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Homebrew Infusions

Below are homebrew Artificer Infusion


Adjustable Tool Set

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.


Enhanced Instrument

Prerequisite: A musical instrument (requires attunement)

This instrument has been magically enhanced by artifice. The wielder is considered proficient with this 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 level 10, this magic instrument grants a +1 bonus to spell attack rolls. This bonus increases to +2 at level 14.


Goggles of Clearsight

Prerequisite: helm, pair of goggles, or glasses

While wearing these magical goggles the wearer can see normally through light or heavy obscurement from mundane and magical phenomena, including darkness, within 120 feet.

The wearer also no longer suffers negative effects from the Sunlight Sensitivity trait, and it has advantage on any saving throws it makes to resist the blinded condition.


Power Whip

Prerequisite: A whip

This 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 level 10 (+2) and level 14 (+3).


Wondrous Translator

Prerequisite: ring, diadem, or necklace (requires attunement)

The wearer of this magical object understands any language that it hears spoken aloud as if it were its native tongue.

At level 5, this object does not require attunement, and at level 10, the wearer can also speak any language it hears.


Infiltration Armour

Prerequisite: Level 6+, suit of 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 Advantage on Dexterity (Stealth) checks.

At level 10, this armour grants its wearer a +1 bonus to Armour Class. This bonus increases to +2 at level 17.


Wall Shield

Prerequisite: Level 6+, Shield (requires attunement)

As a Utilise action, the wielder can slam this magic shield into the ground, expending Charges to produce the effects of 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 Concentration, and lasts for 1 minute. The wall is destroyed if the shield is removed.

This magical 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 level 10, this magic shield grants a +1 bonus to Armour Class. This Armour Class bonus increases to +2 at level 17.


Wildfire Cannon

Prerequisite: Level 6+; Gauntlet, Arcane 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: [ Firebolt] (0 Charges), Burning Hands (1 Charge), Scorching Ray (2 Charges), or 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.


Light Blade

Prerequisite: Level 6+; A sword hilt or wand (requires attunement)

While holding the item, the wielder can take a Bonus Action to cause a blade of pure radiance to spring into existence, or disappear, from the end of the item. While the blade exists, this magic item is a has the trait in the Light Blade table:

Light Blade
Trait Details
Weapon Category Simple Melee
Damage on a Hit 1d8+1 (1d8+2 at level 14) crimson_days crimson_days Radiant + Ability Modifier used for the attack roll
Properties Finesse
Mastery Vex
You can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery

The luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is considered sunlight.


Helm of Mind Shielding

Prerequisite: Level 14+; A helm, or diadem

The wearer of this magic helm has Resistance to Psychic damage, Immunity to the Charmed and Frightened conditions, and any magic that allows another creature to read their thoughts or telepathically communicate with them.


Mystic Armament

Prerequisite: Level 14+, A melee weapon (requires attunement)

This item has 4 charges. While wielding this magic weapon, the user can take a Magic action to cast the Foreign IronwindCM spell as a level 5 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: Level 14+, A ranged weapon (requires attunement)

While wielding this magic weapon, the user can take a Magic 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.