Additional Artificer Infusions (5e Class Feature)

Additional Artificer Infusions

An additional list of Artificer Infusions to boost the limited options available. Some of these require a minimum level to be able to use. This is a minimum Artificer Level, not overall level for multiclassing.


Replicable Items

This list allows you to replicate any magic item according to rarity, not already listed.

Min LevelNameItemDescription
3CommonVariesYou can replicate a Common magic item
6UncommonVariesYou can replicate an Uncommon magic item
10RareVariesYou can replicate a Rare magic item
14Very RareVariesYou can replicate a Very Rare magic item
20LegendaryVariesYou can replicate a Legendary magic item
Elemental Blessings

Infuse armour or weapons with additional elemental damage. One Armour Blessing and One Armour Blessing of Resistance maximum.

Min LevelNameItemDescription
3Lesser Armour Blessing of (type)A suit of armour+1 bonus to AC.

Select one of the following: Acid, Cold, Fire, Radiant. Whenever you are hit by a melee attack, the attacker suffers 1d4 damage of the selected type.

3Lesser Weapon Blessing of (type)Any weapon+1 bonus to Attack and Damage. Select one of the following: Acid, Cold, Fire, Radiant. Deals additional 1d6 damage of the selected type.
5Armour Blessing of (type)A suit of armour+2 bonus to AC.

Select one of the following: Acid, Cold, Fire, Radiant. Whenever you are hit by a melee attack, the attacker suffers 2d4 damage of the selected type.

5Weapon Blessing of (type)Any weapon+2 bonus to Attack and Damage. Select one of the following: Acid, Cold, Fire, Radiant. Deals additional 2d6 damage of the selected type.
7Greater Armour Blessing of (type)A suit of armour+3 bonus to AC.

Select one of the following: Acid, Cold, Fire, Radiant. Whenever you are hit by a melee attack, the attacker suffers 3d4 damage of the selected type.

7Greater Weapon Blessing of (type)Any weapon+3 bonus to Attack and Damage. Select one of the following: Acid, Cold, Fire, Radiant. Deals additional 3d6 damage of the selected type.
3Armour Blessing of (type) ResistanceA suit of armourSelect one of the following: Acid, Cold, Fire, Radiant. All damage of the selected type done to you is halved, in addition to any resistances you already have.
Physical Enhancements

Infuse armour or clothing to gain ability increases.

Min LevelNameItemDescription
3Swift Step BootsBoots, Sabatons or Greaves+5 ft to movement.
7Boots of GaleBoots, Sabatons or Greaves+10 ft to movement.
7Lesser Armour of StrengthA suit of medium or heavy armour+1 to Strength (Cannot exceed 20).
15Greater Armour of StrengthA suit of medium or heavy armour+2 to Strength (Cannot exceed 20).
7Lesser Armour of StealthA suit of light or medium armour+1 to Dexterity (Cannot exceed 20).
15Greater Armour of StealthA suit of light or medium armour+2 to Dexterity (Cannot exceed 20).
5Helm of KnowledgeA helmet or hat+2 to Wisdom or Intelligence (your choice) (Cannot exceed 20).
5Helm of InitiativeA helmet or hat+1 to Initiative, and you can no longer be surprised.
7Lesser Armour of HealthAny suit of armour+1 to Constitution. (Cannot exceed 20)
15Greater Armour of HealthAny suit of armour+2 to Constitution. (Cannot exceed 20)
Special Skills

Infusions That give you unnatural abilities

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Back to Main Page 5e Homebrew Character Options Class Features

Min LevelNameItemDescription
10Armour of FlightA suit of light armourYou gain the ability to fly, your flying speed is walking speed + 20ft. You can start flying using an action, and remain flying until you use an action to disengage this ability.
7Armour of Water BreathingAny suit of armourYou gain the ability to breathe underwater.
3Gauntlet of Fulmination (Ranged)A gauntletAs an action, you can shoot a lightning bolt from your hand. The target must make a DEX save roll DC 12. The bolt's range is 120ft and deals 1d8 lightning damage on a failed save, and half damage on a successful one. This has a number of charges equal to half your Artificer level rounded up, you regain all charges after a rest.
3Gem Of DivisionA small Gem or trinketYou gain an additional number of infusions known equal to your Intelligence modifier (minimum of one), and your max number of Infused Items increases by half of your Intelligence modifier rounded down (minimum of one). You can only benefit from one instance of this infusion at a time.
3Gauntlet of Fulmination (Melee)A gauntletYour fists are charged with lightning, an unarmed strike deals an extra 1d8 lightning damage.This has a number of charges equal to half your Artificer level rounded up, you regain all charges after a rest.
5DynamoA backpack, Rerebrace or CouterYou can use both Gauntlets of Fulmination without expending charges. Additionally, the damage increases to 1d10.
7Helm of TruesightA helmet or hatYou gain the Truesight and Darkvision abilities and gain proficiency in Perception and Insight. If you already have proficiency in Perception or Insight, your proficiency bonus is doubled for that ability.
5Tankard of Infinite LiquidA tankard or cupAs an action, you can make the container spew forth any liquid of choice. If it hits a creature within 10 ft, it deals 1d4 bludgeoning damage. In addition, the cup is always full, so you can never be thirsty, and it never spills. Some liquids have special features, for instance Ale is flammable.
3Shadow Walker BootsBoots, Sabatons or greavesAs an action, you can melt into a shadow, regardless if you are able to move or not. You can then reappear from any shadow within 120ft of your original position. This ability has two charges per long rest.
10Dimension Cutting BladeAny type of bladed weaponAs an action, you can cut through reality to a different dimension. The rift stays open for 5 minutes or until you close it using an action or bonus action. Once used, this ability has a cooldown of 10 hours before it can be used again.
7Weapon of Preferred EnemyAny weaponChoose one of the following: Fey, Fiend, Undead, Celestial, Aberration, Giant or Two Types of Humanoid. Against the selected type of foe, this weapon deals triple damage.
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