Spells: Artificer Infusions

by /u/Freewolf

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Artificer Infusions

Notes

Bold and italic text indicates new spells, described below
(SCAG) indicates spells from the Sword Coast Adventure's Guide
(XGtE) indicates spells from the Xanathar's Guide to Everything

Cantrips (0 Level)

Arcane Mark
Blade Ward
Elemental Ward
Emergency Repairs
Guidance
Infuse Weapon
Light
Lightning Lure (SCAG)
Makeshift Wand
Magic Stone (XGtE)
Mending
Resistance
Shocking Grasp
Static Shock
Sword Burst (SCAG)
Thunder Armor
Thunderclap (XGtE)

1st Level

Absorb Elements (XGtE)
Alarm
Armor Augmentation
Catapult (XGtE)
Chromatic Orb
Elemental Weapon Augmentation
Expeditious Retreat
False Life
Grease
Inflict Damage
Jump
Longstrider
Magecraft
Mending Pulse
Reinforce Construct
Repair Damage
Restorative Formula
Shield
Shield of Faith
Spell-Storing Item
Snare (XGtE)
Tenser’s Floating Disk
Thunderwave
Zephyr Strike (XGtE)

 


2nd Level

Arcane Lock
Blur
Branding Smite
Cloud of Daggers
Continual Flame
Cordon of Arrows
Darkvision
Earthbind (XGtE)
Enhance Ability
Find Traps
Flaming Sphere
Heat Metal
Indisputable Possession
Knock
Levitate
Lucky Blade
Lucky Cape
Magic Armor Augmentation
Magic Weapon
Metaline Weapon Augmentation
Pyrotechnics (XGtE)
Shatter
Spider Climb

3rd Level

Blast Rod
Conjure Barrage
Dancing Weapon
Dispel Magic
Elemental Weapon
Flame Arrows (XGtE)
Glyph of Warding
Jumpstart
Lift Curse
Lightning Arrow
Lightning Sphere
Mending Wave
Melf's Minute Meteors (XGtE)
Protection from Energy
Searing Weapon Augmentation
Synchronize
Tiny Servant (XGtE)
Thunderous Weapon Augmentation

4th Level

Censure Elementals
Elemental Bane (XGtE)
Fabricate
Fire Shield
Harden Construct
Stone Shape
Stone Skin
Storm Sphere (XGtE)
Suppress Requirement
Vitriolic Sphere (XGtE)
Watery Sphere (XGtE)

SPELLS | ARTIFICER INFUSIONS

5th Level

Animate Objects
Bigby's Hand
Conjure Volley
Creation
Disable Construct
Planar Binding
Object Reading
Reconstruction
Skill Empowerment (XGtE)
Swift Quiver
Total Repair
Wall of Force
Wall of Stone

Infusion Descriptions

The spells are presented in alphabetical order.

Arcane Mark

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You inscribe your personal rune or mark on an object, creature, or surface. The mark can be visible or invisible. If an invisible mark is made, a detect magic spell causes it to glow and be visible. An arcane mark can be removed by the caster at any time by spending an action.

If an arcane mark is placed on a living being, it must be willing or incapacitated. A target receives a Wisdom saving throw to resist the mark. Normal wear causes the mark to fade in about a month.

Armor Augmentation

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (artisan’s tools)
  • Duration: Concentration, up to 1 minute

The touched suit of armor or shield is magically transmuted to protect its bearer. The touched item becomes magical and grants its wearer resistance to one damage type. When you touch a suit of armor, choose bludgeoning, piercing, or slashing damage; magical weapons ignore this resistance.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell can affect an additional suit of armor or shield in range for each slot above 1st.

Blast Rod

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch (60 feet)
  • Components: S, M (a bit of steel wool and the rod to be infused)
  • Duration: 1 hour

You store energy within a rod, then unleash it in rays of destructive electrical power. The blast rod can deal a total of 10d6 in lightning damage, either focused into a single blast, or divided up into multiple blasts. You designate how many dice of damage you wish to release in a blast, and then made a ranged spell attack for each target you wish to hit. For example, on the round of casting you can launch a 4d6 bolt against one target leaving 6d6 left. Two rounds later, you can fire two 3d6 bolts against two separate targets.

Regardless of whether the attack hits or not, the damage dice you specified are subtracted from the total stored in the rod. Only one blast may be released each round.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot above 3rd.

