Artificer: Difference between revisions

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== 1st Level Infusions ==
== 1st Level Infusions ==
==== Adjustable Tool Set ====
==== Adjustable Tool Set ====
''Item: a Set of Tools (requires attunement)''<br>
''Item: a [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)''<br>
The user is considered Proficient with this magical Set of Tools, and as an Action, it can transform this Set of Tools into another Set of Tools of its choice.<br>
The user is considered Proficient with this magical [[Adventuring Gear#Tools|Set of Tools]], and as an Action, it can transform this [[Adventuring Gear#Tools|Set of Tools]] into another [[Adventuring Gear#Tools|Set of Tools]] of its choice.<br>
At 11th Level, this Tool Set grants a +1 bonus to Ability Checks Madde with it. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Adventuring Gear#Tools|Tool Set]] grants a +1 bonus to Ability Checks Madde with it. This bonus increases to +2 at 17th Level.
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==== Enhanced Arcane Focus ====
==== Enhanced Arcane Focus ====
''Item: A Spellcasting Focus (requires attunement by a creature that can cast Spells)''<br>
''Item: A [[Armor and Weapons#Spellcasting Focuses|Spellcasting Focus]] (requires attunement)''<br>
This item grants the user +1 bonus to Spell Attack Rolls, and it ignores 1/2 Cover when making Spell Attacks.<br>
This item grants the user +1 bonus to Spell Attack Rolls, and it ignores 1/2 Cover when making Spell Attacks.<br>
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
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==== Enhanced Defense ====
==== Enhanced Defense ====
''Item: A suit of Armor or a Shield''<br>
''Item: A suit of [[Armor and Weapons#Armor|Armor]] or a [[Armor and Weapons#Shield|Shield]]''<br>
This item grants the user +1 bonus to its AC while wearing the Armor or wielding the Shield.<br>
This item grants the user +1 bonus to its AC while wearing the [[Armor and Weapons#Armor|Armor]] or wielding the [[Armor and Weapons#Shield|Shield]].<br>
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
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==== Enhanced Instrument ====
==== Enhanced Instrument ====
''Item: a Musical Instrument (requires attunement)''<br>
''Item: a [[Adventuring Gear#Tools|Musical Instrument]] (requires attunement)''<br>
The user is Proficient with this magic Instrument and can use it as a Spellcasting Focus. Whenever it makes an Ability Check using this Instrument, it adds your Intelligence Modifier to the Check.<br>
The user is Proficient with this magic [[Adventuring Gear#Tools|Instrument]] and can use it as a Spellcasting Focus. Whenever it makes an Ability Check using this [[Adventuring Gear#Tools|Instrument]], it adds your Intelligence Modifier to the Check.<br>
At 11th Level, this magic Instrument grants a +1 bonus to Spell Attack Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this magic [[Adventuring Gear#Tools|Instrument]] grants a +1 bonus to Spell Attack Rolls. This bonus increases to +2 at 17th Level.
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==== Enhanced Tool Set ====
==== Enhanced Tool Set ====
''Item: a Set of Tools you are Proficient with''<br>  
''Item: a [[Adventuring Gear#Tools|Set of Tools]] you are Proficient with''<br>  
Whenever the user makes an Ability Check with this Set of magical Tools, it adds your Intelligence Modifier to the Check.
Whenever the user makes an Ability Check with this [[Adventuring Gear#Tools|Set of magical Tools]], it adds your Intelligence Modifier to the Check.
