Instant Infusion (5e Equipment)

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Instant Infusion[edit]

Wondrous item, varies

These small magical devices can be seen as the equivalent of a spell scroll for artificer infusions. An instant infusion consists of a tiny glowing orb that contains the magic of the infusion encaged by an assembly of components that facilitates the application of the infusion. An instant infusion can be used by pressing it against a manufactured item of a requisite type for 1 minute, upon which the item gains the infused properties and the instant infusion loses its magic. With its magic gone, the orb inside the instant infusion disappears and the device falls to pieces.

You can determine the properties of an instant infusion by its appearance, or via an identify spell.

Some instant infusions are intended to be flexible beyond rigid mechanical interactions. The DM can rule that applying a specific instant infusion to an already magical item may create an entirely new item with homebrew properties that are determined from a logical result of the combination. For example, applying a instant infusion of elemental ice to a wand of fireballs could create a wand of freezing explosions, which requires a Constitution saving throw, deals cold instead of fire damage, and halves the speed of all creatures that fail the saving throw until the end of their next turn. However, some interactions are much more straightforward and don't require any additional ruling — a suit of adamantine armor with an instant infusion of +1 enhanced defense applied to it would result in a suit of +1 adamantine armor.

Instant infusions cannot be artifact rarity, and cannot be applied to artifacts.

Crafting an Instant Infusion

Crafting an instant infusion follows the same rules as crafting any other magic item, with a few caveats. The crafter needs two item formulas: one for the base item of the instant infusion itself at that rarity, another for at least one item which the infusion's properties replicate. If the replicated item would require rare or unique materials to craft, the instant infusion requires those same materials. An artificer can use knowledge of one of their own infusions in place of the second formula.

Common instant infusions, similar to potions and spell scrolls, cannot be recreated by an artificer's replicate magic item infusion.

Instant Infusion: Enhanced Weapon[edit]

Uncommon (+1), Rare (+2), Very Rare (+3)

Requirement: any weapon or ammunition

This small magical device resembles a mechanized assembly of whetstones and balance-finders, at which its center an orb shimmers with metallic hues. It contains magic that enhances the effectiveness of a weapon. If applied to a weapon becomes a magic weapon with a bonus to attack and damage rolls according to the instant infusion's rarity.

This instant infusion can also be applied to pieces of ammunition. Once it has been used to infuse a single piece of ammunition, it can no longer be applied to weapons. The ammunition becomes magical ammunition with a bonus to attack and damage according to the orb's rarity. A piece of magical ammunition becomes nonmagical once it strikes a target. The instant infusion can be applied to up to 10 pieces of ammunition before it loses its magic entirely.

If the weapon or piece of ammunition already has a magical bonus the same as or higher than that granted by the instant infusion, the instant infusion cannot be applied to the item.

Instant Infusion: Enhanced Defense[edit]

Rare (+1), Very Rare (+2), Legendary (+3)

Requirement: any armor or shield

This small magical device consists of an array of mechanized polishers and buffing wheels in a cylindrical shape. At its center is a tiny orb shimmering with metallic hues. The armor or shield becomes magical and grants a bonus to your AC according to the rarity of the orb while you are wearing it (armor) or holding it (shield). If the item is already an armor or shield with a magical bonus the same as or higher than that granted by the orb, the instant infusion cannot be applied to the item.

Instant Infusion: Enhanced Arcane Focus[edit]

Uncommon (+1), Rare (+2), Very Rare (+3)

Requirement: an item that behaves as a spellcasting focus worth at least 1 gp

This orb shimmers with metallic hues that seem to swirl and change color like rainbow iridescence in an oil slick. When applied to the item, the item now requires attunement if it did not do so already and grants a magical bonus according to the orb's rarity to your spell attack rolls and saving throw DCs while you hold it. If the item already granted a magical bonus to your spell attack rolls and spell save DCs equal to or greater than that granted by the orb, the orb cannot be applied to the item.

Instant Infusion: Silvering[edit]

Common

Requirement: any weapon or ammunition, an item worth no less than 1 gp otherwise

This orb appears to be filled with quicksilver. Applying it to an item causes the item to become coated with silver.

