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Enhanced Defense

  • casting time Passive
  • range Self

  • components Armour or a Shield
  • duration Until Casters Death

A creature gains a +1 bonus to Armor Class while wearing or Wielding the infused item.

The bonus increases to +2 when the caster reaches 10th level in their class.
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The infusion lasts indefinitely until the caster of the infusion dies (Lasts No* of days equal to casters INT Modifier)

The infusion also disappears if the Caster replaces their knowledge of the infusion.
Or if it is the oldest cast infusion and the Caster creates another infusion without a spare slot, the infusion loses it's effect.

Artificer Infused Item Spell

Replicant Alchemy Jug

  • casting time 1 Action
  • range Touch

  • components Infusion Slot
  • duration Until Casters Death

A jug that appears to be able to hold a gallon of liquid and weighs 12lb whether full or empty.
Sloshing can be heard within the jug when shaken even if its empty.
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Use 1 action Naming one liquid from the table below to produce the chosen liquid.
Then, uncork the jug as 1 action and pour that liquid out, up to 2 gallons per minute.

The max amount of liquid the jug can produce depends on the liquid named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that's reached its maximum, until the next dawn.

Acid - 8 oz | Basic poison - 1/2oz | Beer - 4Gl
Honey - 1Gl | Mayo - 2Gl | Oil - 1 quart
Vinegar - 2Gl | Wine - 1Gl |
Fresh water - 8GL | Salt water - 12 GL

Artificier Infused Wondrous item

Enhanced Weapon

  • casting time Passive
  • range Self

  • components S or M Weapon
  • duration Until Casters Death

S= Simple | M= Martial|
This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when the caster reaches 10th level.
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The infusion lasts indefinitely until the caster of the infusion dies (Lasts No* of days equal to casters INT Modifier)

The infusion also disappears if the Caster replaces their knowledge of the infusion.
Or if it is the oldest cast infusion and the Caster creates another infusion without a spare slot, the infusion loses it's effect.

Artificier Infused item

Mind Sharpener

  • casting time 1 Reaction
  • range Touch

  • components Armor or Robes
  • duration Until Casters Death

This infused item has 4 charges.

When the wearer fails a CON save to maintain concentration on a spell, they may use their Reaction to expend 1 of the item's charges to succeed instead.

The item regains 1d4 expended charges daily at dawn.
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The infusion lasts indefinitely until the caster of the infusion dies (Lasts No* of days equal to casters INT Modifier after death)

The infusion also disappears if the Caster replaces their knowledge of the infusion.
Or if it is the oldest cast infusion and the Caster creates another infusion without a spare slot, the infusion loses it's effect.

Artificier Infused item

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