Armorer is a rather confusing subclass I’ll admit. A far cry from the usual fantasy setting of Dungeons and Dragons making your own mech suit can be rather confusing. Probably one of the most notable features is the level 9 Feature “Armor Modifications”, which gives you two more infusions to choose from. Even so this is pretty much the only thing that is explained and a lot of other points are up to interpretation. In particular:

Can the infusions that you put on your armor also be applied to other items? (IE can you have duplicate infusions)

Do your infusions require attunement?

For the ease of understanding for anyone who wants to make an Armorer Artificer (including myself) I’m making a bit of a guide / tier list for all the infusions that you could put on your armor. This list is going to be separated by the level which you can get the infusion and each infusion will be listed as such:

NAME OF INFUSION

Location (Armor [Chest], Boots, Bracers, Weapons)

Short Summary

RANKING (RAI [No multiple infusions, item requires attunement])

RANKING (Multiple Infusions)

RANKING (No attunement)

RANKING (Multiple Infusions & No Attunement)

I’ll also be making a separate list for the replica magic items which will again be separated by level. I need to mention that this list is only meant to rate the infusions under the context of Armorer Artificer. If you want the infusions ranked on their own merit RPG Bot’s Artificer Guide does so quite well.

REGULAR INFUSIONS

LEVEL 2

ARMOR OF TOOLS (UA)

Armor (Arguably Bracers)

Cute little utility if you need to be the party’s lockpick monkey, but seeing as you already have Expertise with tools and tools are kinda gimmicky to begin with this shouldn’t be something you put priority into.

RAI: 3 /10

MI: 2 /10 (You could’ve made something else and instead you made lockpick armor?)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attuenment - see MI)

ENHANCED ARCANE FOCUS

Weapon? (Bracer or Chest is arguable)

+2 to spells is very strong but Armorer is more of a weapon-focused subclass, and a lot of your spells are Saving Throw-based. Far better to give this to your Sorcerer or Warlock.

RAI: 4/10

MI: 6/10 (Becomes significantly more useful if you’re not stealing it from the Warlock)

NA: 5/10 (Still better to give this to the Warlock but it’s essentially free at this point)

TOTAL: 7/10 (If you’re not taking it from your team and not taking an attunement slot the only cost is the opportunity cost.)

ENHANCED DEFENSE

Armor

+2 to AC, and you’re playing as the tank of the group. Pretty much no reason not to grab this.

RAI: 8/10

MI: 10/10 (If you’re not stealing this from the Paladin or Fighter it instantly becomes massively better)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

ENHANCED WEAPON

Weapon

+2 to your weapons that you’re not going to get otherwise, putting you on-par with your allies as they’ll likely have at least +1s by this point. Good if you’re looking to be the damage dealer of the group as well as the tank.

RAI: 7/10

MI: 9/10 (If you’re not stealing this from the Fighter it instantly becomes massively better)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

MIND SHARPENER (UA)

Armor

This infusion is ridiculously overpowered and any DM who doesn’t ban it is asking for trouble. You can use your reaction to succeed on one Concentration check for spells like Blur, Heat Metal, Fly, Haste, or Elemental Weapon. For Guardian this is insane and for Infiltrator this is mandatory.

RAI: 9/10

MI: 10/10 (The literal only cost of making this infusion is that your Wizard doesn’t have it. If you can make it and still give it to the Wizard make it ASAP)

NA: (This shit doesn’t require attunement)

TOTAL: (Seriously why doesn’t it require attunement?)

REPEATING SHOT

Weapon?

Uhhhh? Your Lighting Launcher doesn’t have the Loading property, and neither does the Guardian’s fists? I think this is just D&D Beyond listing the option because it’s there.

RAI: 0/10 (Flat out doesn’t work.)

