't be removed against the wearer's will. can cast clone without expending a spell slot as long as you
If the wearer is missing any limbs, the armor replaces have the material components available.
those limbs - hands, arms, feet, legs, or similar If you replace this Infusion with another at any point during
appendages. The replacements function identically to the the incubation period, the spell immediately fails.
body parts they replace.

11
Mystic Armament Portaling Gun
Prerequisite: 14th-level artificer

Prerequisite: 14th-level artificer

Item: A melee weapon (requires attunement)


Item: A one handed ranged weapon, such as a crossbow or
This weapon has 2 charges. firearm

While wielding this magic weapon, the user can use their When infused into the item, the projectile weapon can no
action and spend a charge to cast the steel wind strike spell, longer consume typical ammunition and loses the ability to
using the Infused weapon as the spellcasting focus, without deal damage as a projectile ranged weapon.
expending a spell slot. The weapon has 4 charges. As an action a creature holding
The weapon regains all expended uses after a long rest. the weapon may cast one of the following, without consuming
spell slots or material components:
Mystic Shot
Prerequisite: 14th-level artificer

(1 charge) Dimension Door


Item: A ranged weapon (requires attunement)
(2 charges) Teleportation Circle
This weapon has 2 charges, When casting a spell from this weapon, it creates a
While wielding this magic weapon, the user can use their momentary shimmering runic portal which appears nearby.
action and spend a charge to cast swift quiver, using the The Portal is open only for a split second before closing if
Infused weapon as the spellcasting focus, without expending casting Dimension Door, whereas the portal remains open
a spell slot. until the end of your next turn with Teleportation Circle. As
The weapon regains all expended uses after a long rest. 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.

12
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 Weave Transfuser
movement speed. Prerequisite: 14th-level artificer

Additionally, upon infusing the vehicle, you are designated Item: A sharpened rod or wand worth 1500gp

as the helmsman. When acting as the helmsman, you are in The item becomes a martial melee weapon with the
full control of the direction the Skyship is moving (forwards, finesse, light, and thrown (range 20/60) properties that deals
backwards, left, right, up, down, or some variation thereof), 1d6 piercing damage. You are proficient with this item.
but you must have the necessary means of locomotion This item holds 3 charges.
necessary for the vehicle to move normally. For example, if it As an action, the wielder can make an attack against a
operates on sails - it must have sails at full mast, or if it creature within range. On a hit, the wielder may choose to
functions on rowing - there must be a proper number of crew expend a charge and overload the creature's body with pure
manning the rowing deck, if the vehicle functions through magical energy, dealing 6d6 force damage and the creature
some means of fuel - it must have fuel currently being utilized immediately comes under the effects of the spell Tenser's
and it will still consume said fuel. Transformation - without the need to maintain concentration.
At any point in time, you may utilize an action to transfer When the spell ends, the DC to resist exhaustion is
the status of Helmsman to another willing creature. increased to 20.
If you replace this Infusion with another at any point while Once all charges have been used, the item disintegrates.
the Skyship is in the air, it begins to fall with all creatures on
board.

13
Replicate Magic Items Optional Feature: Common Replication
Using this infusion, you replicate a particular magic item. You Starting at level 2, you gain the ability to utilize the effects of
can learn this infusion multiple times; each time you do so, the "Replicate Magic Item" infusion to replicate an item of
choose a different magic item that you can make with it, your choice from the Common Magic Items table in
picking from the Replicable Magic Items tables below. If a Xanathar's Guide to Everything without counting it against
table has a level in its title, you must be of at least that level in your maximum number of artificer Infusions. These are
this class to choose an item from the table. known as Common Replications.
In the tables, an item’s entry tells you whether the item You are able to create an additional Common Replication
requires attunement. See the item’s description in the when you reach level 6, 10, 14, and 20 in the artificer class.
following books for more information about it, including the You must have 100gp worth of materials and an object that
type of object required for its making: fulfills the requirements for that Common Magic Item to
create the object from scratch, and it takes a cumulative
Dungeon Master’s Guide (DM) number of hours equal to 1d20 - your Intelligence Modifier
Eberron Rising from the Last War (ERLW) (minimum 1) to craft it. You cannot begin another Common
Mythic Odysseys of Theros (MOT) Replication while another is still incomplete.
Tasha's Cauldron of Everything (TCE) Additionally, you gain access to the following ability:
Xanathar's Listing - Common Items Infusion Fusion. Whenever you finish a long rest, you may
touch an object currently under the effects of one of your
Magic Item Attunement? Infusions to add additional effects from among the Common
Armor of Gleaming No Magic Items (so long as it may meet the object requirements
for that item to function as stated - at DM's discretion) and a
Bead of Nourishment No Minor Property (DMG p143). Doing so applies the chosen
Bead of Refreshment No effects to your Infused Item until you replace the Infusion -
you can only affect one Infused Item in this way at a time.
Boots of False Tracks No
If the Common Magic Item effect would normally require
Candle of the Deep No attunement, it does not when applied to your Infused Item.
Cast-Off Armor No
You still may choose to spend an Infusion to create an
additional Common Item as per usual.
Charlatan's Die Yes
Cloak of Billowing No Magic Item Attunement?

