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== 11th Level Infusions == | == 11th Level Infusions == | ||
==== Armor of Magical Strength ==== | |||
''11th Level Item: a suit of Srmor (requires attunement)''<br> | |||
This magical Armor grants its wearer a +1 bonus to its AC, and its wearer can also use its Intelligence, in place of Strength, for Strength Checks and Saving Throws.<br> | |||
This Armor also has 4 charges. As a Reaction when the wearer would be knocked Prone or moved against its will, it can expend 1 charge to remain standing or not move. The Armor regains all of its expended charges at dawn.<br> | |||
At 17th Level, this Armor grants a +2 bonus to AC. | |||
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==== Boots of the Winding Path ==== | |||
''11th Level Item: A pair of boots (requires attunement)''<br> | |||
The wearer of these magical boots can use a Bonus Action to teleport up to 15ft to an unoccupied space to can see. | |||
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==== Chameleon Armor ==== | |||
''11th Level Item: a suit of Armor (requires attunement)''<br> | |||
This magical Armor grants its wearer a +1 bonus to its AC.<br> | |||
This Armor also has 4 charges. While wearing this Armor the wearer can use an Action to expend charges and cast one of the following Spells, targeting only itself: Invisibility (2 charges) or Greater Invisibility (4 charges). The Armor regains all of its expended charges at dawn.<br> | |||
At 17th Level, this Armor grants a +2 bonus to AC. | |||
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==== Collar of Taming ==== | |||
''11th Level Item: a metal circlet or collar (requires attunement)''<br> | |||
The magic of this collar can tame even the wildest 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 yours.<br> | |||
At 17th Level, this magic collar allows you to control any Monstrosity with an Intelligence Score lower than yours in the same way. | |||
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==== Elemental Weapon ==== | |||
''11th Level Item: A Melee Weapon (requires attunement)''<br> | |||
You infuse this magic Weapon with elemental energy. This Weapon has a +1 bonus to Attack and Damage Rolls. Additionally, when you Infuse the item, choose a command word and one of the following Damage Types: Acid, Cold, Fire, Lightning, Pison, or Lightning. As a Bonus Action, the wielder can speak the weapon's command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On a hit, the Weapon deals an additional 1d6 Damage of the chosen Type.<br> | |||
At 17th Level, the bonus Damage increases to 2d6 and the bonus to Attack and Damage Rolls increases to a +2. | |||
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==== Greater Arcane Item ==== | |||
''11th Level Item: a Tiny object or Set of Tools (requires attunement)''<br> | |||
You imbue this object with a greater amount of arcane power. Each time you imbue this Infusion into an object, you choose a 2nd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.<br> | |||
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. | |||
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==== Helm of Awareness ==== | |||
''11th Level Item: A helm, hat, or similar object (requires attunement)''<br> | |||
The wearer of this helm adds your Initiative Modifier to its Initiative Rolls, and it cannot be Surprised. | |||
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==== Metamorphosis Armor ==== | |||
Prerequisite: 11th-level artificer | |||
Item: 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. Expending a charge to cast the spell again 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. | |||
Resistant Armor | |||
Prerequisite: 11th-level artificer | |||
Item: A suit of armor (requires attunement) | |||
This magical armor grants its wearer a +1 bonus to its Armor Class, and its wearer has resistance to one of the following damage types; acid, cold, fire, lightning, necrotic, poison, radiant, or thunder (your choice upon Infusion). | |||
At 17th level, this armor grants a +2 bonus to Armor Class, and you can choose for this magical armor to grant its wearer resistance to psychic or force damage. | |||
Ring of the Elements | |||
Prerequisite: 11th-level artificer | |||
Item: 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 of 3rd-level or lower that deals that damage type, it can activate the ring to cause its spell to deal maximum damage to one target of that 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. | |||
Vampiric Weapon | |||
Prerequisite: 11th-level artificer | |||
Item: A melee weapon (requires attunement) | |||
When the wielder scores a critical hit with this weapon, the target takes an extra 2d6 necrotic damage, and the wielder gains temporary hit points equal to the necrotic damage dealt. Undead are immune to the effects of this Infusion. | |||
At 17th level, the extra necrotic damage becomes 4d6. | |||
= Artificer Specialization = | = Artificer Specialization = |