Adjustable Tool Set

Item: set of artisan’s tools or tinker’s tools
The wielder is considered proficient with this magical set
of tools, and as an action, they can transform this set of
tools into another set of artisan’s tools of their choice.
At 11th level, this magical tool set grants a +1 bonus to
ability checks. This bonus increases to +2 at 17th level.

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Arm Launcher

Item: glove or gauntlet
As an action, this magical launcher can be loaded with up to
five Tiny objects, such as individual bags of ball bearings or
caltrops, or vials of acid, alchemist’s fire, oil, or holy water.
As a bonus action, the wearer can activate the launcher to
fire one of the objects loaded in it, making a ranged weapon
attack against a target or space it can see within 20 feet.

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Armor of Strength

Prerequisite: 11th-level ArtificerItem: a suit of armor (requires attunement)
This magical armor grants its wearer a +1 bonus to its Armor
Class, and its wearer can also use its Intelligence, in place of
Strength, for Strength-based ability checks or saving throws.
When the wearer of this armor would be knocked prone or
moved against its will, it can expend one Charge to not move.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.
At 17th level, this armor grants a +2 bonus to Armor Class.

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Artificial Limb

Item: humanoid-shaped prosthetic limb
This magic prosthetic limb attaches to a creature, seamlessly
covering one limb or replacing a lost limb. As a bonus action,
the wearer can extend, or retract the limb up to 10 feet.

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Belt of Utility

Item: belt or vest with ten pockets

This magical belt has ten Tiny pockets which can each hold a Tiny or smaller object. As an action, bonus action, or as part of an attack, the wearer can call to mind one object in one of the pockets, instantly summoning it into its hand and can use it as part of that action, bonus action, or attack. If the wearer does not have a free hand when it summons the object, it shunts one object it is holding into that pouch.

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Boots of Destruction

Prerequisite: 17th-level ArtificerItem: pair of boots (requires attunement)
The wearer of these magical boots cannot be knocked prone
or moved against its will. It also knows destructive wave, and
can cast destructive wave once without expending a spell slot.
The wearer of these magic boots regains the ability to cast
the spell without expending a spell slot at the following dawn.

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Chameleon Armor

Prerequisite: 11th-level ArtificerItem: suit of armor (requires attunement)
This magical armor grants its wearer a +1 bonus to its Armor
Class. The wearer can use an action to expend Charges and
cast one of the spells here on itself: disguise self (1 Charge),
invisibility (2 Charges) or greater invisibility (4 Charges).
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.
At 17th level, this armor grants a +2 bonus to Armor Class.

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Collar of Taming

Prerequisite: 11th-level ArtificerItem: metal circlet or collar (requires attunement)
When worn by a beast with a CR equal to or less than your
Intelligence modifier, this magical collar allows the creature
attuned to exert absolute control over that beast.
The collared beast is friendly to you and obeys your orders
completely. In combat you share initiative and it acts during
your turn. It can move and use its reaction on its own, but it
only takes the Dodge action unless you use a bonus action to
order it to take an action from its stat block or another action.
If you can ride the beast then it counts as a trained mount.
At 17th level, this magic collar can control mostrosities.

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Elemental Armor

Prerequisite: 11th-level ArtificerItem: suit of armor (requires attunement)
This magical armor grants its wearer a +1 bonus to its Armor
Class, and its wearer is resistant to your choice of either acid,
cold, fire, lightning, necrotic, poison, radiant, or thunder.
At 17th level, this armor grants a +2 bonus to Armor Class,
and you can infuse this magical armor so it grants the wearer
resistance to psychic or force damage.

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Elemental Prism

Prerequisite: 11th-level ArtificerItem: diamond worth at least 50 gold and an arcane focus
This magical diamond is bonded to an arcane focus. When
the wielder of this focus casts a spell that deals damage, it
can change the spell’s damage to acid, cold, fire, lightning,
poison, or thunder damage.
At 17th level, this magic arcane focus grants its wielder
a +1 bonus to its spell attack rolls and its Spell save DC.

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Elemental Ring

Prerequisite: 11th-level ArtificerItem: ring (requires attunement)
You infuse a ring with elemental power, choosing acid, cold,
fire, poison, or lighting, and a command word.
When the wearer casts a spell of 3rd-level or lower that
deals the chosen damage type, it can speak the command
word to deal maximum damage to one target of the spell.
Once the wearer uses this ring to maximize the damage of
a spell it cannot be used again until the next dawn.
At 17th level, it can be used on spells of 5th-level or lower.