Censure Elementals

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: 1 hour

When artificers began construction of some of the first great elemental vessels, they wanted a way to keep elementals from wreaking havoc prior to being bound. This infusion was developed as a means of conditioning the elementals through negative reinforcement.

Typically cast into a pole or rod, this infusion creates a field that can harm elemental creatures. When held aloft the infused item deals 4d6 of force damage to any elemental within a 20 foot radius and pushes them back 5 feet. This damage can be repeated as a bonus action as long as concentration is maintained and the infused item in held aloft. A successful Charisma saving throw halves the damage and negates the push effect. The caster can designate up to four elementals to exclude from this effect.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot above 4th.

SPELLS | ARTIFICER INFUSIONS
 

Dancing Weapon

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M
  • Duration: Concentration, up to 10 minutes

You touch a melee weapon, and imbue it with the semblance of life. It animates, gaining a fly speed of 40 feet and as bonus action you may command it to move and attack. The weapon attacks as if you were wielding it. It can be attacked, and has the physical statistics of a Flying Sword using your spell attack modifier to hit. The end of the spell, the weapon drops to the floor wherever it is. You may enhance this weapon with your artificer spells and abilities if able.

Disable Construct

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (artisan’s tools)
  • Duration: Instantaneous

You cause a cascading failure in a construct that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 10d6 force damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced by an amount equal to the force damage it took. Any effect that removes a curse allows a construct’s hit point maximum to return to normal.

Elemental Ward

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You trace a sigil of warding across your chest. Until the end of your next turn, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Elemental Weapon Augmentation

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Concentration, up to 1 minute

You infuse a melee weapon with elemental energy. Alternatively, you can infuse a quiver, and any ammunition present within gains the benefit instead. Choose acid, cold, fire, lightning, or thunder damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can effect an additional weapon in range for each slot level above 1st.

SPELLS | ARTIFICER INFUSIONS

Emergency Repairs

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Instantaneous

You touch a dying construct that has 0 hit points. The construct becomes stable. This spell has no effect on undead or living creatures.

Harden Construct

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth 100gp, which is consumed when the spell ends)
  • Duration: Concentration, up to 1 hour

This spell hardens the substance of a willing construct or object you touch of Large size or smaller. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage if it is a construct, or a damage threshold of 20 (Dungeon Master’s Guide p.247) if it is an object.

Indisputable Possession

2nd-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: 1 hour

This infusion creates a bond between you and an object. If the item ever leaves your possession, you can call it back to your hand as a bonus action. A creature holding onto an item you are trying to retrieve can make a Wisdom saving throw to retain its grip on the item, but the creature must be holding or wearing it, not merely carrying the object among its possessions.

Inflict Damage

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Instantaneous

Make a melee spell attack against a construct or object you can reach. On a hit, the target takes 3d10 force damage. This spell has no effect on living creatures or undead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Infuse Weapon

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (steel wool and a weapon)
  • Duration: 1 minute

The weapon you are holding is infused with your power and it becomes natural to wield. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks using that weapon. The spell ends if you cast it again or if you let go of the weapon.

Jumpstart

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp, which the spell consumes, and artisan’s tools)
  • Duration: Instantaneous

This prevents animative energy from fading from a dying construct or magic item. When you cast this spell, choose emergency repairs or an emergency recharge.

Emergency Repairs. If you touch a construct that has died within the last minute, that construct is reactivated with 1 hit point per Hit Die it possesses. This spell can’t restore any missing body parts.

Emergency Recharge. If you spend the last charge from a magic item, as a bonus action you can cast this spell on it. Doing so restores one charge to the item. If the item has an effect that happens when its last charge is spent, that effect does not happen (for instance, jumpstarted wands have no chance of becoming nonmagical).

You can use Jumpstart on a magical item no more than once per day.

Lift Curse

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

At your touch, all curses affecting one construct or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Lightning Lure

Evocation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V
  • Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

SPELLS | ARTIFICER INFUSIONS

Lightning Sphere

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (splinters of quartz and a marble)
  • Duration: Instantaneous

You hurl an empowered marble, which erupts in a 10 foot radius sphere, centered on the spot you designate within range, of lightning energy. Each creature in the radius must make a Dexterity saving throw. A creature takes 5d6 lightning damage and is stunned till the end of your next turn on a failed save, or half as much damage with no stun on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Lucky Blade

2nd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M
  • Duration: 1 hour

A weapon imbued with this infusion allows the bearer to draw upon the luck stored within it, gaining advantage on any attack roll made with the weapon. The decision to use this ability can be made after the die has been rolled by before the DM determines the result. The magic of the infusion only functions once.

