At 14th level, you've improved your mechanical armor so that it can react on its own in response to danger. While wearing the armor, you gain additional benefits determined by its type:

New Artificer Infusions

The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

Unless an infusion's description says otherwise, you can't learn the infusion more than once.

Autonomous Armor Prerequisite: 12th-level artificer

Item: A suit of armor (requires attunement) The creature attuned to this armor can speak a command word (no action required) to cause the armor to animate if it is not being worn. It uses the statistics of an animated armor, except that its AC is equal to the AC it grants to a creature wearing it. The armor acts on its own initiative, which comes immediately after the creature's turn, and it follows the creature's telepathic commands. If given no command, the armor follows the last command given to it or takes the Dodge action. If the creature attuned to this armor is reduced to 0 hit points while wearing the armor, the armor automatically animates. While its wearer has 0 hit points, the armor moves to safety as quickly as possible, carrying its wearer with it, and it can only take the Dash and Dodge actions. Any damage that would be dealt to the wearer is dealt to the armor instead. When its wearer regains 1 hit point, the armor returns to being inanimate. If the armor is reduced to 0 hit points, it cannot be animated again for 24 hours.

Buoyant Armor Item: A suit of armor The wearer of this armor can use a bonus action to cause the armor to become incredibly buoyant, causing them to rise up to 60 feet per round toward the surface while submersed in a liquid. The armor remains buoyant for 10 minutes, or until the wearer ends the effect early as a bonus action. Once used, this bonus action can't be used again until the wearer finishes a short or long rest.

Gliding Shield Prerequisite: 8th-level artificer

Item: A shield If the wielder of this shield begins to fall, it can use its reaction to cast featherfall, targeting only itself. While affected by the spell in this way, the wielder can glide through the air, moving up to 5 feet in any horizontal direction for every 5 feet that it falls. This reaction can be used a number of times equal to your Intelligence modifier (a minimum of once). The armor regains all expended uses of this reaction when the wearer finishes a long rest.

Power Fists Item: A pair of gloves The wearer of these gloves gains the following benefits: It gains a +1 bonus to attack and damage rolls made with unarmed strikes.

It can choose to use a d4 for the damage of its unarmed strikes.

Its unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The bonus to attack and damage rolls increases to +2 when you reach 12th level in this class.

Rejuvenating Armor Prerequisite: 4th-level artificer

Item: A suit of armor The wearer of this armor suffers no penalties from resting in armor. Additionally, whenever the wearer of this armor expends and rolls a Hit Die at the end of a short rest to regain hit points, they regain additional hit points equal to your Intelligence modifier (a minimum of 1).