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Elemental Weapon

Prerequisite: 11th-level ArtificerItem: melee weapon (requires attunement)
You infuse a melee weapon with elemental power, choosing
acid, cold, fire, poison, or lighting, and a command word.
The wielder of this magic weapon can speak its command
word to cause elemental power to wreathe the weapon until
it speaks the command word again. For the duration, it deals
a bonus 1d6 damage of the type you chose on hit.
At 17th level, the bonus elemental damage becomes 2d6.

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Enhanced Arcane Focus

Item: arcane focus (requires attunement)
This magic item grants its wielder +1 bonus to spell attack
rolls, and it ignores half cover when making spell attacks.
This bonus increases at 11th level (+2) and 17th level (+3).

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Enhanced Defense

Item: suit of armor or a shield
This magical item grants its wearer or wielder a +1 bonus to
its Armor Class while wearing or wielding this infused item.
This bonus increases at 11th level (+2) and 17th level (+3).

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Enhanced Weapon

Item: simple or martial weapon
This magic weapon grants its wielder a +1 bonus to attack
and damage rolls it makes with this infused weapon.
This bonus increases at 11th level (+2) and 17th level (+3).

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Featherweight Belt

Item: belt or cloak (requires attunement)
When worn, this magic belt reduces its wearer to one-tenth
of its weight without decreasing its physical abilities.
At 11th level, it reduces the wearer to one-hundredth of its
weight without decreasing its physical abilities.Featherweight Weapon Featherweight WeaponItem: simple or martial melee weapon (requires attunement)
This magic weapon no longer has the heavy and two-handed
properties if it had it. If it does not have either the heavy or
two-handed property, it instead gains the light property.
At 11th level, this weapon gains a +1 bonus to its attack
and damage rolls. This bonus increases to +2 at 17th level.

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Gem of Warding

Prerequisite: 5th-level ArtificerItem: gem worth at least 100 gold to serve as its core
As an action, the wielder of this magical gem can expend one
of its Charges and throw it to an unoccupied space it can see
within 30 feet, where it hovers 5 feet above the ground. Once
placed, the wielder can use a bonus action to cause the gem
to move up to 20 feet, or to emit a pulse granting creatures of
the wielder’s choice within 10 feet of the gem temporary
hit points equal to your Intelligence modifier.
This magic gem has a number of hit points equal
to your Artificer level and an Armor Class equal to
your Intelligence score. It is active for 1 minute, or
until it is destroyed, after which it returns to its wielder.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.

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Goggles of Clearsight

Item: helm, pair of goggles, or glasses
While wearing these magical goggles the wearer can see
normally through light or heavy obscurement from mundane
and magical phenomena, including darkness, within 120 feet.
The wearer also no longer suffers negative effects from the
Sunlight Sensitivity trait, and it has advantage on any saving
throws it makes to resist the blinded condition.

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Greater Arcane Item

Prerequisite: 11th-level ArtificerItem: Tiny object, tool, or arcane focus (requires attunement)
You imbue this object with a greater amount of arcane power,
choosing a 2nd-level Artificer spell you know to infuse within.
Any creature that holds this item can expend one Charge to
cast the imbued spell with your Artificer spellcasting ability.
If the imbued spell requires concentration, the wielder of
the item must concentrate on the spell for the duration.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.  Helm of Awareness   Helm of AwarenessPrerequisite: 11th-level ArtificerItem: helmet or diadem (requires attunement)
The wearer of this magic helm cannot be surprised unless
it is incapacitated. It also adds your Intelligence modifier
(minimum of +1) to its initiative rolls.
Voyager Boots                 Voyager BootsPrerequisite: 11th-level ArtificerItem: pair of boots (requires attunement)
The wearer of these magical boots can
use a bonus action to teleport up to 15
feet to an unoccupied space it can see.
At 17th level, the wearer can use the
magical boots to teleport up to 30 feet to
an unoccupied space it can see.
Guardian Gauntlets          Guardian GauntletsPrerequisite: 17th-level ArtificerItem: pair of gauntlets (requires attunement)
When a creature ends its turn within 30 feet of the
wearer of these magical gauntlets, the wearer can
expend one Charge as a reaction to force it to make a
Strength saving throw. Huge and larger creatures have
advantage on this save. On a failure, it is pulled 30 feet
toward the wearer to an unoccupied space of its choice.
If it pulls the creature within 5 feet, the wearer can make
a single melee weapon attack against it.
This magic item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.

