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.