Below are Arcane 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. <br> *** ### 2nd Level Infusions <br> ##### Adjustable Tool Set *Item: set of tools or tinker's tools* The wielder is considered proficient with this magical [[Adventuring Gear#Tool Sets|tool set]], and as an action, they can transform this tool set into another tool set of their choice. At 11th level, this magical tool set grants a +1 bonus when used to make checks. This bonus increases to +2 at 17th level. <br><br> ##### Arm Launcher *Item: cestus, glove or gauntlet* As an action, this magical launcher can be loaded with up to five [[Movement and Position#Creature Size|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 [[Making an Attack#Ranged Attacks|ranged weapon attack]] against a target or space it can see within 20 feet. <br><br> ##### 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. <br><br> ##### Belt of Utility *Item: belt or vest with ten pockets* This magical belt has ten Tiny pockets which can each hold a [[Movement and Position#Creature Size|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. <br><br> ##### Enhanced Arcane Focus *Item: spellcasting focus (requires attunement)* This magic item grants its wielder +1 bonus to spell attack rolls, and it ignores [[Movement and Position#Half Cover|half cover]] when making spell attacks. This bonus increases at 11th level (+2) and 17th level (+3). Additionally, this [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]] is capable of casting any spell you know, regardless of [[Spellcasting#Spell Lists|spell list]]. <br><br> ##### Enhanced Defence *Item: suit of armour or a shield* This magical item grants its wearer or wielder a +1 bonus to its [[Abilities & Skills#Armour Class|AC]] while wearing or wielding this infused item. This bonus increases at 11th level (+2) and 17th level (+3). <br><br> ##### Enhanced Instrument *Item: musical instrument (requires attunement)* The wielder is proficient with this magical instrument and can use it as a [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]] for any spells it knows. Whenever it makes a check using the instrument, it can add your Intelligence modifier (minimum of +1) to its roll. At 11th level, this magical instrument grants its wielder a +1 bonus to its Spell save DC when used as a [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]]. This bonus increases to +2 at 17th level. <br><br> ##### Enhanced Weapon *Item: weapon* 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). <br><br> ##### Featherweight Belt *Item: belt or cloak (requires attunement)* 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. <br><br> ##### Featherweight Weapon *Item: weapon (requires attunement)* This magic weapon no longer has the [[Armour & Weapons#Heavy|heavy]] and [[Armour & Weapons#Two-Handed|two-handed]] properties if it had it. If it does not have either the heavy or two-handed property, it instead gains the [[Armour & Weapons#Light|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. <br><br> ##### Goggles of Clearsight *Item: helm, pair of goggles, or glasses* While wearing these magical goggles, the wearer can see normally through [[Exploration & Environment#Lightly Obscured|light]] or [[Exploration & Environment#Heavily Obscured|heavy obscurement]] from mundane and magical phenomena, including [[Exploration & Environment#Darkness|darkness]], within 120 feet. The wearer also no longer suffers negative effects from the Sunlight Sensitivity trait, and it has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on any saving throws it makes to resist the [[Conditions#Blinded|blinded]] condition. <br><br> ##### Lightning Cannon *Item: gauntlet, spellcasting focus, or metal rod* In place of an attack, the wielder of this magical object can make a [[Making an Attack#Ranged Attacks|ranged spell attack]], using your Intelligence for the Spellcasting ability, against a target it can see within 60 feet. On hit, the target takes 2d6 lightning damage. <br><br> ##### Power Whip *Item: whip or chain* The damage die of this magic whip becomes a d10, and once per turn when the wielder hits a [[Movement and Position#Creature Size|Large or smaller]] target with a Power Whip attack, they can force it to make a Strength saving throw, falling [[Conditions#Prone|prone]] on a failure. At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level. <br><br> ##### Repeating Shot *Item: ranged weapon (requires attunement)* This magic weapon ignores the [[Armour & Weapons#Loading|loading]] property if it has it. If you load no [[Adventuring Gear#Ammunition|ammunition]] into the weapon it produces its own, creating magic ammunition when you make a [[Making an Attack#Ranged Attacks|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. <br><br> ##### Returning Weapon *Item: weapon with the thrown property* This magical weapon immediately flies back to the hand of its wielder after they make a [[Armour & Weapons#Thrown|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. <br><br> ##### Ring of Knowledge *Item: ring (requires attunement)* Upon Infusion, choose one [[Abilities & Skills#Skills|skill]], [[Adventuring Gear#Tool Sets|tool set]], or [[Armour & Weapons#Weapons|weapon]] that you are proficient with, or one [[Languages#Common Languages|language]] or [[Languages#Dialects|dialect]] that you can speak, read, and write. The wearer of this magic ring is considered proficient in that chosen skill, tool, or weapon, or knows that language. <br><br> ##### Thought Blade *Item: silvered melee weapon (requires attunement)* This magical weapon translates the wielder's thoughts into physical movements, allowing the holder to wield it with their mind. The wielder can use its Intelligence, in place of its Strength or Dexterity, for this magical weapon's attack and damage rolls. At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level. <br><br> ##### Wondrous Translator *Item: ring, diadem, or necklace (requires attunement)* The wearer of this magical object understands any [[Languages#Common Languages|language]] or [[Languages#Dialects|dialect]] that it hears spoken aloud as if it were its native tongue. At 5th level, this object does not require [[Magic Items#Attunement|attunement]], and at 11th level, the wearer can also speak any [[Languages#Common Languages|language]] or [[Languages#Dialects|dialect]] it hears. <br><br> ##### Wondrous Whip *Item: whip, gauntlet, or sewing kit* The wielder of this magical object can use it to cast the [[Primal Spells#Thorn Whip|thorn whip]] cantrip using the object as the [[Adventuring Gear#Spellcasting Focus|spellcasting focus]] for 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 [[Movement and Position#Creature Size|smaller]] than it up to 30 feet closer, and can catch objects in a free hand. If the target is [[Movement and Position#Creature Size|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. <br> *** ### 5th Level Infusions <br> ##### Gem of Warding *Prerequisite: 5th-level Artificer* *Item: Udendriate crystal of Cut quality or better to serve as its core* As an action, the wielder of this magical crystal 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 [[Abilities & Skills#Armour Class|AC]] 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. <br><br> ##### Homing Weapon *Prerequisite: 5th-level Artificer Item: weapon with the ranged or thrown property* The wielder of this magic weapon ignores the [[Abilities & Skills#Advantage & Disadvantage|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. <br><br> ##### Homunculus Servant *Prerequisite: 5th-level Artificer Item: Syndralline crystal of Cut quality or better to serve as its core* Your experimentation has yielded you a loyal Homunculus Servant. During a [[Survival Needs#Long Rest|long rest]], you can spend 1 hour using [[Gear Appendix#Tinker Tools|Tinker Tools]] to create a Homunculus Servant. You can only have one Homunculus Servant at a time through this feature. If you create another the previous turns to ash. If your Homunculus dies, you may expend a spell slot and spend 1 minute repairing it with your Tinker Tools, restoring it to life with its maximum hit points. If you die, your Homunculus turns to ash after 1 minute. You determine its appearance, but this has no effect on its abilities. It is friendly to you, and it obeys your orders. In combat, your Homunculus follows the [[Companions, Mounts & NPCs#Combat|rules for companions]]. It uses the Homunculus Servant stat block found below. >[!example] Stat Block ># Homunculus Servant >*[[Movement and Position#Creature Size|Tiny]] [[Creature Type#Construct|construct]]* >*** >**Armour Class** : 11 + PB (natural armour) >**Hit Points** : 1 + two times your Artificer level >**Speed** : 20ft, fly 30ft > >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|4 (+3)|15 (+2)|12 (+1)|10 (+0)|10 (+0)|7 (-2)| > >**Damage Immunities** : poison >**Condition Immunities** : [[Conditions#Charmed|charmed]], [[Conditions#Poisoned|poisoned]] >**Senses** : [[Physical