Prerequisite: a set of artisan's tools (requires attunement) 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. At 11th level, this magical tool set grants a +1 bonus to ability checks. This bonus increases to +2 at 17th level.
ARCANE IMPLEMENT
Prerequisite: a rod or wandThis tiny length of wood is infused with an artificer cantrip of your choice. As an action, a creature can produce the imbued cantrip, using your spellcasting modifier to cast the spell.
ARM LAUNCHER
Prerequisite: a glove or gauntlet This tiny magical launcher can be loaded with a Tiny object (for example: ball bearings, a vial of acid, alchemist's fire, or holy water). As a bonus action the wearer can activate the launcher and make a ranged attack at a target within 20 feet. The launcher can be reloaded as an action.
ARTISAN'S GLOVES
Prerequisite: a pair of glovesWhile wearing these gloves, a creature can cast the mending cantrip, using Intelligence as its spellcasting ability. The creature also gains a +2 bonus on Constitution saving throws, and it cannot be forced to drop an object it is holding.
BOOTS OF FALSE CROWDS
Prerequisite: a pair of bootsWhile wearing these boots, the wearer can use a bonus action to click the boots’ heels together, making its steps sound as if a large crowd is moving at its location. The sound produced by the boots matches with the current speed of the wearer, and this sound also interacts with its environment. For example, if the wearer is running across a wet surface, the boots will create the sound of a large crowd running accompanied by splashing water. However, the boots can’t replicate vibrations or other tactile sensations that would normally result from an actual crowd of people. The wearer can use a bonus action to end this effect.
CAUSTIC POISON
Prerequisite: a vial of poisonDamage from this infused poison ignores resistance and immunity. Additionally, creatures have disadvantage on saving throws made against the infused poison.
COMPOUNDING ENCYCLOPEDIA
Prerequisite: a blank bookThe book you infuse fills with knowledge on one of the subjects of your choice: Arcana, Cartography, History, Nature, or Religion. While this book is on a creature’s person, that creature is considered to have proficiency with the associated skill (or cartographer’s tools, if Cartography is chosen), and that creature adds twice its proficiency bonus to checks in place of the normal bonus.
CONSTRUCT ENHANCEMENT
Prerequisite: : Steel Defender feature or Homunculus Servant infusion, a Homunculus or Steel DefenderUsing this infusion, you enhance your Steel Defender, Homunculus, or other construct you have crafted or created with an artificer spell. You can learn this infusion multiple times; each time you do so, choose one of the options below to learn. You may have multiple Construct Enhancement infusions affecting a construct at once, but only one of each specific infusion, unless otherwise noted. Each infusion affecting one of your constructs counts as one of your infused items. Infusions that affect an ability score also increase the appropriate checks, saving throws, and attack and damage rolls. Some infusions are specific to a Steel Defender or a Homunculus, indicated as such in () below: Aquatic Mode. The construct gains a swim speed equal to its walking speed, in addition, it contains a built in apparatus that allows one willing medium or smaller creature within 5 feet of it to breathe underwater and to be pulled along with the construct as it moves. Armored. The construct gains a +3 (natural) bonus to its AC, but its maximum Dexterity score is reduced to 14. Climbing Claws (Defender). Your Steel Defender gains a climb speed equal to its walking speed and a claw attack it can make as a bonus action without being commanded. Claw. Melee Weapon Attack +4 to hit, 5ft reach, 1d4 + 4 slashing damage. (It receives no bonus to this attack from its Might of the Master ability or your Arcane Jolt.) Fortitude. The construct gains a +4 bonus to its Constitution score. Also its hit points increase by two times your artificer level. Strength. The construct gains a +4 bonus to its Strength score and counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Graceful Construction. The construct gains a +4 bonus to its Dexterity score. Homunculus Focus. (Homunculus) You can use your homunculus as a spellcasting focus if it is within 100 feet of you. When you cast an artificer spell your homunculus can use its Channel Magic reaction to have the spell originate from its location. (If your homunculus has this infusion, you may use the Enhanced Focus infusion on it.) Improved Force Strike. (Homunculus) The damage of your homunculus' Force Strike increases to 1d6 and the range increases to 90 feet. Integrated Tool. You integrate one tool with which you are proficient into the construct's form. It makes checks using this tool using double your proficiency bonus + its applicable ability modifier. Invisibility. (Homunculus). The homunculus can use an Action to magically turn invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it. Locking