Infusions

All of these require 30 doses

Curse: Fiends and undead are drawn to you. If attunement is required, roll DC 10 Con after every long rest to prevent short term madness.

DC 15 Arcana check to infuse magic item, otherwise, a conflagration begins on the spot where the item was, and the item is destroyed.

Available items:

Enhanced Arcane Focus

Item: A rod, staff, or wand (requires attunement)

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

Enhanced Defense

Item: A suit of armor or a shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

Enhanced Weapon

Item: A simple or martial weapon (requires attunement)

This magic weapon gains a +1 bonus to attack and damage rolls made with it. Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Adds 1d4 of necrotic damage

Repulsion Shield
Item: A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor
Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Other items

Requires five doses:

Alchemy jug

No attunement

Armblade (detailed in chapter 5)

Yes

Bag of holding

No attunement

Cap of water breathing

No attunement

Goggles of night

No attunement

Prosthetic limb (detailed in chapter 5)

Yes

Rope of climbing

No attunement

Sending stones

No attunement

Wand of magic detection

No attunement

Wand of secrets

No attunement

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