Artificer Infusions

Collapsible Shield

Object: A shield

This collapsible shield folds out automatically whenever you would take a hit. Allowing you wield weapons with the two handed property while also having a shield.

As a reaction whenever you would take damage you can choose to activate this shield. Gaining +2 AC until you repack it in lieu of making a single attack. While the shield is active it takes a hand slot. Preventing you from using any weapon two handed as normal.

At level 8 this infusion can be used on any shield. Magical or not. If the shield is magical you do not gain any bonuses or effects from your shield when it is collapsed.

At level 14 the shield can be an attachment to any ranged weapon allowing it to be used at the same time. You must attune to the shield and weapon seperately if both require attunement.

Wrist mounted

Object: A bracer

You can choose a single weapon or one hand item to attach to this bracer. You can now use it as though you were wielding it in your hand. If the item requires attunement you must still attune to it.

Chain loader

4th Level Artificer

Object:Any crossbow

Your Crossbow becomes beltfed allowing you to make multiple attacks per turn without needing a free hand to load your crossbow.

Elemental spiked shield

Object: A shield

You have imbued your shield with a single element. Whenever you take damage from a melee attack you can choose to use your reaction to deal an ammount of damage equal to your Artificer Level to the creature of your choice of: fire, cold, lighting, or thunder (chosen when you apply this infusion).

At 5th level if you are hit multiple times by the same creature in a single turn you can use your reaction to deal damage equal to your artificer level times the number of times you were hit.

Protective armor

8th level Artificer

Object: A suit of armor

You have infused a set of armor with deflective magic. Once per long rest whenever you would take a hit you can choose to use your reaction to roll 1d20+int. If your roll exceeds the enemies attack roll, the hit is turned into a miss.

Mechanical limbs

4th Level artificer

Object: rods/sticks, tubes, and a bucket of fluid (requires attunement)

You create either enhancements for already existing limbs or you simply create additional ones. Choose one of the following:

Enhanced legs: Your walking speed is increased to 30ft if it wasnt already. You are also able to carry additional weight equal to your strength modifier*5. You have disadvantage on saves vs becoming prone.

At 8th level: You have figured out the traction problem and no longer suffer disadvantage on saves vs becoming prone. Your standing jump distance changes to be equal to your running jumnp distance.

At 16th level: You can control the traction in your legs. If you do not move more than half your move speed you have advantage on saving throws vs being pushed, pulled, or knocked prone. If you are pushed, pulled, or knocked prone you halve the move distance if you are pushed or pulled, or can only expend 5ft of movement to stand if you are knocked prone.

Mechanical arms: You create a single extra mechanical arm to help during your day to day life. This arm can only perform simple tasks such as holding or placing objects, interacting, and loading ranged weapons. It cannot be used with any precise movement as required to cast spells, attack with weapons, utilize shields, or interact with magic items (whether or not you have attuned to them).

At 8th level: You have created arms with enough precision that they are capable of operating your devices, magical or otherwise. You now have Advantage on rolls when using tools and they can now utilize shields (though only non magical ones). They are also able to give potions to other PCs (If your GM allows it).

At 16th level: You now have two mechanical arms capable of operating independant of you. They act immediately before or after you in the initiative order (your choice at the start of combat) and can only take the Object interaction, help, and cast a spell actions. However, they are limited to only being able to cast cantrips utilizing your tools as necessary.

Jetpack

14th level artificer

Object: a backpack

Your backpack comes fueled with the power of fire and air. You gain a 60ft fly speed for up to 1 hour before needing to recharge for 8 hours. If you are hit with a critical attack roll an additional 1d20, on a 1 the jetpack is hit and you take 3d6 points of fire damage in addition to the regular effects. The pack is subsequently destroyed, causing you to fall if you were flying at the time.