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==== Enhanced Weapon ====
==== Enhanced Weapon ====
''Item: A Simple or Martial Weapon''<br>
''Item: A [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]]''<br>
This magic Weapon grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused Weapon.<br>
This magic [[Armor and Weapons#Weapons|Weapon]] grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused [[Armor and Weapons#Weapons|Weapon]].<br>
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
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==== Featherweight Weapon ====
==== Featherweight Weapon ====
''Item: A Weapon without the Light Property (requires attunement)''<br>
''Item: A [[Armor and Weapons#Weapons|Weapon]] without the Light Property (requires attunement)''<br>
This magic Weapon loses the Heavy Property if it had it. If the Weapon did not have the Heavy Property, it gains the Light Property.<br>
This magic [[Armor and Weapons#Weapons|Weapon]] loses the Heavy Property if it had it. If the [[Armor and Weapons#Weapons|Weapon]] did not have the Heavy Property, it gains the Light Property.<br>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
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==== Power Whip ====
==== Power Whip ====
''Item: A Whip or chain''<br>
''Item: A [[Armor and Weapons#Martial Melee Weapons|While]] or [[Adventuring Gear#General Equipment|chain]]''<br>
This magic Weapon grants a +1 bonus to Attack and Damage rolls made with it, and its Damage Die becomes a 1d8.<br>
This magic [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to Attack and Damage rolls made with it, and its Damage Die becomes a 1d8.<br>
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
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==== Repeating Shot ====
==== Repeating Shot ====
''Item: A Ranged Weapon (requires attunement)''<br>
''Item: A [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]] (requires attunement)''<br>
This magic Weapon ignores the Loading Property if it has it.<br>
This magic [[Armor and Weapons#Weapons|Weapon]] ignores the Loading Property if it has it.<br>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
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==== Returning Weapon ====
==== Returning Weapon ====
''Item: A Weapon with the Thrown Property''<br>
''Item: A [[Armor and Weapons#Weapons|Weapon]] with the Thrown Property''<br>
After making a Ranged Attack with this magic Weapon, the Weapon returns to the user's hand.<br>
After making a Ranged Attack with this magic [[Armor and Weapons#Weapons|Weapon]], the [[Armor and Weapons#Weapons|Weapon]] returns to the user's hand.<br>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
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==== Ring of Proficiency ====
==== Ring of Proficiency ====
''Item: A ring (requires attunement)''<br>
''Item: A ring (requires attunement)''<br>
The wearer of this ring gains Proficiency in one Skill and Set of Tools that you are Proficient in (your choice when you infuse this item).
The wearer of this ring gains Proficiency in one Skill and [[Adventuring Gear#Tools|Set of Tools]] that you are Proficient in (your choice when you infuse this item).
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== 5th Level Infusions ==
== 5th Level Infusions ==
==== Homing Weapon ====
==== Homing Weapon ====
''5th Level Item: A Weapon with the Ranged or Thrown Property''<br>
''5th Level Item: A [[Armor and Weapons#Weapons|Weapon]] with the Ranged or Thrown Property''<br>
The wielder of this magic Weapon ignores the Disadvantage imposed when Attacking at the Weapon's Long Range.<br>
The wielder of this magic [[Armor and Weapons#Weapons|Weapon]] ignores the Disadvantage imposed when Attacking at the [[Armor and Weapons#Weapons|Weapon's]] Long Range.<br>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
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==== Light Blade ====
==== Light Blade ====
5th Level Item: A sword hilt, wand, or similar object (requires attunement)''<br>
5th Level Item: A sword hilt, wand, or similar object (requires attunement)''<br>
While grasping the object, the wielder can use a Bonus Action to cause a blade of pure radiance to spring into existence, or cause the same blade to disappear, from the end of this object. While the blade exists, this magic item is considered a Simple Melee Weapon with the Finesse Property that it deals 1d8 Radiant Damage.<br>
While grasping the object, the wielder can use a Bonus Action to cause a blade of pure radiance to spring into existence, or cause the same blade to disappear, from the end of this object. While the blade exists, this magic item is considered a [[Armor and Weapons#Simple Melee Weapons|Simple Melee Weapon]] with the Finesse Property that it deals 1d8 Radiant Damage.<br>
The luminous blade emits Bright Light out to a Range of 15ft, and Dim Light an additional 15ft.<br>
The luminous blade emits Bright Light out to a Range of 15ft, and Dim Light an additional 15ft.<br>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
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==== Many-Handed Pouch ====
==== Many-Handed Pouch ====
''5th Level Item: Up to a number of individual pouches equal to your Intelligence Modifier''<br>  
''5th Level Item: A number of individual pouches up to your Intelligence Modifier''<br>  
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. If a pouch is farther than 100 miles away from another pouch, it will not hold any contents.<br>
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. If a pouch is farther than 100 miles away from another pouch, it will not hold any contents.<br>
If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined randomly.
If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined randomly.
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==== Mind Sharpener ====
==== Mind Sharpener ====
''5th Level Item: A suit of Armor, robes, or similar object''<br>
''5th Level Item: A suit of [[Armor and Weapons#Armor|Armor]], robes, or similar object''<br>
This item can send a jolt to the wearer that refocuses the mind. The item has 4 charges. When the wearer fails a Constitution Saving Throw to maintain Concentration on an effect, it can use a Reaction to spend 1 of the item's charges to succeed instead. The item regains all expended charges at dawn.
This item can send a jolt to the wearer that refocuses the mind. The item has 4 charges. When the wearer fails a Constitution Saving Throw to maintain Concentration on an effect, it can use a Reaction to spend 1 of the item's charges to succeed instead. The item regains all expended charges at dawn.
