When you gain this feat, pick one artificer infusion to learn, choosing from the “Artificer Infusions” section at the end of the Artificer class’s description. You must qualify for all of the prerequisites for the infusion. Whenever you gain a level, you can replace the artificer infusion you have learned with a new one.
Whenever you finish a long rest, you can touch a non-magical object and imbue it with an artificer infusion, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
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