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Homing Weapon

Prerequisite: 5th-level ArtificerItem: weapon with the ranged or thrown property
The wielder of this magic weapon ignores the disadvantage
imposed when attacking at the weapon’s long range.
At 11th level this weapon gains a +1 bonus to its attack and
damage rolls. This bonus increases to +2 at 17th level.

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Homunculus Servant

Prerequisite: 5th-level ArtificerItem: gem worth at least 100 gold to serve as its core
Your experimentation has yielded you a loyal Homunculus
Servant. You determine its appearance, but this has no effect
on its abilities. It is friendly to you, and it obeys your orders. It
uses the Homunculus Servant stat block on this page, which
uses your proficiency bonus (PB) in several places.
Creating the Homunculus. During a long rest, you can
spend 1 hour using tinker’s tools to create a Homunculus.
You can only have one Homunculus. If you create another the
previous turns to ash. If your Homunculus dies, you expend a
spell slot and spend 1 minute repairing it with your tinker’s
tools, restoring it to life with its maximum hit points. If you
die, your Homunculus turns to ash after 1 minute.
Combat. In combat, your Homunculus acts during your
turn. It can move and use its reaction on its own, but it only
takes the Dodge action on its turn unless you use your bonus
action to order it to take an action in its stat block, or another
action. If you are incapacitated, your Homunculus can act on
its own and will defend its master to the best of its abilities.

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Immovable Boots

Prerequisite: 5th-level ArtificerItem: pair of boots (requires attunement)
If the wearer is standing on a flat surface, it can use an action
to activate the boots, fixing itself in place with magic. Until it
uses an action to deactivate the boots, they do not move, even
if they are defying gravity. To move the boots and their wearer,
a creature must succeed on a DC 30 Strength check.
Homu nculus Servant Homunculus Servant
Tiny Construct, Neutral
Armor Class 11 + PB (natural armor)
Hit Points 1 + two times your Artificer level
Speed 20 ft., fly 30 ft.
ST R DEX CON INT WIS CHA
4 (-3)15 (+2)12 (+1)10 (+0)10 (+0)7 (-2)
Senses darkvision 60ft., passive Perception 10 +PB
Languages understands the languages you speak
Arcane Conduit. When your Homunculus is within
120 feet of you, you can cast an Artificer spell with
a range of touch through your Homunculus’ touch.
Evasion. If the Homunculus makes a Dexterity saving
throw to take only half damage, it instead takes no
damage on a success, and half damage on a failure.
Hit Dice. The Homunculus has a total number of d4
Hit Dice equal to your Artificer level. It gains all the
normal benefits of both short and long rests.
Might of the Master. You add your PB to any ability
check or saving throw your Homunculus makes.
Actions Actions
Acidic Spittle. Ranged or Melee Spell Attack: your
Intelligence modifier + PB to hit, range 30 ft., one
target you can see. Hit: 2d4 + PB acid damage.

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Infiltrator Armor

Prerequisite: 5th-level ArtificerItem: suit of armor (requires attunement)
This magic suit of armor retains its weight but is formfitting
and wearable under clothes without detection. It also grants
its wearer advantage on Dexterity (Stealth) checks.
At 11th level, this armor grants its wearer a +1 bonus to
Armor Class. This bonus increases to +2 at 17th level.

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Levitating Weapon

Prerequisite: 11th-level ArtificerItem: one-handed melee weapon (requires attunement)
Upon Infusion, you choose a command word for this weapon.
As a bonus action, the wielder can speak the magic weapon’s
command word, expending one of its Charges. When it does
so, the weapon begins to hover in its space, and attacks one
target of its choice within 5 feet, using your Intelligence, in
place of the wielder’s Strength or Dexterity, for its attack and
damage rolls. While this magic weapon hovers, the wielder
can attack with it using its bonus action on each turn.
This magical weapon remains active for 1 minute, or until
the wielder speaks its command word again, at which point it
returns to its wielder’s empty hand, sheath, or belt.
This magical weapon has a number of Charges equal to
your Intelligence modifier (minimum of 1 Charge), and it
regains all of its expended Charges each day at dawn.

