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Returning Weapon

  • casting time
  • range

  • components
  • duration Permanent

(Prerequisites: A simple or martial weapon
with the thrown property) This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Source: ERLW, page 63

Artificer Infusion

Replicable Items

  • casting time
  • range

  • components
  • duration Permanent

(6th-Level Artificer) Magic Item Attunement
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking No
Wand sheath (detailed in chapter 5) Yes

Artificer Infusion

Replicable Items

  • casting time
  • range

  • components
  • duration Permanent

(2nd-Level Artificer) Magic Item Attunement
Alchemy jug No
Armblade (detailed in chapter 5) Yes
Bag of holding No
Cap of water breathing No
Goggles of night No
Prosthetic limb (detailed in chapter 5) Yes
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No

Artificer Infusion

Replicate Magic Item

  • casting time
  • range

  • components
  • duration Permanent

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times, each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

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

Artificer Infusion

Repeating Shot

  • casting time
  • range

  • components
  • duration Permanent

(Prerequisites: 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.

Artificer Infusion

Enhanced Weapon

  • casting time
  • range

  • components
  • duration Permanent

(Prerequisites: A simple or martial weapon
) This magic weapon grants a +1 bonus to attack and damage rolls made with it.

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

Source: ERLW, page 62

Artificer Infusion

Enhanced Defence

  • casting time
  • range

  • components
  • duration Permanent

(Prerequisites: A suit of armour or a shield
) A creature gains a +1 bonus to Armour Class while wearing (armour) or wielding (shield) the infused item.

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

Source: ERLW, page 62

Artificer Infusion

Enhanced Arcane Focus

  • casting time
  • range

  • components
  • duration Permanent

(Prerequisites: A rod, staff, or wand requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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

Source: ERLW, page 62

Artificer Infusion

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