Giovanni is a master tinkerer who uses magic gadgets to defend his home.
Infusion: Boots of the Winding Path (Prerequisite: 6th-level artificer)
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Infusion: 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.
Infusion: Replicate Headband of Intellect (Prerequisite: 10th-level artificer)
Using this infusion, you replicate a particular magic item, a Headband of Intellect. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making and whether it requires attunement.
Infusion: Replicate Helm of Telepathy (Prerequisite: 10th-level artificer)
Using this infusion, you replicate a particular magic item, a Helm of Telepathy. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making and whether it requires attunement.
Infusion: Replicate Ring of Mind Shielding (Prerequisite: 10th-level artificer)
Using this infusion, you replicate a particular magic item, a Ring of Mind Shielding. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making and whether it requires attunement.
Infusion: Repulsion Shield (Prerequisite: 6th-level artificer)
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.
Flamethrower. The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista. Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to ld8 + your Intelligence modifier (minimum of +l).
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 2d12 poison damage.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.