Expanded Infusions
Included here are a collection of infusions for use with the Revised Artificer class from the Unearthed Arcana. I loved the idea of the infusion mechanic, but found the official options lacking variety and creativity.
Invisible Armor
- Item: A suit of armor
When worn, this armor is invisible, allowing its user to appear unarmored.
The armor is still physically present and is easily detected when touched.
Animated Glove
- Prerequisite: 8th-level artificer
- Item: A glove or gauntlet (requires attunement)
This glove can become animated and slip off it's wearer's hand as an action. The glove remains animated until the glove returns to your hand, you fall to 0 hit points, you become unattuned to the glove, or you end the effect as a bonus action. The effect ends the glove falls to the ground if it is ever more than 30 feet away from you.
You can use your bonus action to control the hand. The hand can lift objects up to 25 pounds in weight. Additionally the hand can attack by punching, slapping or otherwise assaulting a target. This attack uses your spellcasting ability modifier for its attack and damage rolls, and the damage die for the attack is a d4. You can move the hand up to 30 feet each time you use it.
The glove can't become animated unless it is being worn.
Simplified Weapon
- Item: any martial weapon
This martial weapon is treated as a simple weapon for the purposes of weapon proficiencies.
Immovable Item
- Item: any Medium or smaller nonmagical object
This item has a magical sigil placed on it. You can use an action to predd your hand on the sigil and cause the item to become magically fixed in place. Until you or another creature uses an action to activate the sigil again, the item doesn't move, even if it is defying gravity. The item can hold up to 8,000 pounds of weight. More weight causes the item to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed item up to 10 feet on a success
Flying Object
- Prerequisite: 8th-level Artificer
- Item: any Medium or smaller nonmagical object (requires attunement)
This object gains a flying speed of 30 feet. While attuned to it, you can command it to move as a bonus action on your turn. You can also use a bonus action to cause the object to stop flying and fall to the ground. The object ceases flight and falls if it is ever more than 60 feet away from you.
The object can always lift the creature it is attuned to, but it can't lift other creatures that weigh greater than 25 pounds. If a creature takes damage while riding or hanging from the flying object, it must succeed on a DC 10 Strength saving throw or release the object and fall to the ground.
The object can't attack, and does not fly forcefully enough to cause damage.
Once you reach 12th level in this class, the item can make attacks when it is not carrying a creature. This attack uses your spellcasting ability modifier, and its damage die is 1d8.
Customized Weapon
- Item: any simple or martial melee weapon
This weapon gains one of the following properties: finesse, light, reach, or thrown (20/60).
A weapon with the heavy property can never have the light property, even if it loses the heavy property by way of this infusion.
Alternatively, once you reach 8th level in this class, you can cause this weapon to lose either the two-handed or heavy properties.
When you reach 12th level in this class, you can choose to apply two of these properties to a single weapon, remove two properties from a weapon, or remove one and add another.
Automatic Crossbow
- Item: any crossbow
This Crossbow loses the loading property if it has it. Additionally, you can use an action while wielding this crossbow to fire 3 bolts in quick succession, making separate attack rolls for each bolt. The damage die for each attack is 1d6.
The number of attacks increases to 5 when you reach 12th level in this class.
Magic Bomb
- Item: any Small or smaller nonmagical object
This object becomes a magical bomb that you can detonate remotely. When you perform this infusion, choose from acid, cold, fire, lightning, poison, or thunder. The damage inflicted by the object's detonation will be of this damage type.
As an action, you can throw the object up to 40 feet away and detonate it. Alternatively, you can use an action to detonate the object while you are within 300 feet of it.
Creatures within 30 feet of the object when it detonates must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d8 damage of the chosen type, or half as much on a successful save. Once detonated, the object is no longer infused and can't be detonated again.
Amorphous Item
- Item: any Medium or smaller nonmagical solid object (requires attunement)
The item infused with this effect changes into another form at your will. While you are attuned to the item and within 120 feet of it, you can speak one of three command words as a bonus action to transform the item into a liquid, a gas, or back to its original form.
The item's liquid form behaves similarly to water, but takes on the colors of the item and keeps its entire volume together in one blob. The gaseous form is a similarly colored cloud of smoke, and similarly keeps its entire volume in the same cloud. The item retains its volume when changing form, and larger objects make for larger gaseous clouds and liquid blobs.
While in these non-solid forms, the item can get into places that are normally unreachable. As a bonus action on your turn while the item is not in its solid form and within 120 feet of you, you can cause your item to move. A gaseous item has a flying speed of 10 feet, and a liquid item has a walking speed of 10 feet.
When you speak the command word to revert the item to its normal form, it reforms at a point and position you choose within the substance's volume. For example, a gaseous sword can be reformed in your hand if you are in the cloud of smoke. The item can't be reformed in a location smaller than its solid form.
Uncanny Chime
- Item: A bell or chime
When this bell or chime is rung, its user can choose any number of creatures they are aware of within 1000 feet of them. Only these creatures can hear the sound, and they hear it as if it was adjacent to them, regardless of their distance from the item.
The bell can also be rung to disrupt the minds of living creatures. As an action, its user can ring the item to cast the vicious mockery cantrip.
Additionally, the user can ring the item as an action to cast dissonant whispers as a 1st level spell. Once it is used to cast this spell, it can't be used to cast it again in this way until the next dawn.
Flavoring Infusions
In the same way as the UA article recommends flavoring artificer spells as magical items, tools, and techniques, some of the less overtly magical infusions can also benefit from these flavorful explanations. Here are some examples for those presented here:
- Invisible Armor. A set of armor embroidered and painted using a disguise kit to appear like a doublet at first glance, armor painted with a magical paint from a painter's kit
- Customized Weapon. A Club with reach that is actually a cartoonish accordion mechanism with a boxing glove on the end that extends to punch creatures from range, a heavy crossbow without the two-handed property may be mounted to a harness that the user wears to steady it.
- Flying Object. An object built to have a small clockwork propeller that allows it to fly, or a clockwork bird made from a simple wooden box
- Automatic Crossbow. A crossbow with a quickly replaced magazine of bolts, a mechanism that magically fabricates bolts each time it is fired.
- Simplified Weapon. A simplified greatsword that has had parts replaced with lighter materials and a longer grip to make it easier to wield, a simplified whip with a mechanism in its handle that helps to propel the motion of the whip.
- Magic Bomb. This one is certainly intended to be a magical phenomenon, but it could still be something like a captured flameskull replacing the burning wick in an oil lamp, or a volatile concoction brewed together in a fragile flask or waterskin.