TCE Infusions
Below are Artificer's Infusion available from Tasha's Cauldron of Everything.
Armour of Magical Strength
Prerequisite: Level 2+, Item: A suit of Armour (requires attunement)
This armour has 6 charges. The wearer can expend the armour's charges in the following ways:
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
- The creature can take a Reaction to expend 1 charge to end the Prone condition.
The armour regains 1d6 expended charges daily at dawn.
Enhanced Arcane Focus
Prerequisite: Level 2+, Item: Arcane Focus (requires attunement)
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores Half Cover when making a spell attack.
The bonus increases to +2 when you reach level 10 in this class.
Enhanced Defense
Prerequisite: Level 2+, Item: A suit of Armour or a Shield
A creature gains a +1 bonus to Armour Class while wearing (armour) or wielding (shield) the infused item.
The bonus increases to +2 when you reach level 10 in this class.
Enhanced Weapon
Prerequisite: Level 2+, Item: Weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach level 10 in this class.
Homunculus Servant
Prerequisite: Level 2+, Item: Gem or Crystal worth at least 1.000 SP
You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your Initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the Mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Homonculus Servant
Tiny Construct
AC 13 (natural armour)
HP 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
Speed 20 ft., fly 30 ft.
MOD | SAVE | MOD | SAVE | ||
STR 4 | -3 | -3 | INT 10 | +0 | +0 |
DEX 15 | +2 | + PB | WIS 10 | +0 | +0 |
CON 12 | +1 | +1 | CHA 7 | -2 | -2 |
Senses Darkvision 60 ft., Passive Perception 10 + (PB × 2)
Skills Perception +0 plus PB × 2, Stealth +2 plus PB
Immunities Poison, Exhaustion, Poisoned
Languages understands the languages you speak
Proficiency Bonus equals your bonus
Traits
Evasion If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions (Requires Your Bonus Action)
Force Strike Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Reactions
Channel Magic The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Mind Sharpener
Prerequisite: Level 2+, Item: Suit of Armour or Robes
Charge: 4 ( Recharge: 1d4/Day)
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Repeating Shot
Prerequisite: Level 2+, Item: Weapon with Ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Replicate Magic Item
Prerequisite: Level 2+
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
Replicable Items
Magic Item | Attunement |
---|---|
Alchemy jug | No |
Bag of holding | No |
Cap of water breathing | No |
Goggles of night | No |
Rope of climbing | No |
Sending stones | No |
Wand of magic detection | No |
Wand of secrets | No |
Magic Item | Attunement |
---|---|
Boots of elvenkind | No |
Cloak of elvenkind | Yes |
Cloak of the manta ray | No |
Eyes of charming | Yes |
Gloves of thievery | No |
Lantern of revealing | No |
Pipes of haunting | No |
Ring of water walking | No |
Magic Item | Attunement |
---|---|
Boots of striding and springing | Yes |
Boots of the winterlands | Yes |
Bracers of archery | Yes |
Brooch of shielding | Yes |
Cloak of protection | Yes |
Eyes of the eagle | Yes |
Gauntlets of ogre power | Yes |
Gloves of missile snaring | Yes |
Gloves of swimming and climbing | Yes |
Hat of disguise | Yes |
Headband of intellect | Yes |
Helm of telepathy | Yes |
Medallion of thoughts | Yes |
Necklace of adaptation | Yes |
Periapt of wound closure | Yes |
Pipes of the sewers | Yes |
Quiver of Ehlonna | No |
Ring of jumping | Yes |
Ring of mind shielding | Yes |
Slippers of spider climbing | Yes |
Ventilating lungs (detailed in chapter 5) | Yes |
Winged boots | Yes |
Magic Item | Attunement |
---|---|
Amulet of health | Yes |
Arcane propulsion arm (detailed in chapter 5) | Yes |
Belt of hill giant strength | Yes |
Boots of levitation | Yes |
Boots of speed | Yes |
Bracers of defense | Yes |
Cloak of the bat | Yes |
Dimensional shackles | No |
Gem of seeing | Yes |
Horn of blasting | No |
Ring of free action | Yes |
Ring of protection | Yes |
Ring of the ram | Yes |
Returning Weapon
Prerequisite: Level 2+, Item: Weapon with the Thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
Boots of the Winding Path
Prerequisite: Level 6+, Item: A pair of Boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a Bonus Action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Radiant Weapon
Prerequisite: Level 6+, Item: Weapon (requires attunement)
Charge: 4 ( Recharge: 1d4/Day)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a Bonus Action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a Bonus Action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Repulsion Shield
Prerequisite: Level 6+, Item: Shield (requires attunement)
Charge: 4 ( Recharge: 1d4/Day)
A creature gains a +1 bonus to Armour Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Resistant Armour
Prerequisite: Level 6+, Item: A suit of Armour (requires attunement)
While wearing this armour, a creature has Resistance to one of the following damage types, which you choose when you infuse the item: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.
Spell-Refueling Ring
Prerequisite: Level 6+, Item: A Ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of level 3 slot or lower. Once used, the ring can't be used again until the next dawn.
Helm of Awareness
Prerequisite: Level 10+, Item: A helmet (requires attunement)
While wearing this helmet, a creature has Advantage on Initiative rolls. In addition, the wearer is immune to the Surprised condition, provided it doesn't have the Incapacitated condition.
Arcane Propulsion Armour
Prerequisite: Level 14+, Item: A suit of Armour (requires attunement)
The wearer of this armour gains these benefits:
Speed Increase The wearer's Speed increases by 5 feet.
Power Gauntlet The armour includes gauntlets, each of which is a melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets. The Gauntlets has traits as described in the Power Gauntlet table.
Power Gauntlet
Trait | Details |
---|---|
Weapon Category | Simple Melee |
Base Damage | 1d8 Force + Ability Modifier used for the attack roll |
Properties |
Thrown (20/60) When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches. |
Mastery | Push (you can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery) |
Second Skin The armour can't be removed against the wearer's will.
Prosthesis If the wearer is missing any limbs, the armour replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.