Prerequisite: Be an Artificer
Through the art of the craft, you have exceeded all expectations and are perceived as a prodigy, of sorts, amongst artificers all around the world. As such, due to your prowess, you gain the following benefits:
- You are capable of making multiple infusions, though at the cost of time. If you wish to make an additional infusion, roll 1d6+4-your Intelligence modifier, the resulting number being the amount of days it will take. Roll on the glitch's table and pick two of the options, and roll on the perks table.
| d12 | Glitch |
|---|---|
| 1 | Heavy. Multiply the items weight by 3 times. If it does not have a weight, it now weighs 8lbs. If you do not have a STR score of 13 or higher, you have disadvantage on Dexterity checks and saving throws. |
| 2 | Burning. Roll a d20 when using the item, and on a 10 or below, the item catches fire while you holding it. The item doesn't take any damage, but if you are holding it, you take 1d6 fire damage for every turn you are holding it. The fire stops after 30 seconds. |
| 3 | Spooky. While using the item every other time, roll a d6. On a 2 or lower, you gain the frightened condition for 1 minute towards all creatures. |
| 4 | Rebellious. Whenever you use the item, roll a Strength contest with the item. The item has a STR of 13 (+1) for this. |
| 5 | Disappearing. If the item is in use, roll 1d20. On a 6 or lower, the item acts as if it cast the spell misty step on itself. The item, as such, randomly teleports somewhere within 30 ft. of the caster. |
| 6 | Cursed. The item cannot be removed once attuned. If the item does not require attunement, you get a -1 to all ability scores. |
| 7 | Weakened. When using the item, or have it equipped, you take a penalty to your hitpoints equal to your Constitution modifier x 4. |
| 8 | Vulnerable. Upon using the item, you gain one vulnerability for 30 seconds. |
| 9 | Rude. Whenever the item is in use, it will act as if it just cast the cantrip vicious mockery on you. |
| 10 | Captivating. Roll 1d20 upon using the item. On an 8 or lower, the item acts as if it just cast charm person on you. The DC for this is 14. |
| 11 | Explosive. Whenever the item is used, roll 1d20. On a 4 or lower, the spell fireball is cast anywhere within its range. Its exact location is determined by the DM. |
| 12 | The DM gets to choose the glitch. |
(In the case where an item is technically equipped all the time and is passive (gauntlets, necklaces, etc.) you can either roll for the designated flaw whenever you are hit by an attack whatever effect they provide is used (AC bonus = getting hit, unarmed bonus = unarmed attack, etc.))
| d12 | Perk |
|---|---|
| 1 | Bonded. For weapons and other items, you act as if it has the returning weapon infusion. If it already has this infusion, it is effected by the 3rd level Eldritch Knight ability, weapon bond. For wearable items, it can only be removed by the wearer, no one else. |
| 2 | Defensive. While wielding or wearing the item, you can use your reaction to bolster your defense +1. This also stacks with other abilities that add AC via reaction. |
| 3 | Intimidating. When brandishing the item, choose a target. The target must make a Wisdom saving throw equal to that of the spell save DC of the Artificer that made this item. On failure, it is frightened of you until the end of your next turn. Once done, you lose this ability until you take a short or long rest. |
| 4 | Malicious. You can choose to do an additional 1d8 damage on any attack an amount of times equal to the Artificers Strength modifier. You regain all uses of this ability at the end of a short or long rest. |
| 5 | Insightful. You gain insight on a creatures weaknesses. You get a +2 to your Insight skill, and once per long rest, you learn one vulnerability a creature has, if any. |
| 6 | Soothing. The item is very relaxing to hold and/ wear.the item, you feel soothed. During a long rest, you gain 2d8 temporary hitpoints. |
| 7 | Mighty. While you have this item on your person (or attuned, if it is required) you get +2 to a saving throw of your choice. |
| 8 | Wind. You can choose to gain a flying speed of 30 ft. for 3d6 seconds. You regain this ability after taking a long rest. |
| 9 | Artillery. Whenever you get hit, roll 1d6. On a 2 or lower, the attacker gets hit by the magic missile spell 2 times. |
| 10 | Efficiency. You can bypass an enemy's resistance to a certain damage type an amount of times equal to the Artificers Intelligence modifier. You regain all uses of this ability at the end of a long rest. |
| 11 | Accuracy. You can choose to add an additional 1d6 to hit on any attack an amount of times equal to the Artificers Dexterity modifier. You regain all uses of this ability at the end of a short or long rest. |
| 12 | The player gets to choose the perk. |
- Your ability to replicate additional magical items from your replicate magic item infusion is improved. For replicating an additional 2nd-level Artificer item, roll 1d4+1. This scales based on the level of the item you want to replicate. (1d6+2 days 6th-level items, 1d8+3 days for 10th- level, 1d10+4 days for 14th-level.) At 15th-level, you can lower the total amount of days by your intelligence modifier.
- Even if a magical item you wish to replicate is not on the Replicable Item table, you can replicate it from scratch at a cost. The cost equals you spending 1d8+4-your Intelligence modifier in days, and half the cost of the initial magic item. Using this feat, you can replicate magical items that are levels of common, or uncommon. This expands to Rare as well at 14th-level.
- After making an item 2 times, you only have to roll on the flaw table once. This only applies to this specific item. Additionally, once you have made the item an additional 1d4 times, it doesn't have to have any flaws. You can intentionally put a flaw on this item as well (of your choice) and can roll on the perk table to add an additional perk.
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