Jaws (Defender). If your Steel Defender hits a Large sized or smaller creature with its Force Empowered Rend, the creature suffers an additional 1d6 piercing damage is grappled. The DC to escape the grapple equals 10 + the Defender's Strength modifier + your proficiency bonus. The Defender can't use its Rend until the grapple ends and the grappled creature suffers 1d6 piercing damage at the start of each of the defender's turns. Programed Training. The construct gains proficiency in one skill and one saving throw of your choice. You may use this infusion multiple times on a construct. Resistance. The Construct has resistance to one of the following damage types, which you choose when you infuse it: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Spell Storing Construct. Choose one 1st-level Artificer spell when you use this infusion. The construct can cast that spell once, it regains the ability to cast the stored spell using this infusion when you finish a long rest. When you reach 10thlevel, this infusion can store a 1st or 2nd-level artificer spell. The construct uses your spell attack bonus and saving throw DC for this spell. You can change which spell can be cast using this infusion when you prepare spells for the day. Storage. The construct has an extra dimensional storage compartment. The compartment can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The construct can use its action to retrieve any item contained within this space. This compartment does not interact negatively with other extra-dimensional spaces. Swift. The construct increases all of its movement speeds by 10 feet. Telepathic Bond. (Homunculus) While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. Winged. (Defender) Your Steel Defender gains a flying speed of 40 feet.
DEFIBRILLATOR
Prerequisite: a pair of gloves or gauntletsThe wearer of these gloves can use an action to cast the spare the dying cantrip. Once this property is used, it can’t be used again until the next dawn.
DEPLOYABLE COVER
Prerequisite: a 10-foot poleA creature holding this item can use an action or bonus action to place the pole on a solid surface and deploy a solid metal wall which is 20 feet wide, 10 feet high, and 1 foot thick. The wall is opaque, has an AC of 10 + your proficiency bonus, and a number of hit points equal to four times your artificer level. The creature that deployed the wall can retract it as an action. When the wall is reduced to 0 hit points, it retracts and can’t be used again until the mending spell is cast on it or a creature proficient in smith’s tools spends 1 minute using the tools to repair it. At 6th level in this class, when a creature deploys the cover, it can choose one side of the wall to be transparent. A creature on that side of the wall can see through the wall.
ENDURING CONSTRUCT
Prerequisite: a construct animated using an Animate Construct spellThe construct becomes animated permanently and gains the following benefits:
The construct’s hit point maximum is increased by an amount equal to your artificer level..
The construct adds half your proficiency bonus to its weapon damage rolls and AC (round up).
The construct’s movement speed is increased by 10 feet.
ENHANCED AMMUNITION
Prerequisite: up to 12 pieces of ammunition or one or two ranged weapons with the Repeating Shot infusionYou can use this infusion when you finish a long rest, or at any time as an Action by expending an artificer spell slot. If you use this infusion when you finish a long rest, you are considered to have expended a spell slot equal to the highest level artificer slot available to you. The effect of the infusion depends upon the level of the spell slot:
1st-level. The ammunition has a +1 bonus to attack and damage.
2nd-level. The ammunition has a +1 bonus to attack and damage and inflicts an additional 1d6 force damage.
3rd-level. The ammunition has a +2 bonus to attack and damage and inflicts an additional 1d6 force damage.
4th-level. The ammunition has a +2 bonus to attack and damage and inflicts an additional 2d6 force damage.
5th-level. The ammunition has a +3 bonus to attack and damage and inflicts an additional 2d6 force damage.
The ammunition remains enchanted until used or until you use this infusion again. If used on a ranged weapon with the Repeating shot infusion, the first 12 shots (if a single weapon is targeted) or 6 shots (if two weapons are targeted) fired using ammunition created by the weapon's Repeating Shot infusion gain the ammunition enchantment. The items affected by this infusion collectively count as a single infused item.
ENHANCED INSTRUMENT
Prerequisite: a musical instrument (requires attunement) The wielder is proficient with this magic instrument and can use it as a spellcasting focus. Whenever they make an ability check using this instrument, they gain a bonus to the roll equal to your Intelligence modifier (minimum of +1). At 11th level, this magic instrument grants a +1 bonus to spell attack rolls. This bonus increases to +2 at 17th level.