Weapon

The weapon becomes a silvered weapon.

Ammunition

The piece of ammunition becomes silvered ammunition. The orb remains, but shrinks in size and can only be applied to more ammunition. Up to 10 pieces of silvered ammunition can be created in this way before the orb disappears completely.

Instant Infusion: Mending[edit]

Common

Requirement: a set of clothes or up to 50 feet of rope

This small magical device consists of a spiderlike assembly of spools of thread and sewing needles, with a tiny glowing orb at its center. Applying this orb to an item causes the item to exhibit the ability to mend itself.

If applied to a set of clothes, the clothes become magical and gain the properties of clothes of mending. If applied to a rope, the rope becomes magical and gains the properties of a rope of mending.

Instant Infusion: Glamour[edit]

Common

Requirement: any worn item

This small magical device consists of lines of spooled threads exhibiting delicate dancing patterns reminiscent of fluttering butterfly wings surrounding an orb of iridescently shifting hues. When applied to an item, it causes that item to become magical and exhibit a dramatic but harmless sensory effect.

If applied to a helmet, the helmet gains the properties of a dread helm. If applied to a cloak, that cloak gains the properties of a cloak of billowing. If applied to a set of clothing, that set of clothing gains the properties of common glamerweave[1]. If applied to a suit of armor, that armor gains the properties of smoldering armor.

Instant Infusion: Cast-Off[edit]

Common

Requirement: any armor

This small magical device consists of an assembly of quick releases and straps surrounding a tiny glowing orb. If applied to a set of armor, that armor becomes magical and gains the properties of cast-off armor.

Instant Infusion: Enduring[edit]

Common

Requirement: any nonmagical item

This small magical device consists of tins of polish, wax, and resin mounted to armatures. A tiny orb shimmers in the center of this contraption. When applied to an item, the item becomes magically weatherproof, unable to be sullied by dirt, grime, or mud. It can't be damaged by immersion by fire and water and doesn't deteriorate with age.

Applying this infusion to a spellbook grants it the properties of an enduring spellbook. Applying it to a set of armor or clothing causes it to gain the properties of armor of gleaming.

Instant Infusion: Returning[edit]

Common

Requirement: any weapon

This small magical device consists of a series of spools hosting a silver string that trails off into intangibility, with several lead weights of various sizes along its length. A tiny orb shimmers in the center of this contraption. When applied to a weapon with the thrown property, the weapon becomes magical and gains the property of returning immediately to the wielder's hand after it is used to make a ranged attack. Applying it to any other weapons still causes it to become magical, but the weapon now can be attuned to and can be summoned back to the attuned wielder's hand as a bonus action.

Instant Infusion: Winter's Ward[edit]

Uncommon

Requirement: Any worn item, or a tent or bedroll

This small magical devices consists of an array of stones that are warm to the touch and furs surrounding a gently-glowing orange orb. When applied to an item, that item becomes magical and confers a degree of protection in cold environments.

If applied to a nonmagical ring, that ring becomes a ring of warmth. If applied to nonmagical boots, those boots become boots of the winterlands. If applied to a tent or bedroll, the interior space of the tent or bedroll remains comfortably warm at temperatures as low as -100 degrees Fahrenheit. If applied to a set of clothing, those clothes become magical and require attunement. While attuned to and wearing those clothes, you have resistance to cold damage and are unaffected by temperatures as low as -50 degrees Fahrenheit.

Instant Infusion: Slaying[edit]

Rare

Requirement: any weapon or a piece of ammunition

This orb swirls with blood and darkness. You feel a directed hatred radiating from it through your touch. Applying it to a weapon or piece of ammunition transfers that enmity to that item, empowering it. That enmity is directed toward a particular kind of creature, such as giants, dragons, orcs, etc.. Some enmities are more focused than others; for example, there can exist an instant infusion: dragon slayer and an instant infusion: blue dragon slayer.

Variant: Blank Slaying Orb

This orb does not have an enmity. As part of applying it to an item, you can channel your hatred towards a particular creature and imprint it upon the orb, giving it an enmity.