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==== Minor Arcane Item ====
==== Minor Arcane Item ====
''5th Level Item: a Tiny object or Set of Tools (requires attunement)''<br>
''5th Level Item: a Tiny object or [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)''<br>
You imbue this object with a minor amount of arcane power. Each time you imbue this Infusion into an object, you choose a 1st 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>
You imbue this object with a minor amount of arcane power. Each time you imbue this Infusion into an object, you choose a 1st 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.
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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==== Radiant Weapon ====
==== Radiant Weapon ====
''5th Level Item: A Melee Weapon (requires attunement)''<br>
''5th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)''<br>
As a Bonus Action, the wielder can cause this Weapon to emit Bright Light out to a Range of up to 30ft, and Dim Light an additional number of feet equal to the Bright Light. The wielder can extinguish or change the Range of the light as a Bonus Action.<br>
As a Bonus Action, the wielder can cause this [[Armor and Weapons#Weapons|Weapon]] to emit Bright Light out to a Range of up to 30ft, and Dim Light an additional number of feet equal to the Bright Light. The wielder can extinguish or change the Range of the light as a Bonus Action.<br>
This magical weapon has 4 charges. When its wielder hits a creature with this weapon, it can expend 1 charge and force its target to make a Constitution saving throw. On a failure, it is blinded until the beginning of your next turn. This weapon regains all expended charges at dawn.
This magical [[Armor and Weapons#Weapons|Weapon]] has 4 charges. When its wielder hits a creature with this [[Armor and Weapons#Weapons|Weapon]], it can expend 1 charge and force its target to make a Constitution saving throw. On a failure, it is blinded until the beginning of your next turn. This [[Armor and Weapons#Weapons|Weapon]] regains all expended charges at dawn.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
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''5th Level Item: A pair of gloves or gauntlets (requires attunement)''<br>
''5th Level Item: A pair of gloves or gauntlets (requires attunement)''<br>
These magical gauntlets have 4 charges. When the wearer hits a Large or smaller creature with an Unarmed Strike or with the gauntlets in some other way, it can expend 1 charge and force the target to make a Strength Saving Throw. On a failed Save, the creature is pushed 15ft away from the wielder and falls Prone. These gauntlets regain all of their expended charges at dawn.<br>
These magical gauntlets have 4 charges. When the wearer hits a Large or smaller creature with an Unarmed Strike or with the gauntlets in some other way, it can expend 1 charge and force the target to make a Strength Saving Throw. On a failed Save, the creature is pushed 15ft away from the wielder and falls Prone. These gauntlets regain all of their expended charges at dawn.<br>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
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==== Repulsion Shield ====
==== Repulsion Shield ====
''5th Level Item: A Shield (requires attunement)''<br>
''5th Level Item: A [[Armor and Weapons#Shields|Shield]] (requires attunement)''<br>
This magic Shield has 4 charges. When the wielder is hit with a Melee Attack, it can spend a charge to force the Attacker to make a Strength Saving Throw. On a failed Save, the Attack is pushed 15ft away from the wielder and falls Prone. The shield regains all of its expended charges at dawn.<br>
This magic [[Armor and Weapons#Shields|Shield]] has 4 charges. When the wielder is hit with a Melee Attack, it can spend a charge to force the Attacker to make a Strength Saving Throw. On a failed Save, the Attack is pushed 15ft away from the wielder and falls Prone. The shield regains all of its expended charges at dawn.<br>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Shields|Shield]] grants a +1 bonus to its AC. This bonus increases to +2 at 17th Level.
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==== Skyfall Harness ====
==== Skyfall Harness ====
''5th Level Item: a cloak, vest, harness, or similar object''<br>
''5th Level Item: a cloak, vest, harness, or similar object''<br>
This magic harness automatically sizes to fit the wearer and can be worn over clothing or Armor. It has wing-like fins between its limbs that slow falls and allow wearers to glide.<br>
This magic harness automatically sizes to fit the wearer and can be worn over clothing or [[Armor and Weapons#Armor|Armor]]. It has wing-like fins between its limbs that slow falls and allow wearers to glide.<br>
When the wearer falls and isn't Incapacitated, it subtracts up to 100ft from its fall when calculating falling Damage, and it can glide. When the wearer falls at least 10ft, it can use a Reaction to extend the wings to glide horizontally a number of feet equal to its Walking Speed.