ENHANCED TOOL SET
Prerequisite: a set of tools you are proficient withWhenever the wielder uses these tools as part of an ability check, it gains a bonus to that ability check equal to your Intelligence modifier (minimum of +1).
FEATHERWEIGHT BELT
Prerequisite: a belt or cloak (requires attunement) When worn, this magic belt reduces the user to one-tenth of their weight without decreasing their physical abilities. At 10th level it reduces the wearer to one-hundredth of their weight without decreasing their physical abilities.
FEATHERWEIGHT WEAPON
Prerequisite: a heavy or two-handed weapon (requries attunement) This magic weapon no longer has either the heavy or two-handed property (your choice upon infusion). At 10th level this weapon grants a +1 bonus to attack and damage rolls. This bonus becomes +2 at 14th level.
FORCE SABER
Prerequisite: a simple or martial weapon that deals slashing weaponThis magic weapon deals force damage instead of slashing damage.
GOGGLES OF CLEARSIGHT
Prerequisite: a pair of goggles or glassesWhile wearing these goggles, the wearer can see through lightly obscured areas without disadvantage on Wisdom (Perception) checks. In addition, the wearer no longer suffers the negative effects from the Sunlight Sensativity trait, and they have advantage on saving throws to resist being blinded.
MED BAY
Prerequisite: a bedroll (requires attunement)This magic item has 3 charges. When a creature takes a short rest in this bedroll and spends its Hit Dice, it can expend 1 charge and use the maximum number instead of rolling. A creature can also expend 1 charge to remove a disease or one of the following conditions afflicting it: blinded, deafened, paralyzed, or poisoned. The item regains 1d3 charges daily at dawn. At 10th level in this class, the item has 6 charges and regains 1d6 charges daily at dawn.
PERIAPT OF POISON IMMUNITY
Prerequisite: a pendant or amuletWhile wearing this pendant, a creature gains resistance to poison damage and immunity to the poisoned condition.
POWER WHIP
Prerequisite: a whip or chainThis magic weapon grants a +1 bonus to attack and damage rolls made with it, and it's damage die increases to 1d8. This bonus increases at 10th level (+2) and 14th level (+3).
RINGS OF FORCE ARMOR
Prerequisite: a pair of ringsWhile wearing these two rings, a creature can cast mage armor on itself. If one or both of the rings are removed, the spell ends instantly. The pair of rings have 4 charges, and regain 1d4 expended charges daily at dawn.
RING OF HOLDING
Prerequisite: a ring As an action, a creature wearing this ring can touch an object that weighs 25 pounds or less and cause the object to be teleported to an empty demiplane and stored there. As long as an object is being stored this way, a creature wearing the ring can teleport the object into their hand as a bonus action. The ring can only store one object at a time.
RING OF PROFICIENCY
Prerequisite: a ring (requires attunement)The wearer of this ring gains proficiency in one skill or set of tools that you are proficient in (your choice upon infusion).
SENTRY SUIT
Prerequisite: a suit of armor (requires attunement)This armor alters the wearer’s biological functions so as to not require sleep. To gain the benefits of a long rest, the wearer can spend all 8 hours doing light activity, such as keeping watch.
SILENT WEAPON
Prerequisite: a simple or martial ranged weaponThis magic weapon grants a +1 bonus to attack and damage rolls made with it. When the wielder is hidden from a creature and misses it with a ranged weapon attack made with this weapon, making the attack doesn’t reveal the wielder’s position.
SPOOL OF ENDLESS ROPE
Prerequisite: a spool of ropeThis spool of rope is seemingly endless. As an action, a creature can unwind up to 50 feet of rope from the spool. Any portion of rope cut away from the spool disappears instantly.
THROWING GAUNTLETS
Prerequisite: a pair of gloves or gauntletsWhen the wearer of these gloves makes a ranged attack with a weapon that has the thrown property, the weapon’s normal and long range is doubled.
TRACKING SENSOR
Prerequisite: any tiny object (requires attunement)You always know the direction and distance of this item as long as you are attuned to it, and it is within 1 mile of you. As usual, you lose your attunement to this item if it is further than 100ft from you for 24 hours.
VANISHING ARMOR
Prerequisite: a suit of armorWhile this armor is worn by a creature, the armor creates an illusion that makes it appear as if the wearer doesn't have the armor donned.