Lucky Cape

2nd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M
  • Duration: 1 hour

A cape imbued with this infusion allows the bearer to draw upon the luck stored within it, gaining advantage on any saving throw made while wearing the cape. The decision to use this ability can be made after the die has been rolled by before the DM determines the result. The magic of the infusion only functions once.

Magecraft

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (artisan’s tools)
  • Duration: 1 day
 

You gain double your proficiency bonus on one craft check using the artisan’s tools that were used as the focus when this spell was cast. If you already possess expertise in the tool, this spell will not increase that. If you cast this spell every day for a week, you can make one craft check based on the weeks worth of work and still have double your proficiency bonus on the check.

Magic Armor Augmentation

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Concentration, up to 1 hour

You touch a nonmagical suit of armor. Until the spell ends, that armor becomes a suit of magic armor with a +1 bonus to Armor Class. You cannot target a shield with this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot of 5th level or higher, the bonus increases to +3.

Makeshift Wand

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S (see text)
  • Duration: Instantaneous

You employ any small object as a temporary wand, channeling a blast of energy. The target must succeed on a Dexterity saving throw or take 1d8 damage. The spell can inflict acid, fire, cold, lightning or thunder damage; choose two damage types when you pick this spell, and you can choose which one to use when you cast the spell.

You can prepare any hand held object to serve as a channel for this spell; this requires one action (inscribing a few runes on it). So it has no SPECIFIC components, but you must have some sort of focus object.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At each of these levels, you may also select an additional damage type to add to your repertoire.

Mending Pulse

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, M (artisan’s tools)
  • Duration: Instantaneous

A pulse of arcane energy echoes out from your position, causing one construct of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or living creatures.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

SPELLS | ARTIFICER INFUSIONS

Mending Wave

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, M (artisan’s tools)
  • Duration: Instantaneous

A pulse of arcane energy echoes out from your position, causing up to six constructs of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or living creatures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Metaline Weapon Augmentation

2nd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Concentration, up to 1 hour

This infusion temporarily alters the substance of one weapon or alternately one quiver with the ammunition therein. The weapon is transformed into either adamantine, byeshk, flametouched iron, or silver. Only weapons made of metal can benefit from this infusion.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can effect one additional weapon or quiver in range for each slot level above 3rd.

Object Reading

5th-level divination


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and a jeweler’s loupe worth 200gp)
  • Duration: Instantaneous

This spell targets an object or construct you touch. The spell brings to your mind a brief summary of the significant history of the target. This might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you already have about the target, the more precise and detailed the information you receive is, while the less renowned the target is, the hazier and less-detailed the information you receive is.

Reconstruction

5th-level conjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 500gp, which the spell consumes, and artisan’s tools)
  • Duration: Instantaneous

You return a dead construct to life, no matter how long it has been dead. The construct returns to life with 1 hit point, and can spend one or more Hit Dice to regain additional hit points during the process.

This spell can’t return a living creature or undead to life, and can’t remove any lingering conditions or curses on constructs it repairs. It repairs superficial damage, but does not restore missing body parts. If the construct would be unable to survive without its missing body parts, the spell automatically fails. Similarly, although this spell can restore constructs whether or not they have souls, if a construct with a soul is not both willing and at liberty to return to life, the spell fails.

Reactivating a construct from death is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the construct finishes a long rest, the penalty is reduced by 1 until it disappears.

Reinforce Construct

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny strip of adamantite)
  • Duration: 8 hours

Your spell bolsters your construct allies with toughness and resolve. Choose up to three constructs within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

SPELLS | ARTIFICER INFUSIONS

Repair Damage

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A construct you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on living creatures or undead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the repair increases by 1d8 for each slot level above 1st.

Restorative Formula

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

Target gains 1d4 temporary hit points. As long as these are in place, they also enjoy a +1 bonus to AC.

At Higher Levels. When you use a spell slot higher than 1st, this spell grants and additional 1d6 more temporary hit points per slot level above 1st.

Searing Weapon Augmentation

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You infuse a melee weapon or a quiver of ammunition with white hot intensity. The next time you hit a creature with the infused weapon attack during the spell's duration, the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. You can choose to expend the energy of this infusion once per round for the duration.

