Infusions | Generic, Text | Statblocks & Sheets | World Anvil

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Infusions

Armour of Magical Strength
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.
 
Armour of Tools
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.
 
Enhanced Arcane Focus
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.
 
Enhanced Defense
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.
 
Enhanced Runic Power
The maximum number of runestones that can be affixed to this weapon, suit of armor or shield is increased by 1. If this infusion ends, a number of affixed runestones exceeding one are immediately destroyed (your choice).
 
Enhanced 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.
 
Faraday Helmet
After casting a spell of first level or higher, you have advantage on Saving Throws to save against being Charmed, mind controlled, Stunned, or confused by magical means until the start of your next turn.
 
Retractable Grappling Hook
This item requires at least one free hand, but it can also be used as a prosthetic limb. You can fire the grappling hook up to 60ft to attach to a wall, roof, or item fixed strongly enough to take your weight. Then retracting the hook to scale various walls and areas. If you attempt to use it on a creature, you can attempt a Grappled check with your spellcaster modifier, but you will have disadvantage checks more than 20 feet away from you.
 
Mind Sharpener
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.
 
Prosthetic Limb
This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions near-identically to the body part it is replacing. You can detach or reattach it as an action, and it can’t be removed by anyone else. When using the Limb for fight, it deals 1d8 force damage on a hit.
 
Repeating Shot
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.
 
Replicate Common Magical Item
Using this infusion, you replicate a particular non-attunement 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 Common Magical Goods.
 
Returning Weapon
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.
 
Boots of the Winding Path Prerequisite: 6th-level Artificer
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.
 
Gearwork Servant Prerequisite: 6th-level Artificer
You use a 100gp gem to craft a gearwork beast companion. The homunculus is friendly to you and your companions, and it obeys your commands. It takes it’s turn right after yours in the initiative, and listens to your commands. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. If the mending spell is cast on it, it regains 2d6 hit points. If it dies, it vanishes, leaving the 100gp gem in it’s place.
 


Gearwork Servant (tiny)
AC: 11 + Proficiency Bonus HP: 1 + your Intelligence modifier + three times your artificer level
Str 4 (-3) Dex 15 (+2) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 7 (-2)
Speed: 20ft, Fly 30ft Darkvision 60ft Immunity: Charmed, Disease, Exhaustion, Poison
Saving Throws: Dex +2 + Proficiency Bonus
Skills: Perception +Proficiency Bonus x 2, Stealth +2 +Proficiency Bonus
Evasion: If the servant 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.
Force Strike: +spell attack modifier to hit, 30ft range, 1d4 +Proficiency Bonus force damage.
Channel Magic: The servant delivers a spell you cast that has a range of touch. The servant must be within 120 feet of you.
 
Radiant Weapon Prerequisite: 6th-level artificer
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 after a long rest.
 
Replicate Uncommon Magic Item Prerequisite: 6th-level artificer
Using this infusion, you replicate a particular non-attunement 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 Non-Attunement Uncommon Magical Goods
 
Repulsion Shield Prerequisite: 6th-level artificer, 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 after a long rest.
 
Resistant Armour Prerequisite: 6th-level artificer, Attunement
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.
 
Spell-Refuelling Ring Prerequisite: 6th-level artificer, Attunement
While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.
 
Ether Reactor Prerequisite: 10th-level artificer, Attunement
You create an ether reactor to enhance the charges of a magical item. Increase the number of charges by 30% (to a minimum of 1 extra charge). The reactor cannot be removed from the item until the overdraw charges are replenished into the reactor, least the item be destroyed.
 
Helm of Awareness Prerequisite: 10th-level artificer, Attunement
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. When a creature hits you with a ranged attack roll, you can cast True Strike as a reaction targeting that creature.
 
Replicate Lesser Magic Item Prerequisite: 10th-level artificer
Using this infusion, you replicate a particular uncommon attunement 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 Attunement Uncommon Magical Goods
 
Arcane Propulsion Armour Prerequisite: 14th-level artificer, Attunement
The wearer of this armor gains these benefits:

  • The wearer's walking speed increases by 5 feet.

  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficiency with the gaunlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 30 feet and a long range of 60 feet. When thrown, the gaunlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.

  • The armour can’t be removed against the wearer’s will.

  • If the wearer is missing any limbs, the armour replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.


 
Replicate Greater Magic Item Prerequisite: 14th-level artificer
Using this infusion, you replicate a particular rare attunement 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 Rare Magical Goods.
 
Craft Mighty Servant Prerequisite: 18th-level artificer
Using this infusion, you replicate the Mighty Servant of Leuk-o, a massive construct that can be piloted for the next 24 hours. Once used, the suit cannot be replaced and is perminantly destroyed, and if Self-Destructed before the 24 hour duration it cannot be remade. While piloting the suit, treat it as if the pilot was under the affect of Tenser's Transformation.

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Falme.

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