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Light Bl ade Light Blade

Prerequisite: 5th-level Artificer
Item: sword hilt or arcane focus (requires attunement)

While it is grasping this magical object, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or disappear, from this object. While it exists, this magic item emits bright light in a 15-foot radius and dim light for an additional 15 feet beyond that radius. This luminous blade is considered a simple melee weapon with the finesse property, and it deals 1d8 radiant damage on hit.

At 11th level, this weapon gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.

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Lightning Cannon

Item: gauntlet, arcane focus, or metal rod
In place of an attack, the wielder of this magical object can
make a ranged spell attack, using your Intelligence for the
Spellcasting ability, against a target it can see within 60 feet.
On hit, the target takes 2d6 lightning damage.

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Many-Handed Pouch

Prerequisite: 5th-level ArtificerItem: four Tiny pouches, pockets, or sacks
These magic pouches all share one interdimensional space
with the capacity of a single pouch. Reaching into an infused
pouch allows access to this shared storage space. A pouch
operates as long as it is within 100 miles of another pouch;
the pouch is otherwise empty and won’t accept contents.
If the Infusion ends, the items stored in the shared space
all move into one of the pouches, determined at random.

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Masterwork Arcane Item

Prerequisite: 17th-level ArtificerItem: Tiny object, tool, or arcane focus (requires attunement)
You imbue this object with your extraordinary arcane power,
choosing a 3rd-level Artificer spell you know to infuse within.
Any creature that holds this item can expend one Charge to
cast the imbued spell with your Artificer spellcasting ability.
If the imbued spell requires concentration, the wielder of
the item must concentrate on the spell for the duration.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.

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Metamorphosis Armor

Prerequisite: 11th-level ArtificerItem: suit of armor (requires attunement)
As a bonus action, the wearer of this magical suit of armor
can expend a Charge to cast enlarge/reduce, targeting itself,
without expending a spell slot or requiring concentration.
This magical suit of armor has a number of Charges equal
to your Intelligence modifier (minimum of 1 Charge), and it
regains all of its expended Charges each day at dawn.
At 17th level, the wearer can expend two Charges at one
time to reduce or grow their size by two size categories.

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Mind Sharpener

Prerequisite: 5th-level ArtificerItem: helmet, diadem, suit of armor, or robes
When the wearer of this magical object fails a Constitution
saving throw to maintain concentration, it can use a reaction
to expend a Charge from this object to succeed instead.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.

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Mind Shield

Prerequisite: 17th-level ArtificerItem: helmet or diadem (requires attunement)
The wearer of this magic helm gains resistance to psychic
damage, immunity to the charmed and frightened conditions,
magic that would read its thoughts or dreams, and it cannot
be targeted by telepathy unless it wishes to.

The AlternateThe AlternateThe AlternateThe AlternateThe Alternate
ArtificerArtificerArtificerArtificerArtificer
Become the master of arcane invention you were
meant to be! Includes Six Specializations and
over 30 Infusions to customize your Artificer.
Version 3.1.1 - Created by /u/laserllama
Last Updated: July 16th, 2024
Artist Credits:
Covers - Victor Adame - Gearcrafter
Page 1 - Joshua Raphael - Thopter M echanic
Page 3 - Scott M urphy - Reyav, M aster Smith
Page 5 - Svetlin Velinov - Izzet Chemister
Page 6 - Pa uline Voss - Po tion of H ealing
Page 7 - Ryan Pa ncoast - Glint-Sleeve Artisan
Page 8 - Svetlin Velinov - Armed and Armored
Page 9 - Craig Spearing - Construct Token
Page 10 - Evyn Fong - Thieves’ Guild Enforcer
Page 11 - K. Szutenberg - Electrostatic Infantry
Page 12 - Bryan Sola - Brotherhood’s End
Page 13 - Grzegorz Rutkowski - Pr ecision Bolt
Page 14 - Johann Bodin - Grindstone
Page 15 - Jesper Ejsing - Fblthp, the Lost
Page 17 - Manuel Castañón - Storm-Kiln Artist
Additional Infusions, Feats, and Specializations
can be found in the Alternate Artificer: Expanded
Additional laserllama Homebrew content
can be found for free on GM Binder.
Like what you see? Support me on Pa treon!

This document was lovingly created
using GM Binder.
If you would like to support the GM Binder developers,
consider joining our Patreon community. WWW.GMBINDER.COM

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Minor Arcane Item

Prerequisite: 5th-level ArtificerItem: Tiny object, tool, or arcane focus (requires attunement)
You imbue this object with a minor amount of arcane power,
choosing a 1st-level Artificer spell you know to infuse within.
Any creature that holds this item can expend one Charge to
cast the imbued spell with your Artificer spellcasting ability.
If the imbued spell requires concentration, the wielder of
the item must concentrate on the spell for the duration.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.