VIGILANTE'S GLASS
Prerequisite: a magnifying glassWhenever a creature carrying this magnifying glass casts a divination, enchantment, or illusion spell of 1st level or higher, for the next hour, every time it makes a Wisdom (Insight or Perception) check, an Intelligence (Investigation) check, or a Charisma (Intimidate) check, it can treat a roll of 4 or lower on the d20 as an 5. The magnifying glass has 4 charges. Whenever a creature holding it fails an ability check, it can expend 1 charge to reroll that check with advantage. Each day at dawn, the magnifying glass regains 1d4 expended charges.
VOID HAMMER
Prerequisite: a simple or martial weapon that deals bludgeoning weaponThis magic weapon deals necrotic damage instead of bludgeoning damage.
WARD BREAKER
Prerequisite: a simple or martial melee weaponThis magic weapon has 5 charges. When the wielder hits a creature, they can expend 1 charge to negate all of that creature’s damage resistances until the end of the wielder’s next turn. The weapon regains 1d4+1 charges daily at dawn.
ZAP STABBER
Prerequisite: a simple or martial weapon that deals piercing weaponThis magic weapon deals lightning damage instead of piercing damage.
ARMOR OF EMERGENCIES
Prerequisite: 6th level, a suit of armor (requires attunement)When you finish a short or long rest, you can cast a cantrip or a spell of 1st level with a casting time of 1 action, and describe a circumstance. For example, you could set up the armor to cast cure wounds on the person wearing this armor when they are reduced to zero hit points. The spell takes effect when the circumstance you described is met, rather than when you cast it. The spell can only affect the person wearing and attuned to this item, even if it can normally target others. Once the spell is cast, the armor loses this ability until the next dawn.
BANE WEAPON
Prerequisite: 6th level, a simple or martial melee weapon (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. When you infuse this item, choose one of the following creature types: aberration, beast, celestial, dragon, fiend, giant, or undead. The weapon has 4 charges. When the wielder hits a creature of this type with the weapon, they can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 charges daily at dawn.
BOOTS OF THE WIND
Prerequisite: 6th level, a pair of boots (requires attunement) These boots have 3 charges. While wearing these boots, the wearer’s walking speed increases by 5 feet. The wearer can also expend 1 charge to use the Dash action as a bonus action. The boots regain 1d3 expended charges daily at dawn.
CONJURING COMPONENT POUCH
Prerequisite: 6th level, a component pouchWhen you reach into this pouch to withdraw a material component worth 250 gp or less for a spell, the pouch creates it.
CORPSE SHAKER
Prerequisite: 6th level, a crystal worth at least 100 gpYou have learned how to harness the power of magic to momentarily restore a creature to life. As an action, you can thrust the item you infused into a creature that has died within the last minute. That creature returns to life for one minute with 1 hit point and a number of temporary hit points equal to five times your artificer level. After the minute is over, if the creature is still alive, it dies. Once used, the corpse shaker must recharge and cannot be used again for 24 hours.
ELEMENTAL FOCUS
Prerequisite: 6th level, a rod, staff or wand (requires attunement) When you infuse this item, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While holding this item, a creature’s spells ignore resistance to damage of the chosen type. Also, the creature gains a +1 bonus to the damage rolls of spells it casts that deal the chosen damage type.
GIBBERING SHIELD
Prerequisite: 6th level, a shield (requires attunement)A creature gains a +1 bonus to Armor Class while wielding this shield. While holding this shield, creatures within 5 feet of you, including yourself, can’t take reactions. Creatures that are immune to psychic damage are immune to this effect.
HORSELESS CARRIAGE
Prerequisite: 6th level, a land vehicle, such as a carriage or cartThe vehicle no longer needs horses or other steeds to pull it, it can now propel itself. The vehicle has a speed of 50 feet. A creature on or inside the vehicle can give it a simple command in a language you speak such as "go straight", "turn left" or "follow this road" as an action. The vehicle will follow the given command provided it is simple enough.
IMMOVABLE BOOTS
Prerequisite: 6th level, a pair of boots (requires attunement) When the user is standing on a flat surface, they can use an action to activate the boots, magically fixing the user in place. Until you use an action to deactivate the boots, you do not move, even if you are defying gravity. A creature can use an action to make a DC 30 Strength check, separating your boots from the surface on a success.
