Magic Item Plans
Artificer Infusions
Below are additional Infusions available to Artificers. If an Infusion has an Artificer level prerequisite, you can learn it the same time you meet its prerequisite. Infusions use your Artificer spellcasting ability, Spell save DC, and level.
Alchemical Jolter
Prerequisites: 6th level, a suit of armor (requires 2 Attunement Points).
Whenever something would provoke a reaction from you, you can expend a Hit Dice rather than your reaction.
Adjustable Tool Set
Prerequisite: Requires one attunement point, Item: Set of Tools
The wielder is considered proficient with this magical set of tools, and as an action, they can transform this set of tools into another set of artisan's tools of their choice.
If the tools take the form of a set the wielder is already proficient in, they add their proficiency bonus twice.
The wielder can allot an additional attunement point, doing so allows them to learn a number of "Tool infusion" Spell masteries equal to your Intelligence modifier.
At 11th level, this magical tool set grants a +1 bonus to ability checks. This bonus increases to +2 at 17th level.
Astral Cannon
Prerequisite: 17th-level Artificer
Item: gauntlet, arcane focus, or metal rod
In place of an attack, the wielder of this magical object can make a ranged spell attack against a target it can see within 60 feet. On hit, the target takes 2d10 force damage.
As an action, the wielder can expend one Charge to fire two dimensional motes at two unoccupied flat surfaces that
it can see within 60 feet, creating one 5-foot by 5-foot portal that connects the two surfaces. This portal remains open for 1 minute, but it is closed early if five creatures pass through it, or if this Infusion is used to create another portal.
This magical object has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Artificial Limb
Item: humanoid-shaped prosthetic limb
This magic prosthetic limb attaches to a creature, seamlessly covering one limb or replacing a lost limb. As a bonus action, the wearer can extend, or retract the limb up to 10 feet.
Belt of Utility
Item: belt or vest with ten pockets
This magical belt has ten Tiny pockets which can each hold a Tiny or smaller object. As an action, bonus action, or as part of an attack, the wearer can call to mind one object in one of the pockets, instantly summoning it into its hand and can use it as part of that action, bonus action, or attack.
If the wearer does not have a free hand when it summons the object, it shunts one object it is holding into that pouch.
Coward’s Armistice
Prerequisites: 14th level, a shield.
You can your action to force a creature within 15 feet of you into a pact of peace. Make an opposed Charisma check. On a success, the creature is unable to willingly attack or deal damage to creatures if it starts its turn within 15 feet of you. This effect ends early if you willingly attack or deal damage against a creature.
On a fail, the creature becomes immune to this effect for 24 hours.
Inferno Lance
Prerequisites: 6th level, a melee weapon with the Reach property. Requires 2 Attunement Points
- You gain a +1 bonus to attack and damage rolls with this weapon.
- This weapon has 3 charges and regains all expended charges at dawn. When you hit a creature with this weapon, you can expend one charge to deal an additional 2d4 fire damage to the creature. If the target is resistant or immune to cold damage, you can expend one charge cause the creature to gain vulnerability to all damage done by that attack.
Magnetar Greaves
Prerequisites: 6th level, a pair of boots containing metal
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. The surface must be made of metal.
Unburdened Blade
Prerequisites: 6th level, a melee weapon with the light property Requires one Attunement Point
When you engage in two-weapon fighting using this weapon, you can make an additional attack with it when you take the Attack action.
Vengeful Weapon
Prerequisites: 10th level, a martial weapon. Requires one Attunement point
If you land a critical hit against a creature, all other attacks you make against that creature automatically hit until the end of your next turn.
Arm Launcher
Item: glove or gauntlet
As an action, this magical launcher can be loaded with up to five Tiny objects, such as individual bags of ball bearings or caltrops, or vials of acid, alchemist's fire, oil, or holy water.
As a bonus action, the wearer can activate the launcher to fire one of the objects loaded in it, making a ranged weapon attack against a target or space it can see within 20 feet.
