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UB Infusions
Once per turn, when you hit with an attack with this weapon, that meet the same requirements as sneak attacks, deal an additional 2d6 damage. Only one additional damage infusion can be active per weapon.
Infuse armor or shield to grant a +1 to armor class. The bonus increases to +2 when you reach level 10 of Artificer class.
Infuse staff or a spell focus to grant +1 to spell attack rolls and DC. The bonus increases to +2 when you reach level 10 of Artificer class.
Infuse weapon to grant +1 to attack and damage rolls. The bonus increases to +2 when you reach level 10 of Artificer class. Will replace Repeating Shot or Returning Weapon infusion on weapon it is applied to.
Attacks made with this weapon deal an additional 1d4 damage of the selected type. Only one additional damage infusion can be active per weapon.
Infuse body armor or clothes to provide advantage on rolls to maintain concentration and not require rolls if damage taken is 10 or less.
Once per turn, when you hit a creature with this weapon, deal an additional 1d6 damage of the selected type. Only one additional damage infusion can be active per weapon.
Infuse weapon that has Loading property to ignore that property and also not spend ammunition. If weapon was not magical it becomes magical and receives +1 bonus to attack and damage rolls made with it. Will replace Enhance Weapon infusion on weapon it is applied to.
Create replica Amulet of Health: This amulet was created by Marsh halfling mages in the olden times to help sick people survive the hardships of Olme Fen.
Create replica Bag of Holding: This item was crafted to the specifications of Emperor Laethar the Gold Soul, who wanted treasures of the conquered province stocked in special bags. It is almost weightless and increases your carrying capacity enormously.
Create replica Belt of Giant Strength (Hill): At the dawn of time, there was a confrontation between the giants and the elves. The elven arcanists didn't waste anything from the giants, harnessing their life essence to create powerful magical items.
Create replica Boots of Elvenkind: Crafted in Colthannin for human allies of the Realm protecting its borders.
Create replica Boots of Levitation: After a couple of close calls in the mountains of the Snow Alliance, the Manacalon shock arcanists began to use these boots!
Create replica Boots of Striding and Springing: Defineth Sharpeye created these boots after watching his cat bounce around, seemingly defying gravity in her pursuit of mice and birds.
Create replica Bracers of Archery: A favorite of Colthannin border patrols.
Create replica Bracers of Defense: Those bracers were the prized possession of a Manacalon shock arcanist.
Create replica Brooch of Shielding: Medreth Sharpeye forged those brooches to protect Coedymwarth scouts against the Imperial shock arcanists' most common spell.
Create replica Cloak of Elvenkind: Crafted in Colthannin for the human allies of the Realm protecting its borders. Grants advantage to stealth checks, and cancels an enemy's perception check advantage to spot you when you're attacking it in stealth mode.
Create replica Cloak of Protection: An exquisitely tailored cloak, very much sought after by shock arcanists. A lost secret of Manacalon.
Create replica Gauntlets of Ogre Power: Arasdir Lighthand crafted these gauntlets, showing ogres the superiority of mind over matter.
Create replica Gem of Seeing: Such gems are usually found as holy relics in the temples of Einar, as they can help detect shapechangers. They are used on Einar's holy days for various rituals.
Create replica Gloves of Missile Snaring: Crafted by Ildurial Stronghand for the members of the Euraidd tasked with the protection of the Imperial family.
Create replica Gloves of Thievery: These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Create replica Headband of Intellect: Fashioned by order of the merchant prince Elgareth Goldenmind to ensure his dynasty would survive the advent of less gifted successors.
Create replica Helm of Awareness: A creature that is wearing this helmet while attuned to it has advantage on initiative rolls and can't be surprised, provided it isn't incapacitated.
Create replica Horn of Blasting: You can use an action to speak the horn's command word, and then blow the horn, which emits a thunderous blast in a 6-cell cone that is audible 120 cells away. Each creature in the cone must make a DC 15 constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw, and take 10d6 thunder damage instead of 5d6.
Create replica Pipes of Haunting: These pipes let out a magically infused cry that can strike fear even in the hearts of the bravest warriors.
Create replica Ring of Darkvision: While wearing this ring, you have Darkvision just like an elf. Devised by an eccentric Manacalon arcanist specialized in light spells to ensure his famed cook, the island halfling Mildred Sharpnose, could deliver breakfast at all hours, without having to illuminate his studies.
Create replica Ring of Protection +1: A ring first devised to protect shock arcanists fighting the Empire's battles. Awarded upon graduation from the Arcaneum.
Create replica Slippers of Spider Climbing: These magical slippers have a very shady origin. Probably made by some crazy Manacalon wizard to walk the walls of his manor in a cozy fashion.
Create replica Wand of Identify: A magic wand capable of revealing the hidden properties of unidentified magic items.
Create replica Wand of Magic Detection: Casts the spell detect magic by expending one charge. The wand has 3 charges and regains 1d3 charges each dawn.
Create replica Winged Boots: Birdwatching is not easy when you can't fly. Millie Strongbreeze created these boots to pursue her passion for ornithology.
Infuse armor with resistance to one of the elemental damage types.
Infuse thrown weapon to return to the wielder's hand immediately after it is used to make a ranged attack. If weapon was not magical it becomes magical and receives +1 bonus to attack and damage rolls made with it. Will replace Enhance Weapon infusion on weapon it is applied to.