Capabilities#Darkvision|darkvision]] 60ft, passive perception 10 >**Languages** : understands the [[Languages#Common Languages|languages]] you speak >**Proficiency Bonus** : equals your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] >*** >### Traits >**Arcane Conduit** >When your Homunculus is within 120 feet of you, you can cast an Artificer spell with a range of touch through your Homunculus' touch. > >**Evasion** >If the Homunculus makes a Dexterity saving throw to take only half damage, it instead takes no damage on a success, and half damage on a failure. > >**Hit Dice** >The Homunculus has a total number of d4 Hit Dice equal to your Artificer level. It gains all the normal benefits of [[Survival Needs#Rest|resting]]. >--- >### Actions >**Acidic Spittle** >Ranged or Melee Spell Attack: your Intelligence modifier + PB to hit, range 30 ft. >Hit: 2d4 + PB acid damage. <br><br> ##### Immovable Boots *Prerequisite: 5th-level Artificer Item: pair of boots (requires attunement)* 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. <br><br> ##### Infiltrator Armour *Prerequisite: 5th-level Artificer Item: suit of light or medium armour (requires attunement)* This magic suit of armour retains its weight but is formfitting and wearable under clothes without detection. It also grants its wearer [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Abilities & Skills#Stealth|Stealth]] checks. If this Infusion is used on a set of armour that typically imposes [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on Stealth checks, the wearer instead rolls Stealth checks normally. At 11th level, this armour grants its wearer a +1 bonus to [[Abilities & Skills#Armour Class|AC]]. This bonus increases to +2 at 17th level. <br><br> ##### Light Blade *Prerequisite: 5th-level Artificer Item: sword hilt or spellcasting focus (requires attunement)* 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 [[Exploration & Environment#Bright Light|bright light]] in a 15-foot radius and [[Exploration & Environment#Dim light|dim light]] for an additional 15 feet beyond that radius. This luminous blade is considered a [[Armour & Weapons#Simple|simple]] melee weapon with the [[Armour & Weapons#Finesse|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. <br><br> ##### Many-Handed Pouch *Prerequisite: 5th-level Artificer Item: four tiny pouches, pockets, or sacks* These magic pouches all share one [[Arcane Spells#Pocket Realm|pocket realm]] 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. <br><br> ##### Mind Sharpener *Prerequisite: 5th-level Artificer Item: helmet, diadem, suit of armour, or robes* When the wearer of this magical object fails a Constitution saving throw to maintain [[Abilities & Skills#Concentration|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. <br><br> ##### Minor Arcane Item *Prerequisite: 5th-level Artificer Item: tiny object, tool set, or spellcasting focus (requires attunement)* 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 [[Spellcasting#Concentration|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. <br><br> ##### Radiant Weapon *Prerequisite: 5th-level Artificer Item: melee weapon (requires attunement)* As a bonus action, the wielder can cause this weapon to emit [[Exploration & Environment#Bright Light|bright light]] in a 30-foot radius, and [[Exploration & Environment#Dim light|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 [[Conditions#Blinded|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. <br><br> ##### Repulsion Gauntlets *Prerequisite: 5th-level Artificer Item: pair of cestuses, gloves or gauntlets (requires attunement)* When the wielder of these magical gauntlets hits a creature with an [[Making an Attack#Unarmed Strikes|unarmed strike]] or gauntlet attack it can expend one Charge to force it to make a Strength saving throw. [[Movement and Position#Creature Size|Large or larger]] creatures have [[Abilities & Skills#Advantage & Disadvantage|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. <br><br> ##### Repulsion Shield *Prerequisite: 5th-level Artificer Item: shield (requires attunement)* When the wielder of this magic [[Armour & Weapons#Shields|shield]] is hit by a melee attack, it can expend one Charge to force the attacking creature to make a Strength saving throw. [[Movement and Position#Creature Size|Large or larger]] creatures have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on this saving throw. On a failed save, the attacker is knocked back 15 feet in a straight