If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can effect an additional weapon in range for each slot level above 2nd.

Spell-Storing Item

1st-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (artisan’s tools, any material components of the chosen spell)
  • Duration: 1 hour or until used

You infuse a small object with magic, infusing the spell effect into the item to draw it forth later. The item becomes, in effect, a wand with a single charge that only you can use. You can chose a 1st level spell from any class. You must provide any expensive material components at the time you imbue the spell into the object. You attach the component to the object during the time you imbue the spell. The item takes the place of any components (including verbal and somatic components). After 1 hour or the item is used the spell slot is lost.

Creating a spell storing item is a difficult and dangerous process, but the dangers are not known till you attempt to use the item. When you use the item, you must succeed on an Intelligence (Arcana) check (DC 12 + twice the spell level) to cast the spell. If you fail the check, a mishap occurs instead; by default, this deals 2d6 force damage to you, but alternative mishaps are possible at the DM's discretion (see Dungeon Master’s Guide p.140 for a partial list of ideas).

At Higher Levels. If you cast this spell from a higher level spell slot, you can imbue a spell of the same level as the slot used.

Static Shock

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Target must make a dexterity saving throw or suffer 1d6 lightning damage and disadvantage on the next attack roll it makes before the end of its turn.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Sword Burst

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Suppress Requirement

4th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (powered gems worth 500gp)
  • Duration: 8 hours

You alter a magic item that requires a certain requirement for attunement to function, so that is no longer carries that requirement for the duration of the spell.

SPELLS | ARTIFICER INFUSIONS

Synchronize

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (powdered gemstones worth 50gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You attune to an unattuned magic item you hold or wear. You are considered to meet the item’s special requirements for attunement and use (including optional requirements), if any. This item does not count against the normal limit of three simultaneously attuned magic items, and when the spell ends, the item is no longer attuned to you.

Using this spell on a cursed item causes it to attune to you normally, including counting towards the attunement limit and imparting the curse to you. If you already had three items attuned when you used this spell on a cursed item, one of them, chosen at random, is no longer attuned.

At Higher Levels. If you cast this spell from a 4th level slot, it can attune another creature to a magic item they hold or wear for each slot above 3rd.

Thunder Armor

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round

You summon a field of protective force around the target, granting them a +1 bonus to their AC until the end of your next turn. As a reaction the target can chose to activate that protective force. Each creature other than you within 5 feet must make a Constitution save, or suffer 1d4 force damage and be pushed 10 feet away from the target of this spell.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Thunderous Weapon Augmentation

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (artisan’s tools)
  • Duration: Concentration, up to 1 minute

You infuse a melee weapon or quiver of ammunition with crackling thunderous intensity. When released, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. Success avoids these additional effects. You can choose to expend the energy of this infusion once per round for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can effect an additional weapon in range for each slot level above 2nd.

 

Total Repair

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (artisan’s tools)
  • Duration: Instantaneous

A surge of arcane energy washes through a construct you can see within range, causing it to regain 50 hit points. This spell also reduces the target’s exhaustion by one level and ends blindness, deafness, paralysis, petrification, stunning, and any curses affecting the target. This spell has no effect on living creatures or undead.

Vorpal Weapon Augmentation

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (artisan’s tools)
  • Duration: 1 minute

You touch a melee weapon, and enchant it so that it has a much higher chance than normal of striking an enemies vital areas. Whilst so enchanted, the weapon scores a critical hit on a natural 19 or 20.


Credits & Changelog

Last updated on May 3rd, 2018

This was put together by Freewolf (/u/Freewolf). and posted to my Homebrew site for my D&D 5E campaign set in Eberron.

Originally done in The Homebrewery then moved over to GMBinder.

Version 3.0

  • Updating for upcoming Version 4.0 of Artificer.
  • Removed 6th, 7th, 8th and 9th level spells as the Artificer will become a half-caster
  • Replace Protoype with Spell Storing Item
  • Added applicable Xanathar's Guide to Everything spells
  • Ported over to GMBinder
  • Applied Xanathar's Guide to Everything Theme
  • Added SCAG spells directly to this sheet for ease of finding

Version 2.2

  • Some text and formatting changes.
  • Adjusted a few spell names and levels.

Version 2.1

Version 2.0

Version 1.0

  • Original version
SPELLS | ARTIFICER INFUSIONS
 

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