Enhanced Arcane Focus
Item: arcane focus (requires two attunement points)
This magic item grants its wielder +1 bonus to spell attack rolls, and it ignores half cover when making spell attacks.
A user can allot an additional attunement point, choosing one spell they know, they learn all basic spell masteries for the chosen spell.
This bonus increases at 11th level (+2) and 17th level (+3).
Enhanced Defense
Item: suit of armor or a shield, Requires 1 Attunement Point
This magical item grants its wearer or wielder a +1 bonus to its Armor Class while wearing or wielding this infused item.
This bonus increases at 11th level (+2) and 17th level (+3).
Enhanced Weapon
Item: simple or martial weapon, Requires 1 Attunement Point
This magic weapon grants its wielder a +1 bonus to attack and damage rolls it makes with this infused weapon.
This bonus increases at 11th level (+2) and 17th level (+3).
Featherweight Belt
Item: belt or cloak (requires one attunement point)
When worn, this magic belt reduces its wearer to one-tenth of its weight without decreasing its physical abilities.
At 11th level, it reduces the wearer to one-hundredth of its weight without decreasing its physical abilities.
Featherweight Weapon
Item: simple or martial melee weapon (requires two attunement points)
This magic weapon no longer has the heavy and two-handed properties if it had it. If it does not have either the heavy or two handed property, it instead gains the light property.
At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.
Goggles of Clearsight
Item: helm, pair of goggles, or glasses
While wearing these magical goggles the wearer can see normally through light or heavy obscurement from mundane and magical phenomena, including darkness, within 120 feet.
The wearer also no longer suffers negative effects from the Sunlight Sensitivity trait, and it has advantage on any saving throws it makes to resist the blinded condition.
Power Whip
Item: whip or chain Requires 2 Attunement Point
The damage die of this magic whip becomes a d10, and once per turn when the wielder hits a Large or smaller target with a Power Whip attack, they can force it to make a Dexterity saving throw or be knocked prone.
At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.
Repeating Shot
Item: ranged weapon (requires two attunement points)
This magic weapon ignores the loading property if it has it. If you load no ammunition into the weapon it produces its own, creating magic ammunition when you make a ranged attack. The ammunition vanishes after it either hits or misses.
At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus becomes +2 at 17th level.
Returning Weapon
Item: weapon with the thrown property Requires 1 Attunement Point
This magical weapon immediately flies back to the hand of its wielder after they make a thrown weapon attack with it.
At 11th level this weapon grants a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.
Skittering Servant
Prerequisite: 5th-level Artificer
Item: fine mechanical components worth 100 gold
Your experimentation has created an arachnoid Skittering Servant. It is a Tiny mechanical construct with eight metallic legs. As an action, you can use your tinker's tools to attach (or remove) a single weapon or object to the Servant.
As an action, you can expend one of the Servant's Charges and throw it to an unoccupied space you can see within 30 ft. where it activates. While it is activated, you can use a bonus action to order the Servant to move up to 20 feet and use the object attached to it as if you were using it. The Servant can move up walls and difficult surfaces, including upside down on ceilings, without having to make an ability check.
The Servant has hit points equal to your Artificer level and Armor Class equal to your Intelligence score. It is active for up to 1 minute or until it is destroyed, then it deactivates, instantly returning to its wielder.
This magic Servant has a number of Charges equal to your Intelligence modifier (a minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Gem of Warding
Prerequisite: 5th-level Artificer
Item: gem worth at least 100 gold to serve as its core, Requires 1 Attunement Point
As an action, the wielder of this magical gem can expend one of its Charges and throw it to an unoccupied space it can see within 30 feet, where it hovers 5 feet above the ground. Once placed, the wielder can use a bonus action to cause the gem to move up to 20 feet, or to emit a pulse granting creatures of the wielder's choice within 10 feet of the gem temporary hit points equal to your Intelligence modifier.
