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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 At 10th level, the range of the launcher doubles.
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 Armor of Magical Strength
prerequisites. Item: A suit of armor (requires attunement)
Unless an infusion's description says otherwise, you can't This armor has 6 charges. The wearer can expend the
learn an infusion more than once. armor's charges in the following ways:
If an infusion would be destroyed or rendered deactivated When the wearer makes a Strength check or a Strength
permanently by any means (such as a replicated magic item saving throw, it can expend 1 charge to add a bonus to the
disintegrating after all charges expended) you may choose to roll equal to its Intelligence modifier.
unlearn that infusion or recreate the infusion - but must If the creature would be knocked prone, it can use its
follow the rules for creating it as per usual. reaction to expend 1 charge to avoid being knocked prone.
"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
Adjustable Tool Set As an action, a creature wearing this infused armor can
Item: a set of artisan's tools (requires attunement) integrate into it artisan’s tools or thieves’ tools. The tools
The wielder is considered proficient with this magical set remain integrated in the armor for 8 hours or until the
of tools, and as an action, they can transform this set of tools wearer removes the tools as an action. The armor can have
into another set of artisan's tools of their choice. only one tool integrated at a time. The wearer can add its
Intelligence modifier to any ability checks it makes with the
Arcane Implement integrated tool. The wearer must have a hand free to use the
Item: A rod or wand tool.
This tiny length of wood is infused with an artificer cantrip Enhanced Arcane Focus
of your choice. As an action, a creature can produce the Item: A rod, staff or wand (requires attunement)
imbued cantrip, using your spellcasting modifier to cast the While holding this item, a creature gains +1 bonus to spell
spell. attack rolls. In addition, the creature ignores half cover when
At 10th level, you may store two cantrips within the object making a spell attack.
at a time. The bonus increases to +2 when you reach 10th level in
this class.

1
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing Gauntlet of Utility
(armor) or wielding (shield) the infused item. Item: A glove or gauntlet
The bonus increases to +2 when you reach 10th level in This gauntlet is affixed with a series of inscribed runic
this class. cogs, gears, sprockets, and tubes that tick harmoniously
Enhanced Instrument within one another and show a clock-like display. The display
Item: a musical instrument (requires attunement) shows the current time of day and relative elevation (in
This instrument has been magically enhanced by artifice. relation to sea level) of the wearer, and functions as both an
The wielder is considered proficient with this instrument and abacus for calculations and a compass.
can use it as a spellcasting focus. Whenever they make an Additionally, while wearing this object, a creature can cast
ability check using this instrument, they gain a bonus to the the prestidigitation cantrip.
roll equal to your Intelligence modifier (minimum of +1). At 10th level, the gauntlet functions as a Sending Stone
At 10th level this magic instrument grants a +1 bonus to and can produce a small hand device that acts as it's paired
spell attack rolls. This bonus increases to +2 at 14th level. Sending Stone.
Enhanced Weapon Goggles of Clearsight
Item: A simple or martial weapon Item: A pair of goggles or glasses
This magic weapon grants a +1 bonus to attack and While wearing these goggles, the wearer can see through
damage rolls made with it. lightly obscured areas without disadvantage on Wisdom
The bonus increases to +2 when you reach 10th level in (Perception) checks. In addition, the wearer no longer suffers
this class. the negative effects from the Sunlight Sensativity trait, and
they have advantage on saving throws to resist being blinded.
Featherweight Belt At 10th level, you gain blindsight out to 30 feet.
Item: A belt or cloak (requires attunement) Helm of Sharp Senses
When worn, this magic belt reduces the user to one-tenth Item: A helmet (requires attunement)
of their weight without decreasing their physical abilities. The wearer of this helmet gains a bonus to its Intelligence
At 10th level it reduces the wearer to one-hundredth of (Investigation) and Wisdom (Perception) checks equal to your
their weight without decreasing their physical abilities. Intelligence modifier. This may stack with your own modifier
Featherweight Weapon if you are the one wearing it.
Item: A heavy or two-handed weapon (requires attunement) At 10th level, you gain advantage on all Intelligence
This magic weapon no longer has either the heavy or two- (Investigation) and Wisdom (Perception) checks.
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.