LIGHT BLADE
Prerequisite: 6th level, a sword hilt or wand (requires attunement)While grasping the item, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or dissapear, from the end of the item. While the blade exists, this magic item is a simple weapon with the finesse property. The luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. The wielder gains a +1 bonus to attack and damage rolls made with this weapon, which deals 1d8 radiant damage on hit. Undead take an additional 1d8 radiant damage. The bonus to attack and damage rolls becomes +2 at 15th level.
MANY-HANDED POUCH
Prerequisite: 6th level, a number of individual pouches equal to your Intelligence modifierThese 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.
QUIVER OF ENERGY
Prerequisite: 6th level, a quiver (requires attunement)When you infuse this item, choose one damage type: cold, fire, lightning, or poison. The first time each turn that the bearer hits a target with a weapon attack using ammunition drawn from this quiver, the attack deals an extra 1d6 damage of the chosen type.
REPULSION GAUNTLETS
Prerequisite: 6th level, a pair of gloves or gauntlets (requires attunement)These magical gauntlets have 4 charges. When the wearer hits a creature with an unarmed strike they can expend 1 charge and force the target to make a Strength saving throw. On a failed save, the creature is knocked back 15 feet. The gauntlets regain all expended charges at dawn. At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level.
RING OF SPELL REFUELING
Prerequisite: 6th level, a ring (requires attunement)While wearing this magic ring, the wearer can use an action to recover one of its expended spell slots of 3rd-level or lower. Once used, the ring can't be used again until the next dawn.
SKYFALL HARNESS
Prerequisite: 6th level, a cloak, vest, or harnessThis magic harness automatically sizes to fit the wearer, and can be worn over clothing or light armor. It has wing-like fins between your limbs that can slow your fall or allow you to glide. When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.
THIRD ARM
Prerequisite: 6th level, an artificial arm worth 150 gp (requires attunement)This arm is attached to a belt that a creature can strap around itself, then use the third arm to perform simple tasks. The third arm has a reach of 5 feet, and it can lift a number of pounds equal to five times your Intelligence score. A creature can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple a creature; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. The third arm can't wield weapons or shields, or perform any tasks requiring manual precision, such as using tools or magic items or performing the somatic components of a spell.
WALL SHIELD
Prerequisite: 6th level, a shield (requires attunement)This magical shield has 4 charges. As an action, the wielder can expend 1 charge and slam the shield into the ground to produce the effect of wall of stone. However, it only conjures a number of panels equal to your Intelligence modifier. When cast in this way, wall of stone does not require the wielder's concentration. The wielder can end the spell early by using its action to remove this shield from the ground.
WAR GAUNTLET
Prerequisite: 6th level, an armored gauntlet and a martial weapon or shield You attach either a martial weapon lacking the heavy or two handed properties, or a shield, to the gauntlet. The wearer gains proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active. At 11th level, this weapon grants a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.
AUTOMATE VESSEL
Prerequisite: 8th level, a boat, ship, or other vesselOnce infused, the ship is fully under the control of the artificer. While the artificer that infused the ship is on board, they can use an action to have the ship perform such functions as steering, furling or unfurling sails, rowing or stopping rowing oars, opening or closing doors, or firing any ballistas or cannons that are already loaded. These actions are performed without finesse, and crew must still be used to accomplish them if specific or unorthodox results are to be achieved. Sailing into the wind, firing a cannon at a difficult target, steering through a coral reef, or similar still require crew if they are to be accomplished successfully.
MONOPTIC
Prerequisite: 8th level, a monocle or single-eyed goggle (requires attunement)After it is infused, the monoptic has 5 charges, and it regains any of its expended charges each day at dawn. An attuned creature wearing the monoptic can use a bonus action to expend these charges in the following ways:
One Charge. The creature gains darkvision out to 120 feet, as well as the ability to see invisible creatures or objects within this distance. This benefit lasts for 1 hour, or until the monoptic is removed.
One Charge. The creature can automatically determine if anything they are currently seeing is an illusion and, if so, what its true nature may be. This benefit lasts until the end of the current turn.