When the wearer falls and isn't [[Conditions#Incapacitated|Incapacitated]], it subtracts up to 100ft from its fall when calculating falling Damage, and it can glide. When the wearer falls at least 10ft, it can use a Reaction to extend the wings to glide horizontally a number of feet equal to its Walking Speed.
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==== Wall Shield ====
==== Wall Shield ====
''5th Level Item: a Shield (requires attunement)''<br>
''5th Level Item: a [[Armor and Weapons#Shields|Shield]] (requires attunement)''<br>
This magical shield has 4 charges. As an Action, the wielder can expend 1 charge and slam the shield into the ground, causing it to be unusable as a Shield, to replicate the effects of the Wall of Stone Spell. However, it only conjures a number of panels equal to your Intelligence Modifier.<br>
This magical shield has 4 charges. As an Action, the wielder can expend 1 charge and slam the [[Armor and Weapons#Shields|Shield]] into the ground, causing it to be unusable as a [[Armor and Weapons#Shields|Shield]], to replicate the effects of the [[Level 5#Wall of Stone|Wall of Stone]] Spell. However, it only conjures a number of panels equal to your Intelligence Modifier.<br>
When cast in this way, the Spell 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.
When cast in this way, the Spell 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.
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==== War Gauntlet ====
==== War Gauntlet ====
''5th Level Item: An armored gauntlet and a Martial Weapon or Shield''<br>
''5th Level Item: An armored gauntlet and a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or [[Armor and Weapons#Shields|Shield]]''<br>
You attach either a Martial Weapon lacking the Heavy or Two-Handed Property, or a Shield, to the gauntlet. The wearer has Proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active. The wielder can use the attached item without needing to use a hand.<br>
You attach either a [[Armor and Weapons#Martial Weapons|Martial Weapon]] lacking the Heavy or Two-Handed Property, or a [[Armor and Weapons#Shields|Shield]], to the gauntlet. The wearer has Proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active. The wielder can use the attached item without needing to use a hand.<br>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
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== 11th Level Infusions ==
== 11th Level Infusions ==
==== Armor of Magical Strength ====
==== Armor of Magical Strength ====
''11th Level Item: a suit of Srmor (requires attunement)''<br>
''11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (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 magical [[Armor and Weapons#Armor|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>
This [[Armor and Weapons#Armor|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 and Weapons#Armor|Armor]] regains all of its expended charges at dawn.<br>
At 17th Level, this Armor grants a +2 bonus to AC.
At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC.
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==== Chameleon Armor ====
==== Chameleon Armor ====
''11th Level Item: a suit of Armor (requires attunement)''<br>
''11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)''<br>
This magical Armor grants its wearer a +1 bonus to its AC.<br>
This magical [[Armor and Weapons#Armor|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>
This [[Armor and Weapons#Armor|Armor]] also has 4 charges. While wearing this [[Armor and Weapons#Armor|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 and Weapons#Armor|Armor]] regains all of its expended charges at dawn.<br>
At 17th Level, this Armor grants a +2 bonus to AC.
At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC.
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==== Elemental Weapon ====
==== Elemental Weapon ====
''11th Level Item: A Melee Weapon (requires attunement)''<br>
''11th Level Item: A [[Armor and Weapons#Simple Melee Weapons|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>
You infuse this magic [[Armor and Weapons#Weapons|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 [[Armor and Weapons#Weapons|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 [[Armor and Weapons#Weapons|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.
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 ====
==== Greater Arcane Item ====
''11th Level Item: a Tiny object or Set of Tools (requires attunement)''<br>
''11th Level Item: a Tiny object or [[Adventuring Gear#Tools|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>
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.  
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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==== Metamorphosis Armor ====
==== Metamorphosis Armor ====
''11th Level Item: a suit of Armor (requires attunement)''<br>
''11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)''<br>
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 itself, without expending a Spell Slot or requiring Concentration. Expending a charge to cast the Spell again ends the effect. This armor regains all expended charges at dawn.<br>
This magic suit of [[Armor and Weapons#Armor|Armor]] has 4 charges. As an Action, the wearer can expend a charge to cast the [[Level 2#Enlarge/Reduce|Enlarge/Reduce]] Spell, targeting only itself, without expending a Spell Slot or requiring Concentration. Expending a charge to cast the Spell again ends the effect. This [[Armor and Weapons#Armor|Armor]] regains all expended charges at dawn.<br>
At 17th Level, the wearer can expend up to two charges at one time to grow or reduce by two Size Categories.
At 17th Level, the wearer can expend up to two charges at one time to grow or reduce by two Size Categories.