line and falls [[Conditions#Prone|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 [[Armour & Weapons#Shields|shield]] grants a +1 bonus to [[Abilities & Skills#Armour Class|AC]]. This bonus increases to +2 at 17th level. <br><br> ##### Ring of Potential *Prerequisite: 5th-level Artificer* *Item: ring (requires attunement)* While wearing this magical ring, the wearer can use a bonus action to expend its Charges and regain one expended spell slot equal to the number of Charges expended. This magical ring has three Charges, and it regains all of its expended Charges each day at dawn. <br><br> ##### Skittering Servant *Prerequisite: 5th-level Artificer* *Item: mechanical components worth 100 ![[shard.png]]* Your experimentation has created an arachnoid Skittering Servant. It is a [[Movement and Position#Creature Size|Tiny]] mechanical [[Creature Type#Construct|Construct]] with eight metallic legs. As an action, you can use your [[Gear Appendix#Tinker Tools|Tinker 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 a check. The Servant has hit points equal to your Artificer level and an [[Abilities & Skills#Armour Class|AC]] 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. <br><br> ##### Skyfall Harness *Prerequisite: 5th-level Artificer* *Item: cloak, vest, or harness* This magic harness has wing-like fins between its limbs that slow falls and allow its wearer to glide. When the wearer falls and isn't [[Conditions#Stunned 🛠|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]], it subtracts up to 100 feet from its fall when calculating [[Movement and Position#Falling|falling damage]], and when it falls at least 10 feet, it can glide 2 feet horizontally every 1 foot that it falls. <br><br> ##### Wildfire Cannon *Prerequisite: 5th-level Artificer* *Item: gauntlet, spellcasting focus, or metal rod* As an action, the wielder of this magical object can expend Charges and use your Artificer Spellcasting modifier to cast these spells: [[Arcane Spells#Fire Bolt|firebolt]] (0 Charges), [[Arcane Spells#Burning Hands|burning hands]] (1 Charge), [[Arcane Spells#Scorching Ray|scorching ray]] (2 Charges), or [[Arcane Spells#Fireball|fireball]] (3 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. <br><br> ##### Wall Shield *Prerequisite: 5th-level Artificer* *Item: shield (requires attunement)* As an action, the wielder can slam this magic [[Armour & Weapons#Shields|shield]] into the ground, expending Charges to produce the effects of [[Primal Spells#Wall of Stone|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 [[Spellcasting#Concentration|concentration]], and lasts for 1 minute. The wall is destroyed if the shield is removed. This magical [[Armour & Weapons#Shields|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 [[Armour & Weapons#Shields|shield]] grants a +1 bonus to [[Abilities & Skills#Armour Class|AC]]. This bonus increases to +2 at 17th level. <br><br> ##### War Gauntlet *Prerequisite: 5th-level Artificer* *Item: armoured gauntlet or and a martial weapon or shield* You attach a [[Armour & Weapons#Shields|shield]] or [[Armour & Weapons#Weapons|weapon]] that can be wielded one-handed to this magical gauntlet. The wearer is proficient with the attached item, and it cannot be [[Making an Attack#Disarming 🛠|disarmed]] of the attached item. At 11th level this magic gauntlet grants a +1 bonus to [[Abilities & Skills#Armour Class|AC]]. This becomes a +2 bonus at 17th level. <br> *** ### 11th Level Infusions <br> ##### Armour of Strength *Prerequisite: 11th-level Artificer* *Item: a suit of armour (requires attunement)* This magical [[Armour & Weapons#Armour|armour]] grants its wearer a +1 bonus to its [[Abilities & Skills#Armour Class|AC]], and its wearer can also use its Intelligence, in place of Strength, for Strength-based checks or saving throws. When the wearer of this [[Armour & Weapons#Armour|armour]] would be knocked [[Conditions#Prone|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 armour grants a +2 bonus to [[Abilities & Skills#Armour Class|AC]]. <br><br> ##### Chameleon armour *Prerequisite: 11th-level Artificer* *Item: suit of armour (requires attunement)* This magical [[Armour & Weapons#Armour|armour]] grants its wearer a +1 bonus to its [[Abilities & Skills#Armour Class|AC]]. The wearer can use an action to expend Charges and cast one of the spells here on itself: [[Occult Spells#Disguise Self|disguise self]] (1 Charge), [[Arcane Spells#Invisibility|invisibility]] (2 Charges) or [[Arcane Spells#Greater