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.


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 FlameA suit of armour+1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 fire damage.
3Lesser Weapon Blessing of FlameA melee weapon+1 bonus to Attack and Damage. Deals additional 1d6 fire damage.
5Armour Blessing of FlameA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 fire damage.
5Weapon Blessing of FlameA melee weapon+2 bonus to Attack and Damage. Deals additional 1d8 fire damage.
7Greater Armour Blessing of FlameA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 fire damage.
7Greater Weapon Blessing of FlameA melee weapon+2 bonus to Attack and Damage. Deals additional 1d10 fire damage.
3Armour Blessing of Flame ResistanceA suit of armourAll fire damage done to you is halved, in addition to any resistances you already have.
3Lesser Armour Blessing of FrostA suit of armour+1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 cold damage.
3Lesser Weapon Blessing of FrostA melee weapon+1 bonus to Attack and Damage. Deals additional 1d6 cold damage.
5Armour Blessing of FrostA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 cold damage.
5Weapon Blessing of FrostA melee weapon+2 bonus to Attack and Damage. Deals additional 1d8 cold damage.
7Greater Armour Blessing of FrostA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 cold damage.
7Greater Weapon Blessing of FrostA melee weapon+2 bonus to Attack and Damage. Deals additional 1d10 cold damage.
3Armour Blessing of Frost ResistanceA suit of armourAll cold damage done to you is halved, in addition to any resistances you already have.
3Lesser Armour Blessing of LightA suit of armour+1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 radiant damage.
3Lesser Weapon Blessing of LightA melee weapon+1 bonus to Attack and Damage. Deals additional 1d6 radiant damage.
5Armour Blessing of LightA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 radiant damage.
5Weapon Blessing of LightA melee weapon+2 bonus to Attack and Damage. Deals additional 1d8 radiant damage.
7Greater Armour Blessing of LightA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 radiant damage.
7Greater Weapon Blessing of LightA melee weapon+2 bonus to Attack and Damage. Deals additional 1d10 radiant damage.
3Armour Blessing of Light ResistanceA suit of armourAll radiant damage done to you is halved, in addition to any resistances you already have.
3Lesser Armour Blessing of FulminationA suit of armour+1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 lightning damage.
3Lesser Weapon Blessing of FulminationA melee weapon+1 bonus to Attack and Damage. Deals additional 1d6 lightning damage.
5Armour Blessing of FulminationA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 lightning damage.
5Weapon Blessing of FulminationA melee weapon+2 bonus to Attack and Damage. Deals additional 1d8 lightning damage.
7Greater Armour Blessing of FulminationA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 lightning damage.
7Greater Weapon Blessing of FulminationA melee weapon+2 bonus to Attack and Damage. Deals additional 1d10 lightning damage.
3Armour Blessing of Shock ResistanceA suit of armourAll lightning damage done to you is halved, in addition to any resistances you already have.
3Lesser Armour Blessing of CorrosionA suit of armour+1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 acid damage.
3Lesser Weapon Blessing of CorrosionA melee weapon+1 bonus to Attack and Damage. Deals additional 1d6 acid damage.
5Armour Blessing of CorrosionA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 acid damage.
5Weapon Blessing of CorrosionA melee weapon+2 bonus to Attack and Damage. Deals additional 1d8 acid damage.
7Greater Armour Blessing of CorrosionA suit of armour+2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 acid damage.
7Greater Weapon Blessing of CorrosionA melee weapon+2 bonus to Attack and Damage. Deals additional 1d10 acid damage.
3Armour Blessing of Corrosion ResistanceA suit of armourAll acid damage 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).
10Helm 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

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 and 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.
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 force 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 Monstrous Humanoid. Against this type of foe, this weapon deals triple damage.
3Gem Of DivisionA small Gem or trinketYou gain an additional number of infusions known and able to use equal to half your level (rounded up). In this case, your level is your overall level if you are multiclassing, but you must still be at least Artificer level 3 to use this Infusion.

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