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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)* \columnbreak
#### 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
\pagebreakNum #### 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
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\columnbreak #### 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
\pagebreakNum #### 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
\pagebreakNum #### 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
\columnbreak 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
\pagebreakNum #### 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
\pagebreakNum #### 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
\pagebreakNum #### 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. \columnbreak #### 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)](https://www.reddit.com/user/Freewolf). and posted to my Homebrew site for my [D&D 5E campaign set in Eberron](https://www.eberron5e.com). Originally done in [The Homebrewery](https://homebrewery.naturalcrit.com/) then moved over to [GMBinder](https://www.gmbinder.com "GMBinder"). #### Version 3.0 - Updating for upcoming Version 4.0 of [Artificer](http://www.eberron5e.com/creating-a-character/classes/artificer "Artificer Class"). - Removed 6th, 7th, 8th and 9th level spells as the [Artificer](http://www.eberron5e.com/creating-a-character/classes/artificer "Artificer Class") will become a half-caster - Replace Protoype with Spell Storing Item - Added applicable Xanathar's Guide to Everything spells - Ported over to [GMBinder](https://www.gmbinder.com "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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