Additional Artificer Infusions (5e Class Feature)

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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 Level Name Item Description
3 Lesser Armour Blessing of Flame A suit of armour +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 fire damage.
3 Lesser Weapon Blessing of Flame A melee weapon +1 bonus to Attack and Damage. Deals additional 1d6 fire damage.
5 Armour Blessing of Flame A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 fire damage.
5 Weapon Blessing of Flame A melee weapon +2 bonus to Attack and Damage. Deals additional 1d8 fire damage.
7 Greater Armour Blessing of Flame A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 fire damage.
7 Greater Weapon Blessing of Flame A melee weapon +2 bonus to Attack and Damage. Deals additional 1d10 fire damage.
3 Armour Blessing of Flame Resistance A suit of armour All fire damage done to you is halved, in addition to any resistances you already have.
3 Lesser Armour Blessing of Frost A suit of armour +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 cold damage.
3 Lesser Weapon Blessing of Frost A melee weapon +1 bonus to Attack and Damage. Deals additional 1d6 cold damage.
5 Armour Blessing of Frost A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 cold damage.
5 Weapon Blessing of Frost A melee weapon +2 bonus to Attack and Damage. Deals additional 1d8 cold damage.
7 Greater Armour Blessing of Frost A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 cold damage.
7 Greater Weapon Blessing of Frost A melee weapon +2 bonus to Attack and Damage. Deals additional 1d10 cold damage.
3 Armour Blessing of Frost Resistance A suit of armour All cold damage done to you is halved, in addition to any resistances you already have.
3 Lesser Armour Blessing of Light A suit of armour +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 radiant damage.
3 Lesser Weapon Blessing of Light A melee weapon +1 bonus to Attack and Damage. Deals additional 1d6 radiant damage.
5 Armour Blessing of Light A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 radiant damage.
5 Weapon Blessing of Light A melee weapon +2 bonus to Attack and Damage. Deals additional 1d8 radiant damage.
7 Greater Armour Blessing of Light A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 radiant damage.
7 Greater Weapon Blessing of Light A melee weapon +2 bonus to Attack and Damage. Deals additional 1d10 radiant damage.
3 Armour Blessing of Light Resistance A suit of armour All radiant damage done to you is halved, in addition to any resistances you already have.
3 Lesser Armour Blessing of Fulmination A suit of armour +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 lightning damage.
3 Lesser Weapon Blessing of Fulmination A melee weapon +1 bonus to Attack and Damage. Deals additional 1d6 lightning damage.
5 Armour Blessing of Fulmination A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 lightning damage.
5 Weapon Blessing of Fulmination A melee weapon +2 bonus to Attack and Damage. Deals additional 1d8 lightning damage.
7 Greater Armour Blessing of Fulmination A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 lightning damage.
7 Greater Weapon Blessing of Fulmination A melee weapon +2 bonus to Attack and Damage. Deals additional 1d10 lightning damage.
3 Armour Blessing of Shock Resistance A suit of armour All lightning damage done to you is halved, in addition to any resistances you already have.
3 Lesser Armour Blessing of Corrosion A suit of armour +1 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 acid damage.
3 Lesser Weapon Blessing of Corrosion A melee weapon +1 bonus to Attack and Damage. Deals additional 1d6 acid damage.
5 Armour Blessing of Corrosion A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d4 acid damage.
5 Weapon Blessing of Corrosion A melee weapon +2 bonus to Attack and Damage. Deals additional 1d8 acid damage.
7 Greater Armour Blessing of Corrosion A suit of armour +2 bonus to AC. Whenever you are hit by a melee attack, the attacker suffers 1d6 acid damage.
7 Greater Weapon Blessing of Corrosion A melee weapon +2 bonus to Attack and Damage. Deals additional 1d10 acid damage.
3 Armour Blessing of Corrosion Resistance A suit of armour All 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 Level Name Item Description
3 Swift Step Boots Boots, Sabatons or Greaves +5 ft to movement.
7 Boots of Gale Boots, Sabatons or Greaves +10 ft to movement.
7 Lesser Armour of Strength A suit of medium or heavy armour +1 to Strength (Cannot exceed 20).
15 Greater Armour of Strength A suit of medium or heavy armour +2 to Strength (Cannot exceed 20).
7 Lesser Armour of Stealth A suit of light or medium armour +1 to Dexterity (Cannot exceed 20).
15 Greater Armour of Stealth A suit of light or medium armour +2 to Dexterity (Cannot exceed 20).
10 Helm of Knowledge A helmet or hat +2 to Wisdom or Intelligence (your choice) (Cannot exceed 20).
5 Helm of Initiative A helmet or hat +1 to Initiative, and you can no longer be surprised.
7 Lesser Armour of Health Any suit of armour +1 to Constitution. (Cannot exceed 20)
15 Greater Armour of Health Any suit of armour +2 to Constitution. (Cannot exceed 20)
Special Skills

Infusions That give you unnatural abilities

Min Level Name Item Description
10 Armour of Flight A suit of light armour You 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.
7 Armour of Water Breathing Any suit of armour You gain the ability to breathe underwater.
3 Gauntlet of Fulmination (Ranged) A gauntlet As 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.
3 Gauntlet of Fulmination (Melee) A gauntlet Your 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.
5 Dynamo A backpack, Rerebrace or Couter You can use both Gauntlets of Fulmination without expending charges. Additionally, the damage increases to 1d10.
7 Helm of Truesight A helmet or hat You 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.
5 Tankard of Infinite Liquid A tankard or cup As 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.
3 Shadow Walker Boots Boots, Sabatons or greaves As 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.
10 Dimension Cutting Blade Any type of bladed weapon As 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.
7 Weapon of Preferred Enemy Any weapon Choose one of the following: Fey, Fiend, Undead, Celestial, Aberration, Giant or Monstrous Humanoid. Against this type of foe, this weapon deals triple damage.
3 Gem Of Division A small Gem or trinket You 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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