Level: 10th (replacing the need for the Magic Item Adept feat) Prerequisite: Artificer level 10 Description: Your unparalleled skill in arcane infusion allows you to imbue more items with magical properties, crafting enchantments with exceptional speed and efficiency. Drawing on ancient techniques and your inventive spark, you create tools and relics that shape the battlefield and bend the laws of magic, making you a master artisan in a world of wonders. Benefits: Additional Infusions: You learn two additional infusions from the Artificer Infusions list (Tasha’s Cauldron of Everything, p. 13–17, or other official sources). You can apply two additional infused items at a time, increasing your total number of infused items by 2 (e.g., from 4 to 6 at level 10, or 5 to 7 at level 12). These infusions follow standard rules: you cannot apply the same infusion to multiple items, and each item can hold only one infusion at a time. Infusion Efficiency: When you create an infused item, the crafting time is reduced to half the normal time (from 8 hours or part of a long rest to 4 hours, per Tasha’s Cauldron of Everything, p. 13). This allows you to infuse an additional item during a long rest if you have the materials and time. The cost of materials for infusions (if required by the DM, e.g., 100 gp for a Bag of Holding infusion) is reduced by 25%, reflecting your optimized use of arcane resources. Infusion Versatility: Once per long rest, you can replace one known infusion with a new infusion from the Artificer Infusions list without requiring a long rest or downtime. This process takes 1 hour and requires access to your tools (e.g., Alchemist’s Supplies, Smith’s Tools). When you infuse an item, you can choose to enhance its durability: the infused item gains +5 hit points and resistance to one damage type of your choice (e.g., fire, acid) for as long as the infusion persists. This does not stack with existing resistances.
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