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)
Damage Immunities poison
The homunculus is friendly to you and your companions, 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, but Challenge ---
it takes its turn immediately after yours. It can move and use Proficiency Bonus (PB) equal to your proficiency
its reaction on its own, but the only action it takes on its turn bonus
is the Dodge action, unless you take a bonus action on your
turn to command it to take another action. That action can be Evasion. If the homunculus is subjected to an effect
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 This bonus increases to +2 when you reach 10th level.
charges daily at dawn.
Tactician's Amulet
Parrying Weapon Item: An amulet or pendant
Item: A simple or martial weapon While wearing this amulet, a creature can choose to use its
While wielding this weapon, the wielder gains a +1 bonus Intelligence modifier in place of its Dexterity modifier when
to their Armor Class. rolling for initiative.
This bonus increases to +2 at 10th level.
Truncheon of Obscuring
Power Whip Item: A rod, staff, or wand
Item: A whip or chain While holding this object, a creature can cast the fog cloud
This magic weapon grants a +1 bonus to attack and spell twice per short or long rest.
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
At 14th level, while wearing the visor, you are under the bonus to attack and damage rolls becomes +2 at 14th level.
continuous effects of detect magic and identify.
Magic Bomb
Auto-Carriage Prerequisite: 6th-level artificer
Prerequisite: 6th-level artificer Item: A throwable vessel such as a bottle, flask, jar, or urn
Item: A land vehicle, such as a carriage or cart You infuse implosive power into an object which you can
The vehicle no longer needs horses or other steeds to pull throw. You are proficient with these bombs.
it, it can now propel itself. As an action, you or any creature holding the Magic Bomb
The vehicle has a speed of 50 feet. A creature on or inside can throw it up to 60 feet away. Upon collision with any object
the vehicle can give it a simple command in a language you or creature the magic bomb detonates affecting all creatures,
speak such as "go straight", "turn left" or "follow this road" as objects, and structures in 20 foot radius. Each creature in
an action. The vehicle will follow the given command this radius must make a Constitution save taking 2d6
provided it is simple enough. thunder damage and 2d6 force damage and be pulled up to
At 14th level, the vehicle's speed increases to 100 feet. 10 feet towards where the magic bomb landed on a failed
Boots of the Winding Path save or half as much damage and not pulled on a successful
Prerequisite: 6th-level artificer save. Objects & structures take double damage, and objects
Item: A pair of boots (requires attunement) that aren't being held automatically fail this saving throw and
fly to the center of the implosion.
While wearing these boots, a creature can teleport up to 15 At 10th level the damage increases to 3d6 thunder and 3d6
feet as a bonus action to an unoccupied space the creature force.
can see. The creature must have occupied that space at some You make a number of magic bombs equal to half your
point during the current turn. proficiency bonus rounded up, and at the conclusion of a
At 14th level, the distance of your teleport increases to 30 short rest you can remake 1 magic bomb.
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.

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 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.

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 to Prerequisite: 6th-level artificer
glide. When you fall, and aren't incapacitated, you subtract up Item: A ring (requires attunement)
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, lightning, poison or thunder. As a bonus
cast one of the following spells, targeting only themselves: action, 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 As a free action, you may change the metallic makeup of
Prerequisite: 10th-level artificer the weapon to transmute magically into another metal of your
Item: A simple or martial weapon made of metal (requires choice from the table listed - gaining the additional benefits of
attunement) the metal for the duration listed (if the magic bonus of the
You enchant the weapon with energy that alters the original weapon would be higher than the bonus gained, take
material composition of the metal - blending magical the higher of the two).
essences into the chemical makeup of the material. 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.
Magic
Metal Bonus Duration Effect
10 Counts as a magical weapon for the purposes of overcoming resistances and
Alchemical Silver +0
minutes 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) When dealing damage to a spellcaster, imposes disadvantage on all saving throws
+2 1 minute
Finimagus to maintain concentration.
(14th lvl) When hitting a non-indestructible object, deal damage equal to max critical
+3 5 rounds
Adamantium damage.

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.
When you reach 14th level, the additional necrotic damage
Mirror of Far-Sight from this Infusion increases to 4d6.
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.

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 Masterwork Homunculus
deals 1d4 bludgeoning (unless the wearer's unarmed
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 magic 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 magic 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
Bead of Nourishment No
for that item to function as stated - at DM's discretion) and a
Minor Property (DMG p143). Doing so applies the chosen
Bead of Refreshment No effects to your Infused Item until you replace the Infusion -
Boots of False Tracks No
you can only affect one Infused Item in this way at a time.
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

14
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

15
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

16
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 10th-Level
found in Pryxis Magic Items ) Magic Item Attunement?

Pryxis's Magic Items List Artisanal Master Tools (+2) No


Cape of the Wanderer Yes
2nd-Level
Driftwind Anklets Yes
Magic Item Attunement?
Garment of Protection (+2) No
Animated Cape No
Instant Workshop No
Bag of Colding No
Justicar's Bracer Yes
Bottled Light No
Map of the Pathfinder No
Brewer's Buckler Yes
Revenant Crystal No
Clock of Synchrony No
Riveting Instrument (+2) No
Essence Extraction Device No
Stalker's Mantle Yes
Ghostflame Candle No
Tassel of Enchantment (+2) Yes
Gloves of Crafting No
Technomancer's Wonder-Box Yes
Pendant of Resolve Yes
Torc of Mage-Bane (+2) Yes
Warding Bedroll No

6th-Level 14th-Level
Magic Item Attunement?
Magic Item Attunement?
Annihilation Javelin No
Artisanal Master Tools (+1) No
Artisanal Master Tools (+3) No
Assassin Firearm No
Consternator Yes
Bandolier of Blades No
Eye of Agamon Yes
Bone-Breaker's Bracers Yes
Garment of Protection (+3) No
Deadeye's Shot No
Retribution Shield Yes
Garment of Protection (+1) No
Riveting Instrument (+3) No
Mox Talisman No
Spell Eater Jar Yes
Riveting Instrument (+1) No
Tassel of Enchantment (+3) Yes
Steed Spirit Whistle Yes
Torc of Mage-Bane (+3) Yes
Tassel of Enchantment (+1) Yes
Zephyr Shield Yes
Torc of Mage-Bane (+1) Yes
Wilderness Wraps No

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