This magic gem has a number of hit points equal to your Artificer level and an Armor Class equal to your Intelligence score. It is active for 1 minute, or until it is destroyed, after which it returns to its wielder.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Homing Weapon
Prerequisite: 5th-level Artificer
Item: weapon with the ranged or thrown property Requires 1 Attunement Point
The wielder of this magic weapon ignores the disadvantage imposed when attacking at the weapon's long range.
At 11th level this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.
Homunculus Servant
Prerequisite: 5th-level Artificer
Item: gem worth at least 100 gold to serve as its core
Your experimentation has yielded you a loyal Homunculus Servant. You determine its appearance, but this has no effect on its abilities. It is friendly to you, and it obeys your orders. It uses the Homunculus Servant stat block on this page, which uses your proficiency bonus (PB) in several places.
Creating the Homunculus. During a long rest, you can spend 1 hour using tinker's tools to create a Homunculus. You can only have one Homunculus. If you create another the previous turns to ash. If your Homunculus dies, you expend a spell slot and spend 1 minute repairing it with your tinker's tools, restoring it to life with its maximum hit points. If you die, your Homunculus turns to ash after 1 minute.
Combat. In combat, your Homunculus acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use your bonus action to order it to take an action in its stat block, or another action. If you are incapacitated, your Homunculus can act on its own and will defend its master to the best of its abilities.
Immovable Boots
Prerequisite: 5th-level Artificer
Item: pair of boots (requires one attunement point)
If the wearer is standing on a flat surface, it can use an action to activate the boots, fixing itself in place with magic. Until it uses an action to deactivate the boots, they do not move, even if they are defying gravity. To move the boots and their wearer, a creature must succeed on a DC 30 Strength check.
Levitating Weapon
Prerequisite: 11th-level Artificer
Item: one-handed melee weapon (requires two attunement points)
Upon Infusion, you choose a command word for this weapon. As a bonus action, the wielder can speak the magic weapon's command word, expending one of its Charges. When it does so, the weapon begins to hover in its space, and attacks one target of its choice within 5 feet, using your Intelligence, in place of the wielder's Strength or Dexterity, for its attack and damage rolls. While this magic weapon hovers, the wielder can attack with it using its bonus action on each turn.
This magical weapon remains active for 1 minute, or until the wielder speaks its command word again, at which point it returns to its wielder's empty hand, sheath, or belt.
This magical weapon has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Light Blade
Prerequisite: 5th-level Artificer
Item: sword hilt or arcane focus (requires two attunement points)
While it is grasping this magical object, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or disappear, from this object. While it exists, this magic item emits bright light in a 15-foot radius and dim light for an additional 15 feet beyond that radius. This luminous blade is considered a simple melee weapon with the finesse property, and it deals 1d8 radiant damage on hit.
At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.
Mind Sharpener
Prerequisite: 5th-level Artificer
Item: helmet, diadem, suit of armor, or robes, Requires 1 Attunement Point
When the wearer of this magical object fails a Constitution saving throw to maintain concentration, it can use a reaction to expend a Charge from this object to succeed instead.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Minor Arcane Item
Prerequisite: 5th-level Artificer
Item: Tiny object, tool, or arcane focus (requires two attunement points)
You imbue this object with a minor amount of arcane power, choosing a 1st-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.
If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Radiant Weapon
Prerequisite: 5th-level Artificer
Item: melee weapon (requires two attunement points)
As a bonus action, the wielder can cause this weapon to emit bright light in a 30-foot radius, and dim light 30 feet beyond that. The wielder can extinguish the light as a bonus action.
When the wielder hits a creature with this magic weapon, it can expend one Charge to force it to make a Constitution saving throw. On a failed save, the target is blinded until the beginning of the wielder's next turn.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.