Two Charges. The creature chooses a location it can see within 1,000 feet of itself. The creature can then see through the monoptic as if they were present at this location. This effect lasts for up to one minute, until the monoptic is removed, or until the creature uses another bonus action to end it. The creature’s normal sight is blinded for the duration.
ADRENALINE SUIT
Prerequisite: 10th level, a suit of armor (requires attunement)A creature gains a +1 bonus to Armor Class while wearing this armor. When the wearer drops to 0 hit points and is not killed outright, it can use its reaction to drop to 1 hit point instead. As part of the same reaction, the wearer can make one weapon attack or take the Dash action. The armor regains the use of this feature when the wearer finishes a long rest.
CHAMELEON ARMOR
Prerequisite: 10th level, a suit of armor (requires attunement)This armor has 4 charges. While wearing this magical armor the wearer can use an action to expend charges and cast one of the following spells, targeting only themselves: invisibility (2 charges) or greater invisibility (4 charges). This armor regains all expended charges daily at dawn.
COLLAR OF TAMING
Prerequisite: 10th level, a metal circlet or collar (requires attunement)The magic of this collar can tame even the wildest of animals. You, and only you, can control any beast wearing this collar as if it were a trained mount. This collar does not work on beasts with an Intelligence score greater than your own. At 17th level, this magic collar allows you to control any monstrosity with an Intelligence score lower than your own.
ELEMENTAL WEAPON
Prerequisite: 10th level, a melee weapon (requires attunement)You infuse a weapon with elemental energy. Upon infusion, choose a command word and one of the following damage types: acid, cold, fire, poison, or lightning. As a bonus action, the wielder can speak the command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On hit, the weapon deals an additional 1d4 of the elemental damage. The additional damage becomes 1d6 at 14th level.
FLOATING WEAPON
Prerequisite: 10th level, a melee weapon (requires attunement)By using a bonus action to speak a command word, the weapon starts to float in the air in an unoccupied space within 5 feet of the wielder. As a bonus action on the wielder's turn, they can move the weapon up to 20 feet and make a melee spell attack against a creature within 5 feet of the weapon using your spell-attack modifier. On a hit, the weapon deals damage equal to the weapon's damage die + your Intelligence modifier. The weapon can return to the wielders hand by using a bonus action while the weapon is within 5 feet of them.
HELM OF HEAT-SEEKING VISION
Prerequisite: 10th level, a helmet (requires attunement)While wearing this helmet, a creature has darkvision with a range of 120 feet. Out to the range of this darkvision, the helmet’s wearer can clearly see any objects or creatures that give off heat (such as through a creature’s body temperature), even if those creatures or objects are heavily obscured (though not behind total cover), within an area of magical darkness, or invisible.
METAMORPHOUS ARMOR
Prerequisite: 10th level, a suit of armor (requires attunement)This magic suit of armor has 4 charges. As an action, the wearer can expend a charge to cast the enlarge/reduce spell, targeting only themselves, without expending a spell slot or requiring concentration. Re-casting the spell with the armor ends the effect. This armor regains all charges at dawn. At 17th level, the wearer can expend up to two charges at one time to reduce or grow their size by two size categories.
MIRROR OF FAR SEEING
Prerequisite: 10th level, a mirror (requires attunement)The mirror has 4 charges. As an action a creature holding the mirror may do one of the following things:
They may expend 1 charge to cast clairvoyance without consuming a spell slot or material components.
They may expend 2 charges to cast arcane eye without consuming a spell slot or material components.
They may expend 3 charges to cast scrying without consuming a spell slot or material components.
Whenever a creature casts any of these spells this way, instead of being able to see or hear what the spell shows it directly, the mirror reflects what that creature would be able to see and reproduces any sounds it would be able to hear through casting that spell. Intelligence is the creature's spellcasting modifier for any of the spells they cast using this item. The mirror regains 1d4 charges daily at dawn.
RING OF THE ELEMENTS
Prerequisite: 10th level, a ring (requires attunement)Upon infusing this magic ring you select one of the following damage types: acid, cold, fire, poison, lightning, or thunder. When the wearer casts a spell that deals the damage type that you selected, they can activate this ring to deal maximum damage to one target of the spell instead of rolling. Once this ring is activated it cannot be used again until the wearer completes a short or long rest.