MI: See above

NA: See above

TOTAL: See above

RETURNING WEAPON

Weapon

This largely depends on DM’s interpretation, and if they will allow you to “throw” your fist with the Thunder Gauntlet. If they don’t or you’re going for Infiltrator disregard this infusion entirely as it has nothing of use for you. If they do it can give you a ranged option along with your potent melee.

RAI (if DM allows you to “throw” your fist) : 8/10 (Arguably better than Enhanced Weapon)

: MI: 8/10 (Thrown weapons are largely a joke and you weren’t losing much by picking this over Enhanced Weapon)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

LEVEL 6

BOOTS OF THE WINDING PATH

Boots

15 feet of on-demand teleportation is massive to keep your mobility up. For Guardian this can be great for hit-and-run if your don’t need to use Defensive Field, and for Infiltrator there’s pretty much zero downside other than opportunity cost.

RAI: 8/10

MI: 8/10 (There are few subclasses that can use this Infusion effectively other than arguably Rogue)

NA: 9/10 (The attunement requirement is a big restriction of this item)

TOTAL: 9/10

HOMUNCULUS SERVANT

???

Another case of D&D Beyond seemingly just listing an option just because. With that being said if your DM allows this Armorer (especially Infiltrator) doesn’t use its Bonus Action as much as the other Artificer subclasses and the Homunculus does still work effectively as a pseudo-familiar for any Artificer that doesn’t want to take Magic Initiate, Ritual Caster, or Wizard multiclass levels.

RAI: 6/10

MI: 7/10 (There are other allies who could use the Homunculus)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

RADIANT WEAPON

Weapon

Instant best choice if your character doesn’t have Darkvision. Very strong on Infiltrator and a generally good use of your reaction pre-level 15. Can really help you absorb some hits against enemies with multiattack, and also indirectly provides Advantage.

RAI: 8 /10 (Helps with tanking and doesn’t steal from the Fighter, who’ll probably want your +2)

MI: 9/10 (Probably your best option if everyone can have it.)

NA: 10/10 (By far your best option if it doesn’t require attunement)

TOTAL: 10/10

REPULSION SHIELD

Armor

Cute, but incredibly unreliable and rarely useful. Has some niche uses for both armor models but you’re likely better off taking something more consistent.

RAI: 4 /10

MI: 4 /10 (Too unreliable to be useful to anyone else)

NA: 5 /10 (At least it isn’t eating attunement slots?)

TOTAL: 6/10

RESISTANT ARMOR

Armor

Same issue that this infusion has normally: if you know what element you’ll be fighting it’s god tier, otherwise Enhanced Defense is strictly better. A little more excusable for your extra infusions but you’re honestly likely better off taking Repulsion Shield for +1 to your AC.

RAI: 5/10

MI: 6/10 (2 people resisting the Dragon’s breath weapon is very useful)

NA: 6/10 (Munching on your attunement isn’t ideal)

TOTAL: 7/10

SPELL REFUELING RING (UA)

Most likely Bracers

By the time you get this you’ll already be able to get a level 3 spell out of it. It’s a free Pearl of Power! Considering that this item was seemingly made solely for Artificers there’s very little reason not to make this.

RAI: 7/10

MI: 7/10 (Considerably less useful for other spellcasters than it is for you)

NA: 7/10 (Ironically enough you want this item to eat up your Attunement slots)

TOTAL: 7/10

LEVEL 10

ARMOR OF MAGICAL STRENGTH (UA)

Armor

Pretty much only useful for you or the Wizard.

RAI: 8/10 (Worse than Enhanced Defense but that’s it)

MI: 9/10 (If your Wizard can still take it then that’s great)

NA: 9/10

TOTAL: 10/10

HELM OF AWARENESS (UA)

Armor

Alert on a stick is always useful, which means that if your DM doesn’t allow multiple infusions then this item becomes highly valuable to everyone else on your team. Likely more useful to give it to your Assassin Rogue if only one person can grab it.

RAI: 8/10

MI: 10/10 (Two people with Advantage on Initiative is huge)

NA: 8/10

TOTAL: 10/10

MAGIC ITEMS

LEVEL 2

ALCHEMY JUG

???