Repulsion Gauntlets
Prerequisite: 5th-level Artificer
Item: pair of gloves or gauntlets (requires one attunement point)
When the wielder of these magical gauntlets hits a creature with an unarmed strike or gauntlet attack it can expend one Charge to force it to make a Strength saving throw. Large or larger creatures have advantage on this saving throw. On a failure, the target is knocked back 15 feet in a straight line.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
At 11th level, the gauntlets gain a +1 bonus to their attack and damage rolls. This bonus increases to +2 at 17th level.
Repulsion Shield
Prerequisite: 5th-level Artificer
Item: shield (requires one attunement point)
When the wielder of this magic shield is hit by a melee attack, it can expend one Charge to force the attacking creature to make a Strength saving throw. Large or larger creatures have advantage on this saving throw. On a failed save, the attacker is knocked back 15 feet in a straight line and falls prone.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
At 11th level, this magic shield grants a +1 bonus to Armor Class. This Armor Class bonus increases to +2 at 17th level.
Armor of Force
Prerequisite: 5th-level Artificer
Item: a suit of armor (requires one attunement point)
This magical armor has built in catalysts and crystals to project magical shields when imbued. You learn the Mage armor Spell, Which doesn't count against the number of spells you know.
Casting the mage armor spell while wearing this armor functions Differently:
- The duration of the spell is increased to 12 hours
- The "Protection" Property of the armor is also against force damage.
- Your AC against spell attack rolls is +1.
If you allot an additional Attunement point, the protection property includes magical Physical damage, and the AC bonus is for all attacks, not just spell attacks.
At 11th level, this AC bonus increases to +2, and Again to +3 at 17th level
Armor of Strength
Prerequisite: 11th-level Artificer
Item: a suit of armor (requires two attunement points)
This magical armor grants its wearer a +1 bonus to its Armor Class, and its wearer can also use its Intelligence, in place of Strength, for Strength-based ability checks or saving throws.
When the wearer of this armor would be knocked prone or moved against its will, it can expend one Charge to not move.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
At 17th level, this armor grants a +2 bonus to Armor Class.
Chameleon Armor
Prerequisite:11th-level Artificer
Item: suit of armor (requires one attunement point)
This magical armor grants its wearer a +1 bonus to its Armor Class. The wearer can use an action to expend Charges and cast one of the spells here on itself: disguise self (1 Charge), invisibility (2 Charges) or greater invisibility (4 Charges).
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
At 17th level, this armor grants a +2 bonus to Armor Class.
Elemental Armor
Prerequisite: 11th-level Artificer
Item: suit of armor (requires two attunement points)
This magical armor grants its wearer a +1 bonus to its Armor Class, and its wearer is resistant to your choice of either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder.
At 17th level, this armor grants a +2 bonus to Armor Class, and you can infuse this magical armor so it grants the wearer resistance to psychic or force damage.
Helm of Awareness
Prerequisite: 11th-level Artificer
Item: helmet or diadem (requires one attunement point)
The wearer of this magic helm cannot be surprised unless it is incapacitated. It also adds your Intelligence modifier (minimum of +1) to its initiative rolls.
Voyager Boots
Prerequisite: 11th-level Artificer
Item: pair of boots (requires one attunement point)
The wearer of these magical boots can use a bonus action to teleport up to 15 feet to an unoccupied space it can see.
At 17th level, the wearer can use the magical boots to teleport up to 30 feet to an unoccupied space it can see.
Guardian Gauntlets
Prerequisite: 17th-level Artificer
Item: pair of gauntlets (requires two attunement points)
When a creature ends its turn within 30 feet of the wearer of these magical gauntlets, the wearer can expend one Charge as a reaction to force it to make a Strength saving throw. Huge and larger creatures have advantage on this save. On a failure, it is pulled 30 feet toward the wearer to an unoccupied space of its choice. If it pulls the creature within 5 feet, the wearer can make a single melee weapon attack against it.
