Infusion List

Magic Item Description
Arcane Propulsion Armor Increases walking speed by 5 feet, includes gauntlets that deal 1d8 force damage, replaces missing limbs.
Armor of Magical Strength Has 6 charges, adds Intelligence modifier to Strength checks, avoids being knocked prone with reaction.
Armor of Tools (UA) Allows integration of artisan's or thieves' tools for 8 hours. Adds Intelligence modifier to related ability checks.
Boots of the Winding Path Allows teleportation up to 15 feet as a bonus action.
Enhanced Arcane Focus +1 bonus to spell attack rolls, ignores half cover for spell attacks. +2 at 10th level.
Enhanced Defense +1 bonus to Armor Class for armor or shield. Increases to +2 at 10th level.
Enhanced Weapon +1 bonus to attack and damage rolls. Increases to +2 at 10th level.
Helm of Awareness Advantage on initiative rolls, wearer can't be surprised (if not incapacitated).
Mind Sharpener 4 charges, use reaction to succeed Constitution saving throw to maintain concentration on a spell.
Radiant Weapon +1 bonus to attack and damage rolls. Sheds light and blinds attackers with charges.
Repeating Shot +1 bonus to attack and damage, ignores the loading property, creates its own ammunition.
Replicating Magic Item +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. 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.
Repulsion Shield +1 bonus to AC. Can push attackers away using a reaction.
Resistant Armor Resistance to one damage type (acid, cold, fire, etc.).
Returning Weapon +1 bonus to attack and damage rolls, returns to wielder after being thrown.
Spell-Refueling Ring Recovers one expended spell slot (3rd level or lower) per dawn.
Replicable Magic Items


Replicable Magic Item (2nd-Level Artificer) 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


Replicable Magic Item (6th-Level Artificer) 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


Replicable Magic Item (10th-Level Artificer) 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 (Eberron: Rising from the Last War) Yes
Winged Boots Yes


Replicable Magic Item (14th-Level Artificer) Attunement
Amulet of Health Yes
Arcane Propulsion Arm (Eberron: Rising from the Last War) 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