A joke item normally and absolutely not something you’re going to need stuck to your suit.

RAI: 3/10

MI: 2/10 (You could’ve made something useful and instead you made Mayonnaise jug?)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

ARMBLADE

Weapon

You already have a weapon. Might be cute if you’re using the Infiltrator armor but you’re likely better off just taking Shocking Grasp instead.

RAI: 3/10

MI: 2/10 (The only person who’d realistically be able to use this is the party Warforged, and by level 9 they should have better options for attunement)

NA: 3/10

TOTAL: 2/10

BAG OF HOLDING

Bracers?

Already one of the strongest utility magic items in the game. If you can make one and it doesn’t require an infusion slot then go right ahead! If you haven’t found one already as a group this is a great investment!

RAI: 8/10

MI: 8/10 (There isn’t much need for multiple bags of holding.)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

CAP OF WATER BREATHING

Armor (Helmet)

By this point you can make a Cloak of the Manta Ray, which is infinitely better.

RAI: 1/10 (Just make a Cloak of the Manta Ray)

MI: 1/10

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

GOGGLES OF NIGHT

Armor (Helmet)

Better as a boost to exisiting Darkvision, since the Radiant Weapon is likely better for races without Darkvision.

RAI: 6/10

MI: 7/10 (Better if you aren’t stealing it from your other races that need Darkvision)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

PROSTHETIC LIMB

Boots, technically

This is already implemented into your Power Armor.

RAI: 1/10

MI: 1/10

NA: 1/10

TOTAL: 1/10

ROPE OF CLIMBING

Bracers?

One of the more useful utility infusions, but by this point you have a variety of tools to just fly.

RAI: 4/10

MI: 4/10 (You will not need more than one of these.)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

SENDING STONES

Bracers?

This is the kind of thing you make once for one mission and then never make again. Better to have it as an on-demand infusion instead of something implemented into your armor.

RAI: 2/10

MI: 4 /10 (There is very niche use in having 4 total sending stones [2 walkie-talkies])

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

WAND OF MAGIC DETECTION

Bracers?

Detect Magic is useful but it’s already on your spell list as a ritual. And by level 10 it’s more than likely that someone already has this.

RAI: 2/10

MI: 1 /10 (You could’ve made something useful and instead you made a magic magnifying glass?)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

WAND OF SECRETS

Bracers?

Situationally amazing; likely better to carry this around as a swappable infusion.

RAI: 3/10

MI: 3/10 (You don’t need more than one of these.)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

LEVEL 6

BOOTS OF ELVENKIND

Boots

Unironically amazing for the Guardian armor, as it removes the stealth penalty from your heavy armor with little downside other than opportunity cost. Less useful for Infiltrator armor but still useful.

RAI: 8 /10

MI: 9 /10 (Give it to both yourself and your Paladin)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

CLOAK OF ELVENKIND

Armor

The big issue with this is that it takes the place of an armor infusion, since the only place I can argue for it to be is as part of your chestpiece. This is likely better to have as one of your non-armor infusions than having it implemented into your armor. With that being said it’s still very useful for a stealth mission.

RAI: 6/10

MI: 6/10

NA: 8/10 (Becomes better if it doesn’t require attunement but it’s still taking up the chest slot.)

TOTAL: 8/10

CLOAK OF THE MANTA RAY

Armor

Much like the Cloak of Elvenkind the issue comes that you can’t get Enhanced Defenses instead. But this is still very strong for any aquatic campaign. Likely still better to have it as a swappable infusion.

RAI: 6 /10

MI: 7 /10 (Probably more useful for you since you’re in Heavy armor, but still great for your Paladin)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

EYES OF CHARMING

Armor (Helmet)

It’s a DC 13. By level 10 that’s affecting absolutely no one.