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==== Resistant Armor ====
==== Resistant Armor ====
''11th Level Item: A suit of Armor (requires attunement)''<br>
''11th Level Item: A suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)''<br>
This magical Armor grants its wearer a +1 bonus to its AC, and its wearer gains Resistance to one of the following Damage Types; Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder (your choice when you infuse the object).<br>
This magical [[Armor and Weapons#Armor|Armor]] grants its wearer a +1 bonus to its AC, and its wearer gains Resistance to one of the following Damage Types; Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder (your choice when you infuse the object).<br>
At 17th Level, this Armor grants a +2 bonus to AC, and you can choose Psychic or Force Damage for the Resistance gained from wearing the Armor.
At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC, and you can choose Psychic or Force Damage for the Resistance gained from wearing the Armor.
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==== Vampiric Weapon ====
==== Vampiric Weapon ====
''11th Level Item: A Melee Weapon (requires attunement)''<br>
''11th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)''<br>
When the wielder scores a Crit with this Weapon, the target takes an additional 2d6 Necrotic Damage, and the wielder gains Temporary Hit Points equal to the Necrotic Damage dealt. Constructs and Undead are Immune to this additional Damage.<br>
When the wielder scores a Crit with this [[Armor and Weapons#Weapons|Weapon]], the target takes an additional 2d6 Necrotic Damage, and the wielder gains Temporary Hit Points equal to the Necrotic Damage dealt. Constructs and Undead are Immune to this additional Damage.<br>
At 17th Level, the extra Necrotic Damage becomes 4d6.
At 17th Level, the extra Necrotic Damage becomes 4d6.
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==== Helm of Mind Shielding ====
==== Helm of Mind Shielding ====
''17th Level Item: A helm, hat, or a similar object (requires attunement)''<br>
''17th Level Item: A helm, hat, or a similar object (requires attunement)''<br>
The wearer of this magic helm gains Resistance to Psychic Damage and Immunity to the Charmed and Frightened Conditions and magic that allows another creature to read their thoughts or telepathically communicate with them.
The wearer of this magic helm gains Resistance to Psychic Damage and Immunity to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions and magic that allows another creature to read their thoughts or telepathically communicate with them.
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==== Masterwork Arcane Item ====
==== Masterwork Arcane Item ====
''17th Level Item: a Tiny object or Set of Tools (requires attunement)''<br>
''17th Level Item: a Tiny object or [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)''<br>
You imbue this object with wondrous arcane power. Each time you imbue this Infusion into an object, you choose a 3rd 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>
You imbue this object with wondrous arcane power. Each time you imbue this Infusion into an object, you choose a 3rd 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.  
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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==== Masterwork Homunculus ====
==== Masterwork Homunculus ====
''17th Level Item: Nothing''<br>
''17th Level Item: A handful of dust''<br>
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 the Clone Spell 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.<br>
You have discovered the secrets to the creation of life. You learn the [[Level 8#Clone|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 the [[Level 8#Clone|Clone]] Spell 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.<br>
If you replace this Infusion with another at any point before your clone reaches maturity, the Spell immediately fails.
If you replace this Infusion with another at any point before your clone reaches maturity, the Spell immediately fails.
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==== Mystic Armament ====
==== Mystic Armament ====
''17th Level Item: a Melee Weapon (requires attunement)''<br>
''17th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)''<br>
This magic Weapon has 6 charges. The wielder of this Weapon can use an Action and spend 1 charge to cast the Steel Wind Strike Spell without expending a Spell Slot. The Weapon regains all expended uses at dawn.
This magic [[Armor and Weapons#Weapons|Weapon]] has 6 charges. The wielder of this [[Armor and Weapons#Weapons|Weapon]] can use an Action and spend 1 charge to cast the Steel Wind Strike Spell without expending a Spell Slot. The [[Armor and Weapons#Weapons|Weapon]] regains all expended uses at dawn.
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==== Mystic Shot ====
==== Mystic Shot ====
''17th Level Item: a Ranged Weapon (requires attunement)''<br>
''17th Level Item: A [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]] (requires attunement)''<br>
This magic Weapon has 6 charges. The wielder of this Weapon can use an Action and spend 1 charge to cast the Swift Quiver Spell without expending a Spell Slot. The Weapon regains all expended uses at dawn.
This magic [[Armor and Weapons#Weapons|Weapon]] has 6 charges. The wielder of this [[Armor and Weapons#Weapons|Weapon]] can use an Action and spend 1 charge to cast the Swift Quiver Spell without expending a Spell Slot. The [[Armor and Weapons#Weapons|Weapon]] regains all expended uses at dawn.
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