Invisibility|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 armour grants a +2 bonus to [[Abilities & Skills#Armour Class|AC]]. <br><br> ##### Collar of Taming *Prerequisite: 11th-level Artificer* *Item: metal circlet or collar (requires attunement)* When worn by a [[Creature Type#Beast|Beast]] with a CR equal to or less than your Intelligence modifier, this magical collar allows the creature attuned to exert absolute control over that beast. The collared [[Creature Type#Beast|Beast]] is friendly to you and obeys your orders completely. In combat, the beast follows the [[Companions, Mounts & NPCs#Combat|rules for companions]]. If you don’t issue any commands, it takes the [[Actions in Combat#Dodge|Dodge]] action and uses its movement to avoid danger. If the beast is [[Movement and Position#Creature Size|one or two sizes larger]] than you, you can ride the beast which counts as a trained [[Companions, Mounts & NPCs#Mounts|mount]]. At 17th level, this magic collar can control [[Creature Type#Monstrosity|Mostrosities]]. <br><br> ##### Elemental armour *Prerequisite: 11th-level Artificer* *Item: suit of armour (requires attunement)* This magical [[Armour & Weapons#Armour|armour]] grants its wearer a +1 bonus to its [[Abilities & Skills#Armour Class|AC]], and its wearer is resistant to your choice of either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. At 17th level, this [[Armour & Weapons#Armour|armour]] grants a +2 bonus to [[Abilities & Skills#Armour Class|AC]], and you can infuse this magical armour so it grants the wearer [[Damage and Healing#Resistance|resistance]] to psychic or force damage. <br><br> ##### Elemental Prism *Prerequisite: 11th-level Artificer* *Item: hulcronium crystal of raw quality or better and a spellcasting focus* The [[The Aeos 📜#Hulcronium|Hulcronium]] crystal is bonded to a [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]]. When the wielder of this focus casts a spell that deals damage, it can change the spell's damage to acid, cold, fire, lightning, poison, or thunder damage. At 17th level, this magic arcane focus grants its wielder a +1 bonus to its spell attack rolls and its Spell save DC. <br><br> ##### Elemental Ring *Prerequisite: 11th-level Artificer* *Item: ring (requires attunement)* 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. <br><br> ##### Elemental Weapon *Prerequisite: 11th-level Artificer* *Item: melee weapon (requires attunement)* 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. <br><br> ##### Greater Arcane Item *Prerequisite: 11th-level Artificer* *Item: tiny object, tool set, or spellcasting focus (requires attunement)* 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 [[Spellcasting#Concentration|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. <br><br> ##### Helm of Awareness *Prerequisite: 11th-level Artificer* *Item: helmet or diadem (requires attunement)* The wearer of this magic helm cannot be [[Order of Combat#Surprise|surprised]] unless it is [[Conditions#Stunned 🛠|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]]. It also adds your Intelligence modifier (minimum of +1) to its [[Order of Combat#Initiative 🛠|initiative]] rolls. <br><br> ##### Levitating Weapon *Prerequisite: 11th-level Artificer* *Item: one-handed melee weapon (requires attunement)* Upon Infusion, you choose a command word for this [[Armour & Weapons#Melee Weapon Categories|melee 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. <br><br> ##### Metamorphosis armour *Prerequisite: 11th-level Artificer* *Item: suit of armour (requires attunement)* As a bonus action, the wearer of this magical suit of [[Armour & Weapons#Armour|armour]] can expend a Charge to cast [[Arcane Spells#Enlarge/Reduce|enlarge/reduce]], targeting itself, without expending a spell slot or requiring [[Spellcasting#Concentration|concentration]]. This magical suit of [[Armour & Weapons#Armour|armour]] 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, the wearer can expend two Charges at one time to reduce or grow their size by [[Movement and Position#Creature Size|two size categories]]. <br><br> ##### Vampiric Weapon *Prerequisite: 11th-level Artificer* *Item: melee weapon (requires attunement)* When the wielder hits a creature with this weapon, it deals a bonus 1d6 necrotic damage on hit, and the wielder can gain temporary hit points equal to half that necrotic damage. This weapon has no effect against [[Creature Type#Undead|Undead]] or [[Creature Type#Construct|Constructs]]. At 17th level, this