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Mystic Armament

Prerequisite: 17th-level ArtificerItem: melee weapon (requires attunement)
The wielder’s attacks with this magic weapon score a critical
hit on a roll of 18-20 on the d20, and they can use the weapon
as a spellcasting focus. It also knows the steel wind strike
spell, and can cast it once without expending a spell slot.
The wielder of this magic weapon regains the ability to cast
the spell without expending a spell slot at the following dawn.

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Mystic Shot

Prerequisite: 17th-level Artificer
Item: ranged weapon (requires attunement)

The wielder of this magic weapon can choose for any damage dealt by the weapon to be force damage, and it can be used as a spellcasting focus. They also know the swift quiver spell, and can cast it once without expending a spell slot. The wielder of this magic weapon regains the ability to cast the spell without expending a spell slot at the following dawn.

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Power Whip

Item: whip or chain
The damage die of this magic whip becomes a d10, and once
per turn when the wielder hits a Large or smaller target with
a Power Whip attack, they can force it to make a Dexterity
saving throw or be knocked prone.
At 11th level, this weapon gains a +1 bonus to its attack
and damage rolls. This bonus increases to +2 at 17th level.

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Radiant Weapon

Prerequisite: 5th-level ArtificerItem: melee weapon (requires attunement)
As a bonus action, the wielder can cause this weapon to emit
bright light in a 30-foot radius, and dim light 30 feet beyond
that. The wielder can extinguish the light as a bonus action.
When the wielder hits a creature with this magic weapon,
it can expend one Charge to force it to make a Constitution
saving throw. On a failed save, the target is blinded until the
beginning of the wielder’s next turn.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.
At 11th level, this weapon gains a +1 bonus to its attack
and damage rolls. This bonus increases to +2 at 17th level.Repulsion Gauntlets Repulsion GauntletsPrerequisite: 5th-level ArtificerItem: pair of gloves or gauntlets (requires attunement)
When the wielder of these magical gauntlets hits a creature
with an unarmed strike or gauntlet attack it can expend one
Charge to force it to make a Strength saving throw. Large or
larger creatures have advantage on this saving throw. On a
failure, the target is knocked back 15 feet in a straight line.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.
At 11th level, the gauntlets gain a +1 bonus to their attack
and damage rolls. This bonus increases to +2 at 17th level.

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Repeating Shot

Item: ranged weapon (requires attunement)
This magic weapon ignores the loading property if it has it. If
you load no ammunition into the weapon it produces its own,
creating magic ammunition when you make a ranged attack.
The ammunition vanishes after it either hits or misses.
At 11th level, this weapon gains a +1 bonus to its attack
and damage rolls. This bonus becomes +2 at 17th level.

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Repulsion Shield

Prerequisite: 5th-level ArtificerItem: shield (requires attunement)
When the wielder of this magic shield is hit by a melee attack,
it can expend one Charge to force the attacking creature to
make a Strength saving throw. Large or larger creatures have
advantage on this saving throw. On a failed save, the attacker
is knocked back 15 feet in a straight line and falls prone.
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.
At 11th level, this magic shield grants a +1 bonus to Armor
Class. This Armor Class bonus increases to +2 at 17th level.

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Returning Weapon

Item: weapon with the thrown property
This magical weapon immediately flies back to the hand of
its wielder after they make a thrown weapon attack with it.
At 11th level this weapon grants a +1 bonus to its attack
and damage rolls. This bonus increases to +2 at 17th level.

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Ring of Knowledge

Item: ring (requires attunement)
Upon Infusion, choose one skill, tool, or weapon that you are
proficient with, or one language that you can speak, read, and
write. The wearer of this magic ring is considered proficient
in that chosen skill, tool, or weapon, or knows that language.

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Ring of Potential

Prerequisite: 5th-level ArtificerItem: ring (requires attunement)
While wearing this magical ring, the wearer can use a bonus
action to expend its Charges and regain one expended spell
slot equal to the number of Charges expended.
This magical ring has three Charges, and it regains all of
its expended Charges each day at dawn.

