Artificer Infusion
This armor has 6 charges. The wearer can expend the armor's charges in the following ways
Artificer Infusion
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.
Artificer Infusion
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.
Artificer Infusion
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.
Artificer Infusion
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.
Artificer Infusion
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.
Artificer Infusion
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. The homunculus is friendly to you and your companions, and it obeys your commands.
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 the action in its stat block, or the Dash, Disengage, Help, Hide, or Search action.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.
Tiny construct, neutral
Armour class: 13 (natural armour)
Hit Points: equal to the homunculus's Constitution modifier + your Intelligence modifier + your level in this class
Speed: 20 ft., fly 30 ft. (hover)
STR: 4 (-3), DEX: 15 (+2), CON: 12 (+1),
INT: 10 (+0), WIS: 10 (+0), CHA: 7 (-2)
Saving Throws: Dex +4
Skills: Perception +4, Stealth +4
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 14
Languages: understands the languages you speak
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill bonuses, saving throw bonuses and its bonuses to hit and to damage of its attacks.
Actions (Requires Your Bonus Action)
Force Strike.
Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 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.
Artificer Infusion
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.
Artificer Infusion
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.
Artificer Infusion
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
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:
- Alchemy jug
- Armblade (requires attunement)
- Bag of holding
- Cap of water breathing
- Goggles of night
- Prosthetic limb (requires attunement)
- Rope of climbing
- Sending stones
- Wand of magic detection
- Wand of secrets
Artificer Infusion
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:
- Boots of elvenkind
- Cloak of elvenkind (requires attunement)
- Cloak of the manta ray
- Eyes of charming (requires attunement)
- Gloves of thievery
- Lantern of revealing
- Pipes of haunting
- Ring of water walking
- Wand of sheath (requires attunement)
Artificer Infusion
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:
- Armblade (requires attunement)
- Boots of striding and springing (requires attunement)
- Boots of the winterlands (requires attunement)
- Braces of archery (requires attunement)
- Brooch of shielding (requires attunement)
- Cloak of protection (requires attunement)
- Eyes of the eagle (requires attunement)
- Gauntlets of ogre power (requires attunement)
- Gloves of swimming and climbing (requires attunement)
- Hat of disguise (requires attunement)
- Headband of intellect (requires attunement)
- Helm of telepathy (requires attunement)
Artificer Infusion
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:
- Medallion of thoughts (requires attunement)
- Periapt of wound closure (requires attunement)
- Pipes of the sewers (requires attunement)
- Quiver of Ehlonna
- Ring of jumping (requires attunement)
- Ring of mind shielding (requires attunement)
- Slippers of spider climbing (requires attunement)
- Ventilating lung (requires attunement)
- Winged boots (requires attunement)
Artificer Infusion
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:
- Amulet of health (requires attunement)
- Arcane propulsion arm (requires attunement)
- Belt of hill giant strength (requires attunement)
- Boots of levitation (requires attunement)
- Boots of speed (requires attunement)
- Bracers of defence (requires attunement)
- Cloak of the bat (requires attunement)
- Dimensional shackles
- Gem of seeing (requires attunement)
- Horn of blasting
- Ring of free action (requires attunement)
- Ring of protection (requires attunement)
- Ring of the ram (requires attunement)
Artificer Infusion
A creature gains a +1 bonus to Armour 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 one of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Artificer Infusion
While wearing this armour, 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.
Artificer Infusion
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.
Artificer Infusion
While wearing this ring, the creature can recover one expended spell slot as an action. Once used, the ring can't be used again until the next dawn.