New Artificer Infusions

At 2nd level, an artificer gains the Infuse Item feature. Here are new available infusions for that feature. If an infusion has a prerequisite, you must meet it to learn the infusion. You can learn the infusion at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class. If one of these infusions refers to a saving throw, the DC for the saving throw is your artificer spell save DC.

Poisoning Weapon
Prerequisite: 6th level
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. The weapon has 4 charges. When an attack using the weapon hits a creature, the wielder can expend 1 charge and cause the target to be poisoned until the end of its next turn, unless it succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Sickening Weapon
Prerequisite: 6th level
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. If the wielder hits a creature with an attack using the weapon and the target isn't an undead or construct and isn't immune to disease, it can't regain hit points until the end of its next turn.

Toxic Armor
Item: A suit of armor (requires attunement)
This armor has 6 charges. It regains 1d6 expended charges daily at dawn. The wearer can expend the armor's charges in the following ways:

  • When a creature within 5 feet of the wearer hits it with a melee attack, it can expend 1 charge to deal 1d6 poison damage to the attacker. The damage increases to 2d6 when you reach 10th level in this class.

  • The wearer can use an action on its turn to expend 2 charges to release a foul stench from the armor. Each creature within 10 feet of the wearer becomes poisoned until the end of its next turn, unless it succeeds on a Constitution saving throw against your spell save DC. Creatures that don't need to breathe automatically succeed on the saving throw.

Vial of Poison
Item: A vial (requires attunement)
This vial has 4 charges. A creature holding it can use a bonus action to expend 1 charge to coat one slashing or piercing weapon or one piece of ammunition, which retains its potency for up to 1 minute before drying. If the coated weapon or ammunition hits a creature, the poison loses its potency, and the creature must make a Constitution saving throw against your spell save DC or else take 2d6 poison damage.

The vial regains 1d4 expended charges daily at dawn. The damage increases to 4d6 when you reach 10th level in this class.

New Options for Replicate Magic Item

The existing infusion Replicate Magic Item allows an artificer to replicate a particular magic item, choosing the item from a particular table of items. Whenever you use that infusion, if your DM allows, you can choose the item that you replicate from the following tables instead of the normal options, using the existing rules for the Replicate Magic Item infusion when you do.

Replicable Items (2nd-level Artificer)

Magic Item
Attunement
Page & Source
Circlet of Masonry Yes The Elements & Beyond, page 218
Crimson Ash Gloves Yes The Elements & Beyond, page 219
Gliding Cloak No The Elements & Beyond, page 220
Traveler's Tassel of Throwing No The Elements & Beyond, page 225
Wand of Identities No The Impermissicon, page 223

Replicable Items (6th-level Artificer)

Magic Item
Attunement
Page & Source
Amulet of Acid-Proofing Yes The Elements & Beyond, page 218
Bloodguard Necklace Yes The Impermissicon, page 210
Wand of Wild Magic Yes The Impermissicon, page 223

Replicable Items (10th-level Artificer)

Magic Item
Attunement
Page & Source
Bloodbite Ring No The Impermissicon, page 210
Brooch of Thorns Yes The Elements & Beyond, page 218
Cursebite Ring No The Impermissicon, page 211
Dragonguard Shield Yes The Elements & Beyond, page 219
Poisonbite Ring No The Impermissicon, page 216

Replicable Items (14th-level Artificer)

Magic Item
Attunement
Page & Source
Cloak of Shadows Yes The Impermissicon, page 210
Lightning Rod Yes The Elements & Beyond, page 220
Ratkeeper's Cloak Yes The Impermissicon, page 222