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Infuse Item

  • casting timeLong rest
  • rangeTouch

  • components
  • durationIndefinite

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest

Wizard Infusion

Armor of Magical Strength

  • casting timeLong rest
  • rangeTouch

  • componentsA suit of armor (requires attunement)
  • durationIndefinite

Item: A suit of armor (requires attunement) This armor has 6 charges. The wearer can expend the armor's charges in the following ways: When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier. If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn.

Wizard Infusion

Armor of Tools (UA)

  • casting timeLong rest
  • rangeTouch

  • componentsA suit of armor
  • durationIndefinite

Item: A suit of armor As an action, a creature wearing this infused armor can integrate into it artisan's tools or thieves' tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

Wizard Infusion

Boots of the Winding Path

  • casting timeLong rest
  • rangeTouch

  • componentsA pair of boots (requires attunement)
  • durationIndefinite

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Wizard Infusion

Enhanced Arcane Focus

  • casting timeLong rest
  • rangeTouch

  • componentsA rod, staff or wand (requires attunement)
  • durationIndefinite

While holding this item, a creature gains +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.

Wizard Infusion

Enhanced Defense

  • casting timeLong rest
  • rangeTouch

  • componentsA suit of armor or a shield
  • durationIndefinite

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Wizard Infusion

Enhanced Weapon

  • casting timeLong rest
  • rangeTouch

  • componentsA simple or martial weapon
  • durationIndefinite

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.

Wizard Infusion

Homunculus Servant

  • casting timeLong rest
  • rangeTouch

  • componentsA gem or crystal worth at least 100 gp
  • durationIndefinite

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Wizard Infusion

Mind Sharpener

  • casting timeLong rest
  • rangeTouch

  • componentsA suit of armor or robes
  • durationIndefinite

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Wizard Infusion

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Radiant Weapon

  • casting timeLong rest
  • rangeTouch

  • componentsA simple or martial weapon (requires attunement)
  • durationIndefinite

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.

Wizard Infusion

Repeating Shot

  • casting timeLong rest
  • rangeTouch

  • componentsA simple or martial weapon with the ammunition property (requires attunement)
  • durationIndefinite

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 the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Wizard Infusion

Replicate Magic Item

  • casting timeLong rest
  • rangeTouch

  • componentsList of items
  • durationIndefinite

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times

Wizard Infusion

Repulsion Shield

  • casting timeLong rest
  • rangeTouch

  • componentsA shield (requires attunement)
  • durationIndefinite

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.

Wizard Infusion

Resistant Armor

  • casting timeLong rest
  • rangeTouch

  • componentsA suit of armor (requires attunement)
  • durationIndefinite

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Wizard Infusion

Returning Weapon

  • casting timeLong rest
  • rangeTouch

  • componentsA simple or martial weapon with the thrown property
  • durationIndefinite

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.

Wizard Infusion

Spell-Refueling Ring

  • casting timeLong rest
  • rangeTouch

  • componentsA ring (requires attunement)
  • durationIndefinite

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Wizard Infusion

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