ROOF-RUNNER'S ARMOR
Prerequisite: 10th level, a suit of light armor (requires attunement)A creature wearing this light armor can add a bonus equal to its Intelligence modifier to its Dexterity checks, Wisdom checks, and Strength (Athletics) checks. This armor has 4 charges. As a bonus action, you can expend 1 charge to cast spider climb, targeting yourself only. It regains all expended charges each day at dawn.
SHOULDER-MOUNTED WEAPON
Prerequisite: 10th level, a simple or martial weapon with the ammunition property (requires attunement)This magic weapon grants a +1 bonus to attack and damage rolls made with it. As an action, a creature can mount the weapon onto its shoulder. It can also detach the weapon as an action, and the weapon can’t be removed against the creature’s will. While the weapon is attached in this way, the weapon reloads itself automatically if it has the loading property and if the creature has enough ammunition for the weapon. The creature can also use a bonus action to make a ranged attack from it.
VAMPIRIC WEAPON
Prerequisite: 10th level, a melee weapon (requires attunement)You enchant a weapon to drain life from enemies. When the wielder scores a critical hit with this weapon, the target takes an additional 2d6 necrotic damage, so long as the target is not a construct or undead. The wielder gains temporary hit points equal to the extra necrotic damage dealt. When you reach 17th level, the additional necrotic damage from this Infusion increases to 4d6.
BOOTS OF DESTRUCTION
Prerequisite: 14th level, a pair of boots (requires attunement)While wearing these magic boots, the wearer can use an action to stomp the ground and cast destructive wave without expending a spell slot. Once they do so, they must finish a short or long rest before they can do so again.
HELM OF MIND SHIELDING
Prerequisite: 14th level, a helm, hat, or diadem (requires attunement)The wearer of this magic helm is resistant to psychic damage, immune to the charmed and frightened conditions, and any magic that allows another creature to read their thoughts or telepathically communicate with them.
MASTERWORK HOMUNCULUS
Prerequisite: 14th levelYou 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 number of Spells Known. You can cast clone without expending a spell slot as long as you have the material components available. If you replace this Infusion with another at any point during the incubation period, the spell immediately fails.
MYSTIC ARMAMENT
Prerequisite: 14th level, a melee weapon (requires attunement)This item has 4 charges. While wielding this magic weapon, the user can use their action to cast the steel wind strike spell, using the Infused weapon as the spellcasting focus, without expending a spell slot. The weapon regains all expended charges at the end of a long rest.
MYSTIC SHOT
Prerequisite: 14th level, a ranged weapon (requires attunement)While wielding this magic weapon, the user can use their action to cast swift quiver, using the Infused weapon as the spellcasting focus, without expending a spell slot. Once activated, the wielder must finish a short or long rest before they can cast swift quiver with this weapon again.
PROTECTIVE ARCANE FOCUS
Prerequisite: 14th level, an arcane focus (requires attunement)While holding this item, a creature gains a +1 bonus to AC and saving throws. When a creature holding this item makes a saving throw against a spell or harmful effect, it can use its reaction to make the saving throw with advantage. If the creature succeeds on the roll and the spell or effect deals half damage on a successful save, it instead deals no damage. Once this property is used, it can’t be used again until the next dawn.
JURY-RIGGED CONVEYANCE
Prerequisite: 17th level, a barrelThis complicated, self-propelled vehicle is exactly like an apparatus of Kwalish (as described in the Dungeon Master’s Guide), but made of various scavenged materials rather than just iron.
SENTIENCE
Prerequisite: 17th level, any item that weighs 50 pounds or less (requires attunement)The item becomes sentient and gains 6 charges. The item can speak telepathically with any creature within 30 feet that shares a language with it and has a blindsight of 30 feet. It's Intelligence, Wisdom and Charisma scores all become 15. It has proficiency in one of these saving throws of your choice and one skill of your choice among Arcana, Deception, History, Intimidation, Insight, Investigation, Nature, Religion, Perception, or Persuasion. The item's proficiency bonus is equal to that of the creature it's attuned to and it speaks all languages you speak. Whenever a creature carrying or wearing the item would make an ability check or saving throw that uses Intelligence, Wisdom or Charisma, they may expend a charge and choose to let the sentient item make the check in their place. The item regains 1d6 charges daily at dawn.
SKYSHIP
Prerequisite: 17th level, a water vehicle, such as a boat or shipThe vehicle gains a flying speed equal to its normal movement speed.