RAI: 1/10

MI: 1/10

NA: 1/10

TOTAL: 1/10

GLOVES OF THIEVERY

Bracers

Hm. Yes. When I think of the guy walking around in an Iron Man suit I think “pickpocket.” There’s a very niche use to aid with lockpicking but at that point just take the Armor of Tools.

RAI: 1 /10

MI: 1 /10

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

LANTERN OF REVEALING

Bracers?

At this point you likely have ways to see through invisibility but that doesn’t mean that this item isn’t useful. On-demand anti-invisbility vision is huge.

RAI: 7 /10

MI: 7 /10 (You only need one of these)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

PIPES OF HAUNTING

Bracers? Weapon?

Are you a Bard multiclass? Did your background give you proficiency with this? If so it’s a decent crowd control option but you have considerably better options by this level.

RAI: 3 /10

MI: 2 /10 (You could’ve made something useful and instead you made funny ghost instrument?)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

RING OF WATER WALKING

Bracers

You can cast water walking by this point, not to mention that you can just fly.

RAI: 2 /10

MI: 1 /10 (You could’ve made something useful and instead you made funny Jesus ring?)

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)

WAND SHEATH

Weapon

Okay but unironically if you have a strong wand hiding it in your armor can be very useful. Amazing if you’re a Wizard multiclass.

RAI: 7/10

MI: 7/10 (Only really useful for a Warforged Wizard so you’re not taking it from anyone)

NA: 8/10 (There’s very little reason not to make this if you can still have other attuned items)

TOTAL: 8/10

LEVEL 10

BOOTS OF STRIDING AND SPRINGING

Boots

Vaguely useful if you’re a small race but you have so many other options.

RAI: 1/10

MI: 1/10

NA: 1/10

TOTAL: 1/10

BOOTS OF THE WINTERLANDS

Boots

It’s the Resistant Armor with the resistance set to Cold damage. Much like the Resistant Armor it’s only useful if you know you’ll be dealing with cold damage, but if you’re on the mountains it’s a great buff!

RAI: 7/10

MI: 6/10 (There’s likely something better you could’ve made.)

NA: 8/10 (If it isn’t eating up attunement slots it’s a lot better.)

TOTAL: 7/10

BRACERS OF ARCHERY

Bracers

Just use the Infiltrator Armor’s lightning cannon.

RAI: 1/10

MI: 2/10 (Becomes slightly better if you aren’t stealing it from an ally but there’s still so many better things you could make…)

NA: 2/10 (Becomes slightly better if it isn’t taking attunement slots but…)

TOTAL: 2/10

BROOCH OF SHIELDING

Armor / Bracers

Force damage is as rare as they come. If you know that you’ll be dealing with Force it’s great but that will rarely happen.

RAI: 3/10

MI: 5/10 (Two people immune to Magic Missile is fantastic)

NA: 4/10

TOTAL: 5/10

CLOAK OF PROTECTION

Armor

Another “legally not Enhanced Defenses” that increases your Saving Throws by 1 as well. Chances are someone else wants this but if no one does…

RAI: 8/10

MI: 9/10 (Massively more useful if you’re not taking it from someone else.)

NA: 9/10

TOTAL: 9/10

EYES OF THE EAGLE

Armor (Helmet)

Is your Wisdom high enough to be the detective of the party? The main issue is that this takes your main armor (chestpiece) slot, but if you can convince your DM to allow you to apply it to your helmet or bracers it becomes considerably better.

RAI: 4/10

MI: 3/10 (Can probably make something better.)

NA: 5/10 (Nice bonus to Perception if it doesn’t take an attunement slot)

TOTAL: 5/10

GAUNTLETS OF OGRE POWER

Bracers

If no one else needs a +4 in Strength you may as well take it, since you’ll likely be in the frontline and will be subjected to a lot of saving throws. The Armor of Magical Strength (UA) is probably more useful for you but this is a good alternative.

RAI: 7/10

MI: 8/10 (Better if you’re not taking it from someone else.)

