1. Attack and Damage Bonus: When you infuse a simple or martial weapon with Enhanced Weapon, it becomes a magic weapon that grants a +1 bonus to both attack and damage rolls. This means you’re more likely to hit your target and deal extra damage with each strike.
2. It’s Magical: Let’s not gloss over the fact that the weapon becomes magical when you infuse it. This has the extra benefit of making it easier to fight enemies like Spectres or Werewolves that resist damage from nonmagical weapons!
3. Level-Up Bonus: Upon reaching 10th level in the Artificer class, this bonus increases to +2. This makes your weapon even more deadly, ensuring your attacks pack an even greater punch!
1. Attack and Damage Boost: This magic weapon grants a +1 bonus to both attack and damage rolls when used to make a ranged attack. Your shots will be more accurate and hit harder.
2. Ignore Loading Property: If your weapon has the loading property, this infusion allows you to ignore it. Say goodbye to those pesky reload times and keep firing away!
3. Self-Generating Ammunition: If the weapon lacks ammunition, it magically produces its own. Every time you make a ranged attack, the weapon creates one piece of magic ammunition. This ammunition vanishes immediately after hitting or missing a target, so you’ll never run out.
1. Concentration Aid: The infused item—whether it’s a suit of armor or robes—can send a jolt to the wearer to refocus their mind. This is perfect for spellcasters who need to maintain concentration on their spells.
2. Charges and Usage: The item comes with 4 charges. When you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend 1 charge and succeed on the saving throw instead. This can be a lifesaver when you’re in the middle of casting a crucial spell like Banishment or Wall of Thorns.
3. Recharge Mechanism: The item regains 1d4 expended charges daily at dawn, ensuring you’re ready to maintain your concentration each day.
1. Creation: Using a gem or crystal worth at least 100 gp, you infuse it to become the heart of your homunculus.
2. Loyal and Obedient: The homunculus is friendly to you and your companions, and it obeys your commands without question.
3. Combat Role: In combat, the homunculus shares your initiative count but takes its turn immediately after yours. It can move and use its reaction independently, but it defaults to the Dodge action unless you use a bonus action to command it to take another action. If you’re incapacitated, it can take any action it chooses.
4. Healing and Durability: The homunculus regains 2d6 hit points if the Mending spell is cast on it. If either you or the homunculus dies, it vanishes, leaving its heart behind.
1. A Quick Boost: While wearing these boots, you can teleport up to 15 feet as a bonus action to an unoccupied space you can see. Think of it as a quick hop, skip, and a jump into or out of trouble!
2. Strategic Positioning: The catch? You must have occupied that space at some point during the current turn. This means you can dart in, make your move, and then zap back to safety or a more advantageous position.
The Boots of the Winding Path offers you unparalleled mobility and strategic options in combat. Whether you’re dodging enemy attacks, repositioning for a better strike, or just showing off your magical agility, these boots have got you covered.
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open, the DC to break it or pick any locks on it increases by 10.
(Ritual, Concentration) For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
(Concentration) You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.