bonus necrotic damage becomes 2d6. <br><br> ##### Voyager Boots *Prerequisite: 11th-level Artificer* *Item: pair of boots (requires attunement)* The wearer of these magical boots can use a bonus action to teleport up to 15 feet to an unoccupied space it can see. These magical boots have a number of Charges equal to your Intelligence modifier (minimum of 1 Charge), and they regains all of its expended Charges each day at dawn. At 17th level, the wearer can use the magical boots to teleport up to 30 feet to an unoccupied space it can see. <br> *** ### 17th Level Infusions <br> ##### Astral Cannon *Prerequisite: 17th-level Artificer* *Item: gauntlet, spellcasting focus, or metal rod* Once per turn in place of an attack, the wielder of this magical object can make a [[Making an Attack#Ranged Attacks|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 clearly 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 eight 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. <br><br> ##### Boots of Destruction *Prerequisite: 17th-level Artificer* *Item: pair of boots (requires attunement)* The wearer of these magical boots cannot be knocked [[Conditions#Prone|prone]] or moved against its will. The wearer also knows the [[Occult Spells#Destructive Wave|destructive wave]] spell which doesn't count against their total number of Spells Known, and can cast it once without expending a spell slot. The wearer of these magic boots regains the ability to cast the spell without expending a spell slot at the following dawn. <br><br> ##### Guardian Gauntlets *Prerequisite: 17th-level Artificer* *Item: pair of gauntlets (requires attunement)* 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. [[Movement and Position#Creature Size|Huge and larger]] creatures have [[Abilities & Skills#Advantage & Disadvantage|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 [[Making an Attack#Melee Attacks|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. <br><br> ##### Masterwork Arcane Item *Prerequisite: 17th-level Artificer* *Item: tiny object, tool set, or spellcasting focus (requires attunement)* 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 [[Spellcasting#Concentration|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. <br><br> ##### Masterwork Homunculus *Prerequisite: 17th-level Artificer* You have discovered the secrets to the creation of life. You learn the [[Occult Spells#Clone|clone]] spell, which doesn't count against your total number of Spells Known. You can cast [[Occult Spells#Clone|clone]] without expending a spell slot as long as you have the [[Adventuring Gear#Spellcasting Components|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. <br><br> ##### Mind Shield *Prerequisite: 17th-level Artificer* *Item: helmet or diadem (requires attunement)* The wearer of this magic helm gains [[Damage and Healing#Resistance|resistance]] to psychic damage, [[Damage and Healing#Immunity|immunity]] to the [[Conditions#Charmed|charmed]] and [[Conditions#Frightened|frightened]] conditions, magic that would read its thoughts or dreams, and it cannot be targeted by telepathy unless it wishes to. <br><br> ##### Mystic Armament *Prerequisite: 17th-level Artificer* *Item: melee weapon (requires attunement)* The wielder's attacks with this magic [[Armour & Weapons#Melee Weapon Categories|melee weapon]] score a [[Damage and Healing#Critical Hits 🛠|critical hit]] on a roll of 18-20 on the d20, and they can use the weapon as a [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]]. The wielder also knows the [[Arcane Spells#Steel Wind Strike|steel wind strike]] spell, which doesn't count against their total number of Spells Known, and can cast it once without expending a spell slot. The wielder of this magic weapon regains the ability to cast the spell without expending a spell slot at the following dawn. <br><br> ##### Mystic Shot *Prerequisite: 17th-level Artificer* *Item: ranged weapon (requires attunement)* The wielder of this magic [[Armour & Weapons#Ranged Weapon Categories|ranged weapon]] can choose for any damage dealt by the weapon to be force damage, and it can be used as a [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]]. The wielder also knows the [[Primal Spells#Swift Quiver|swift quiver]] spell, which doesn't count against their total number of Spells Known, and can cast it once without expending a spell slot. The wielder of this magic weapon regains the ability to cast the spell without expending a spell slot at the following dawn.