NA: 8/10 (Better if you’re not wasting attunement for 19 in Strength)

TOTAL: 9/10

GLOVES OF MISSILE SNARING

Bracers

Do you have the Dexterity to use these? Is this the best use of your reaction over Shield or other things?

RAI: 3/10

MI: 4/10

NA: 4/10

TOTAL: 4/10

GLOVES OF SWIMMING AND CLIMBING

Bracers

If you need to swim get the Cloak of the Manta Ray. If you need to climb get something to fly.

RAI: 2/10

MI: 1/10 (Could’ve made something better.)

NA: 2/10

TOTAL: 2/10

HAT OF DISGUISE

Armor (Helmet)

Cute in concept; made MASSIVELY worse because it takes your armor slot. If you really want this take it as a regular magic item, or dip into Warlock.

RAI: 1/10

MI: 2/10 (Very mildly useful if two people can have it.)

NA: 2/10 (Very mildly useful if it doesn’t take an attunement slot)

TOTAL: 2/10

HEADBAND OF INTELLECT

Armor (Helmet)

Why the hell did you dump Intelligence on a SAD subclass that literally only needs Intelligence?

RAI: 1/10

MI: 2/10 (At least you can still give it to the Fighter but there’s literally no reason for you to dump INT)

NA: 1/10

TOTAL: 2/10

HELM OF TELEPATHY

Armor (Helmet)

Low DC made objectively worse by the fact that it takes up your Armor infusion. At least it doesn’t have the problem it normally has of being too noticeable: you’ll be wearing your armor all the time so a fancy helmet isn’t going to draw weird looks.

RAI: 1/10

MI: 1/10

NA: 1/10

TOTAL: 1/10

MEDALLION OF THOUGHTS

???

See above.

PERIAPT OF WOUND CLOSURE

???

You’re a walking tank in Heavy Armor - you shouldn’t be taking a lot of hits, yet alone going down.

RAI: 1/10

MI: 3/10 (Considerably more useful if you’re not stealing it from the Barbarian)

NA: 1/10

TOTAL: 3/10

PIPES OF THE SEWERS

Bracers? Weapon?

Joke item you can’t use without proficiency. Will be useful once in a blue moon but never for regular gameplay. Absolutely zero reason to stick this on your armor.

RAI: 1/10

MI: 1/10

NA: 1/10

TOTAL: 1/10

QUIVER OF EHLONNA

Armor?

The only item that doesn’t require attunement at this level and it’s… okay? Completely useless for the Infiltrator armor; might be mildly useful for the Guardian armor? But it only works with high strength (for javelin throwing) and you’re likely better off making a returning javelin for that case. No need to stick it on your armor, especially since it’ll take the chestpiece slot.

RAI: 1/10

MI: 1/10

NA: (Doesn’t require attunement)

TOTAL: (Doesn’t require attunement - see MI)



RING OF JUMPING

Bracers

But y do?

RAI: But y do?

MI: But y do?

NA: But y do?

TOTAL: But y do?

RING OF MIND SHIELDING

Bracers

Really cute and has some incredibly niche uses. Generally not that useful but it’s amazing for RP, and it can be a great panic button.

RAI: 3/10

MI: 4/10 (Multiple party members being able to lie in a Zone of Truth is pretty whack)

NA: 4/10

TOTAL: 4/10

SLIPPERS OF SPIDER CLIMBING

Boots

A great alternative if your DM doesn’t allow multiple magic items and someone else wants the Winged Boots.

RAI: 7/10

MI: 5/10 (Instantly about a thousand times worse when compared to the Winged Boots)

NA: 6/10

TOTAL: 5/10

VENTILATED LUNGS

Armor? Bracers?

Way too situational and not worth a slot on your armor. Better to just make it normally and stick it in your body.

RAI: 2/10

MI: 3/10 (2 people being able to walk through a toxic gas cloud is very slightly useful.)