Cloak of Many Fashions No Pipe of Smoke Monsters No

Clockwork Amulet No Pole of Angling No

Clothes of Mending No Pole of Collapsing No

Dark Shard Amulet Yes (Warlock) Pot of Awakening No

Dread Helm No Rope of Mending No

Ear Horn of Hearing No Ruby of the War Mage Yes (Spellcaster)

Enduring Spellbook No Shield of Expression No

Ersatz Eye Yes Smoldering Armor No

Hat of Vermin No Staff of Adornment No

Hat of Wizardry Yes (Wizard) Staff of Birdcalls No

Heward's Handy Spice Pouch No Staff of Flowers No

Horn of Silent Alarm No Talking Doll Yes

Instrument of Illusions Yes Tankard of Sobriety No

Instrument of Scribing Yes Unbreakable Arrow No

Lock of Trickery No Veteran's Cane No

Moon-Touched Sword No Walloping Ammunition No

Mystery Key No Wand of Conducting No

Orb of Direction No Wand of Pyrotechnics No

Orb of Time No Wand of Scowls No

Perfume of Bewitching No Wand of Smiles No

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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? Magic Item Attunement?
Arcane Putty No Labyrinthine Twine No
Bag of Freshstones No Laurel Crown Yes (Druid)
Bag of Floatstones No Locket Piccolo Yes (Bard)
Blornge Beast Yes Lyre of Rain No
Dead-Door Wood Yes Mantis Lens No
Dimstone No Marbles of Play No
Drum Lummin No Occultism Gloves Yes (Sorcerer)
Circlet of Volk No Ornament Box Yes (Artificer)
Eil Pendant Yes Portable Shield No
Equinox Jewel No Quaint Blanket No
Frailty Glass Yes Readyclasp No
Gearpack No Runic Token Yes (Cleric)
Geode Antares No Umbra Goggles No
Hilltop Hat Yes Veil of Visions No
Imptail Rope No Visage Pyris No
Kingsknife No Windshifter No
Krait Spoon No Zircon Bead Yes

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2nd-Level
Magic Item Attunement? 6th-Level
Alchemy Jug (DM) No Magic Item Attunement?

Armblade (ERLW) Yes Boots of Elvenkind (DM) No

Bag of Holding (DM) No Brooch of Shielding (DM) Yes

Cap of Water Breathing (DM) No Cloak of Elvenkind (DM) Yes

Cleansing Stone (ERLW) No Cloak of the Manta Ray (DM) No

Everbright Lantern (ERLW) No Cloak of Protection (DM) Yes

Glamerweave - Common (ERLW) No Eyes of Charming (DM) Yes

Goggles of Night (DM) No Glamerweave - Uncommon (ERLW) No

Heward's Handy Haversack (DM) No Gloves of Thievery (DM) No

Imbued Wood Focus (ERLW) Yes Hat of Disguise (DM) Yes

Orb of Shielding (ERLW) Yes Immovable Rod (DM) No

Prosthetic Limb (TCE) No Lantern of Revealing (DM) No

Ring of Jumping (DM) Yes Luckstone (DM) Yes

Rope of Climbing (DM) No Pipes of Haunting (DM) No

Sending Stones (DM) No Portable Hole (DM) No

Shiftweave (ERLW) No Ring of Jumping (DM) Yes

Spellshard (ERLW) No Ring of the Ram (DM) Yes

Wand of Magic Detection (DM) No Ring of Water Walking (DM) No

Wand of Secrets (DM) No


Wand Sheath (ERLW) Yes

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

17
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 ) 10th-Level
Magic Item Attunement?
Pryxis's Magic Items List
Artisanal Master Tools (+2) No
2nd-Level
Cape of the Wanderer Yes
Magic Item Attunement?
Driftwind Anklets Yes
Animated Cape No
Garment of Protection (+2) No
Bag of Colding No
Instant Workshop No
Bottled Light No
Justicar's Bracer Yes
Brewer's Buckler Yes
Map of the Pathfinder No
Clock of Synchrony No
Revenant Crystal No
Essence Extraction Device No
Riveting Instrument (+2) No
Ghostflame Candle No
Stalker's Mantle Yes
Gloves of Crafting No
Tassel of Enchantment (+2) Yes
Pendant of Resolve Yes
Technomancer's Wonder-Box Yes
Warding Bedroll No
Torc of Mage-Bane (+2) Yes
6th-Level
Magic Item Attunement? 14th-Level
Magic Item Attunement?
Artisanal Master Tools (+1) No
Annihilation Javelin No
Assassin Firearm No
Artisanal Master Tools (+3) No
Bandolier of Blades No
Consternator Yes
Bone-Breaker's Bracers Yes
Eye of Agamon Yes
Deadeye's Shot No
Garment of Protection (+3) No
Garment of Protection (+1) No
Retribution Shield Yes
Mox Talisman No
Riveting Instrument (+3) No
Riveting Instrument (+1) No
Spell Eater Jar Yes
Steed Spirit Whistle Yes
Tassel of Enchantment (+3) Yes
Tassel of Enchantment (+1) Yes
Torc of Mage-Bane (+3) Yes
Torc of Mage-Bane (+1) Yes
Zephyr Shield Yes
Wilderness Wraps No

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