This magic item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Many-Handed Pouch
Prerequisite: 5th-level Artificer
Item: four Tiny pouches, pockets, or sacks
These magic pouches all share one interdimensional space with the capacity of a single pouch. Reaching into an infused pouch allows access to this shared storage space. A pouch operates as long as it is within 100 miles of another pouch; the pouch is otherwise empty and won't accept contents.
If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined at random.
Masterwork Arcane Item
Prerequisite: 17th-level Artificer
Item: Tiny object, tool, or arcane focus (requires three attunement points)
You imbue this object with your extraordinary arcane power, choosing a 3rd-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.
If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
Masterwork Homunculus
Prerequisite: 17th-level Artificer
You have discovered the secrets to the creation of life. You learn the clone spell. It counts as an Artificer spell for you, but it doesn't count against your total number of Spells Known. You can cast clone without expending a spell slot as long as you have the material components available. Your clone only takes 12 days to reach maturity, but you can only have one.
If you replace this Infusion with another at any point before your clone reaches maturity, the spell immediately fails.
Mind Shield
Prerequisite: 17th-level Artificer
Item: helmet or diadem (requires two attunement points)
The wearer of this magic helm gains resistance to psychic damage, immunity to the charmed and frightened conditions, magic that would read its thoughts or dreams, and it cannot be targeted by telepathy unless it wishes to.
Elemental Ring
Prerequisite: 11th-level Artificer
Item: ring (requires one attunement point)
You infuse a ring with elemental power, choosing acid, cold, fire, poison, or lighting, and a command word.
When the wearer casts a spell of 3rd-level or lower that deals the chosen damage type, it can speak the command word to deal maximum damage to one target of the spell.
Once the wearer uses this ring to maximize the damage of a spell it cannot be used again until the next dawn.
At 17th level, it can be used on spells of 5th-level or lower.
Elemental Weapon
Prerequisite: 11th-level Artificer
Item: melee weapon (requires one attunement point)
You infuse a melee weapon with elemental power, choosing acid, cold, fire, poison, or lighting, and a command word.
The wielder of this magic weapon can speak its command word to cause elemental power to wreathe the weapon until it speaks the command word again. For the duration, it deals a bonus 1d6 damage of the type you chose on hit.
At 17th level, the bonus elemental damage becomes 2d6.
Greater Arcane Item
Prerequisite: 11th-level Artificer
Item: Tiny object, tool, or arcane focus (requires two attunement points)
You imbue this object with a greater amount of arcane power, choosing a 2nd-level Artificer spell you know to infuse within. Any creature that holds this item can expend one Charge to cast the imbued spell with your Artificer spellcasting ability.
If the imbued spell requires concentration, the wielder of the item must concentrate on the spell for the duration.
This magical item has a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.
Wall Shield
Prerequisite: 5th-level Artificer
Item: shield (requires two attunement points)
As an action, the wielder can slam this magic shield into the ground, expending Charges to produce the effects of wall of stone centered on the shield, which remains in the ground. However, this effect only creates a number of panels equal to the Charges spent, it doesn't require concentration, and lasts for 1 minute. The wall is destroyed if the shield is removed.
This magical shield has a number of Charges equal to your Intelligence modifier (a minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.
At 11th level, this magic shield grants a +1 bonus to Armor Class. This Armor Class bonus increases to +2 at 17th level.
Wondrous Whip
Item: whip, gauntlet, or weaver's tools Requires 1 Attunement Point
The wielder of this magical object can use it to cast the thorn whip Cantrip using the object as the material component of the spell, and your Intelligence as the spellcasting ability.
The wielder can choose for the spell to do 0 damage. If it does, it can pull a target smaller than it up to 30 feet closer, and can catch objects in a free hand. If the target is larger than it, the wielder can pull itself up to 30 feet closer to the target.
At 11th level, this object gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.
Wondrous Translator
Item: ring, diadem, or necklace (requires one attunement point)
The wearer of this magical object understands any language that it hears spoken aloud as if it were its native tongue.
At 5th level, this object does not require attunement, and at 11th level, the wearer can also speak any language it hears.

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