NA: 3/10

TOTAL: 3/10

WINGED BOOTS

Boots

THIS is what you were looking for. It’s flight! There’s very little reason not to take the ability to fly regardless of which armor you choose. Particularly useful for the Infiltrator Armor for maximum Iron Man.

RAI: 9/10

MI: 10/10 (Literally no reason not to take this if someone else can also have it.)

NA: 9/10 (Very strong if it doesn’t take your attunement)

TOTAL: 10/10

LEVEL 14

Amulet of Health

???

Armorer doesn’t have to invest in much beyond Intelligence, making Constitution an easy thing to increase as well. Regardless if your Constitution is below an 18 this will be a buff.

RAI: 9/10

MI: 10/10 (Amazing if you can provide it to your Wizard as well.)

NA: 9/10

TOTAL: 10/10

ARCANE PROPULSION ARM

Bracers? Weapon?

Don’t stick this on your armor. Fun backup choice if you ever get out of your mech suit but reserve it as a regular infusion.

RAI: 2/10 (Again: don’t put it on your suit but feel free to craft it on its own)

MI: 2/10 (No one will need this other than you I assure you)

NA: 2/10

TOTAL: 2/10

BELT OF HILL GIANT STRENGTH

Armor (possibly Bracers)

See Gauntlets of Ogre Power.

RAI: 8/10

MI: 9/10 (Better if you’re not taking it from someone else.)

NA: 8/10

TOTAL: 9/10

BOOTS OF LEVITATION

Boots

Only really good if Winged Boots aren’t an option for you. Mildly useful for the Infiltrator armor barely useful for the Guardian armor.

RAI: 4/10

MI: 1/10 (JUST MAKE THE WINGED BOOTS!)

NA: 4/10

TOTAL: 1/10

BOOTS OF SPEED

Boots

A great alternative to the Winged Boots for one wearing the Guardian Armor.

RAI: 7/10

MI: 8/10 (Great when you can give it to both yourself and the Monk.)

NA: 8/10

TOTAL: 8/10

BRACERS OF DEFENSE

Bracers

…You’re in Heavy Armor. The literal entire point of this class is that you’re in Heavy Armor.

RAI: No.

MI: No.

NA: No.

TOTAL: No.

CLOAK OF THE BAT

Armor

Cute concept made significantly worse because it takes up your armor slot. Better to make this on its own separate from your armor.

RAI: 7/10

MI: 8/10

NA: 8/10

TOTAL: 8/10

DIMENSIONAL SHACKLES

Bracers

Don’t put this on yourself lol.

RAI: 1/10



MI: 1/10

NA: (Doesn’t require attunement)



TOTAL: (Doesn’t require attunement - see MI)

GEM OF SEEING

Armor? (Helmet) Bracers?

Very useful utility item but probably not something you want to always have on-hand. Better to make it as a regular infusion instead of sticking it on your armor.

RAI: 7/10

MI: 8/10

NA: 8/10

TOTAL: 8/10

HORN OF BLASTING

Weapon?

It’s a big burst of damage but 20% chance to blow up is a big yikes.

RAI: 4/10



MI: 4/10 (No one wants to blow up I assure you)

NA: (Doesn’t require attunement)



TOTAL: (Doesn’t require attunement - see MI)

RING OF FREE ACTION

Bracers

If you know you have a chance of being paralyzed or restrained it’s amazing. On its own it’s kinda meh.

RAI: 6/10



MI: 6/10

NA: 7/10

TOTAL: 6/10

RING OF PROTECTION

Bracers

Like the Cloak of Protection, but better! (Mainly because it’s not taking your Armor slot)

RAI: 9/10

MI: 10/10 (Massively more useful if you’re not taking it from someone else.)

NA: 10/10

TOTAL: 10/10

RING OF THE RAM

Bracers

+7 to hit isn’t going to hit anything at this level. Maybe slightly useful if you need to break something 60 feet away but you’re a walking tank who can probably do just as well with their fists.