Weapon

See dragon slayer, giant slayer, and corpse slayer[2] for specific variations.

Otherwise, a generic version of this weapon has a +1 to attack and damage rolls made with it, and deals an additional 3d6 damage of the weapon's type when you hit a creature that matches the orb's enmity with no other effect.

Ammunition

The piece of ammunition becomes magical. If a creature belonging to the type, race, or group associated with the orb's enmity takes damage from the ammunition, the creature make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much damage on a successful one.

Once the ammunition has dealt it's extra damage to a creature, it becomes nonmagical.

Instant Infusion: Elemental Resistance[edit]

Rare

Requirement: any set of armor

This magical device is composed of several small tins of lacquer, sealant, and polish, as well as applicators for them. A tiny shimmering orb lies in the center of the contraption. When applied to a set of armor, that armor becomes magical if it isn't already, requires attunement and grants resistance to one of the following damage types while worn: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Variant: Uncalibrated Resistance

This variant of the instant infusion doesn't have a preset resistance. Instead, the armor acquires its resistance based on the first valid damage type that it or its wearer is subjected to.

Instant Infusion: Elemental Fire[edit]

Rare

Requirement: any item worth at least 1 gp

This orb is filled with blazing fire and is warm to the touch. It can be applied to multiple different types of objects, imbuing them with the essence of elemental flame. Here are some example properties it could bestow upon various items.

Weapon

The edge of the weapon glows with flames. It deals an extra 2d8 fire damage on a hit and gives of bright light for 15 feet and dim light for a further 15 feet. A flammable object not being worn or carried struck with the weapon bursts into flames.

Armor

The suit of armor is set magically ablaze. It emits bright light for 30 feet, and dim light for a further 30 feet. The wearer is resistant to cold damage while wearing the armor. A creatures that grapples the wearer takes 2d6 fire damage at the beginning of each of its turns.

Instant Infusion: Elemental Ice[edit]

Rare

Requirement: any item worth at least 1 gp

This orb is perpetually covered with a chilly layer of frost. It can be applied to multiple different types of objects, imbuing them with the essence of elemental ice. Here are some example properties it could bestow upon various items.

Weapon

The edge of the weapon frosts with ice. It deals an extra 2d8 cold damage on a hit. A creature hit by this weapon suffers minor frostbite, giving it disadvantage on its next attack roll made before the end of its next turn.

Armor

The suit of armor becomes supernaturally chilled. The wearer is resistant to fire damage while wearing the armor. A creature that grapples the wearer takes 2d6 cold damage at the beginning of each of its turns.

Instant Infusion: Elemental Lightning[edit]

Rare

This orb crackles and buzzes with electricity. It can be applied to multiple different types of objects, imbuing them with the essence of elemental lightning. Here are some example properties it could bestow upon various items.

Weapon

The edge of the weapon arcs with electricity. It deals an extra 2d8 lightning damage on a hit.

Armor

This suit of armor crackles with lightning. When the wearer is hit by a melee attack, the attacker takes 2d6 lightning damage.

Instant Infusion: Elemental Thunder[edit]

Rare

This orb perpetually hums and rumbles with sonic energy. It can be applied to multiple different types of objects, imbuing them with the essence of elemental thunder. Here are some example properties it could bestow upon various items.

Weapon

The weapon's edge hums with sonic energy. When you strike with it, it deals an extra 2d8 thunder damage on a hit and emits a loud sound audible up to 300 feet away.

Armor

This suit of armor rumbles when you move. When the wearer is hit by a melee attack, the attacker takes 2d6 thunder damage.

Deinfuser[edit]

Varies

This small magical device whirs and shifts into a myriad of different configurations and tools. At its center is a dull gray orb. If pressed to a magical item of the same or lower rarity for 1 minute, the item becomes nonmagical as all of its magical properties are siphoned into the deinfuser. The deinfuser then transforms into a normal instant infusion for those properties.


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  1. Eberron: Rising from the Last War pp.277
  2. Explorer's Guide to Wildemount pp.266