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Skittering Servant

Prerequisite: 5th-level Artificer
Item: fine mechanical components worth 100 gold

Your experimentation has created an arachnoid Skittering Servant. It is a Tiny mechanical construct with eight metallic legs. As an action, you can use your tinker’s tools to attach (or remove) a single weapon or object to the Servant. As an action, you can expend one of the Servant’s Charges and throw it to an unoccupied space you can see within 30 ft. where it activates.

While it is activated, you can use a bonus action to order the Servant to move up to 20 feet and use the object attached to it as if you were using it. The Servant can move up walls and difficult surfaces, including upside down on ceilings, without having to make an ability check.

The Servant has hit points equal to your Artificer level and Armor Class equal to your Intelligence score. It is active for up to 1 minute or until it is destroyed, then it deactivates, instantly returning to its wielder. This magic Servant has a number of Charges equal to your Intelligence modifier (a minimum of 1 Charge), and it regains all of its expended Charges each day at dawn.

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Transclude of Thought-Bl-ade-Thought-Blade

Vampiric Weapon

Prerequisite: 11th-level ArtificerItem: melee weapon (requires attunement)
When the wielder hits a creature with this weapon, it deals a
bonus 1d6 necrotic damage on hit, and the wielder can gain
temporary hit points equal to half that necrotic damage. This
weapon has no effect against undead or constructs.
At 17th level, this bonus necrotic damage becomes 2d6.Astral Cannon Astral CannonPrerequisite: 17th-level ArtificerItem: gauntlet, arcane focus, or metal rod
In place of an attack, the wielder of this magical object can
make a ranged spell attack against a target it can see within
60 feet. On hit, the target takes 2d10 force damage.
As an action, the wielder can expend one Charge to fire
two dimensional motes at two unoccupied flat surfaces that
it can see within 60 feet, creating one 5-foot by 5-foot portal
that connects the two surfaces. This portal remains open for
1 minute, but it is closed early if five creatures pass through
it, or if this Infusion is used to create another portal.
This magical object has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.

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Wall Shield

Prerequisite: 5th-level ArtificerItem: shield (requires attunement)
As an action, the wielder can slam this magic shield into the
ground, expending Charges to produce the effects of wall of
stone centered on the shield, which remains in the ground.
However, this effect only creates a number of panels equal to
the Charges spent, it doesn’t require concentration, and lasts
for 1 minute. The wall is destroyed if the shield is removed.
This magical shield has a number of Charges equal to your
Intelligence modifier (a minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.
At 11th level, this magic shield grants a +1 bonus to Armor
Class. This Armor Class bonus increases to +2 at 17th level.

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War Gauntlet

Prerequisite: 5th-level ArtificerItem: armored gauntlet and a martial weapon or shield
You attach a shield or martial weapon that can be wielded
one-handed to this magical gauntlet. The wearer is
proficient with the attached item, and it cannot be
disarmed of the attached item.
At 11th level this magic gauntlet grants a
+1 bonus to Armor Class. This becomes a
+2 bonus at 17th level.

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Wildfire Cannon

Prerequisite: 5th-level ArtificerItem: gauntlet, arcane focus, or metal rod
As an action, the wielder of this magical object can expend
Charges and use your Artificer Spellcasting modifier to cast
these spells: firebolt (0 Charges), burning hands (1 Charge),
scorching ray (2 Charges), or fireball (3 Charges).
This magical item has a number of Charges equal to your
Intelligence modifier (minimum of 1 Charge), and it regains
all of its expended Charges each day at dawn.

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Wondrous Translator

Item: ring, diadem, or necklace (requires attunement)
The wearer of this magical object understands any language
that it hears spoken aloud as if it were its native tongue.
At 5th level, this object does not require attunement, and at
11th level, the wearer can also speak any language it hears.

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Wondrous Whip

Item: whip, gauntlet, or weaver’s tools
The wielder of this magical object can use it to cast the thorn
whip Cantrip using the object as the material component of
the spell, and your Intelligence as the spellcasting ability.
The wielder can choose for the spell to do 0 damage. If it
does, it can pull a target smaller than it up to 30 feet closer,
and can catch objects in a fre hand. If the target is larger than
it, the wielder can pull itself up to 30 feet closer to the target.
At 11th level, this object gains a +1 bonus to its attack and
damage rolls. This bonus increases to +2 at 17th level.

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Gravebloom Reference Document

This is the Gravebloom Reference Document.

It references.

0001 Character Creation

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61 items under this folder.