Infusions

The arcanist learns a number of infusions as they gain levels.

When you place an infusion on an item, you select one of the three infusion options to place on the item. Once you reach 10th level, you can place two instead of one infusion option from that infusion on the item.

An infused item counts as a magical item that requires attunement. Each infusion can only be placed on certain types of items as described in the description for each infusion. A creature that is attuned to the items gains the abilities of the item. When an infusion refers to the creator’s Intelligence modifier it refers to your Intelligence modifier regardless of whether you use the item yourself or give it to another creature to use.

If an infusion calls for a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier

 Chose from the following infusion options:

Alchemical Cauldron

Arcane Armour

Arcane Cannon

Clearsighted Headpiece

Empowered Armour

Enhanced Shot

Homunculus Servant

Infused Weapon

Keen Weapon

Luggage

Magic Cloak

Magic Quill

Necrotic Talisman

Power Guantlets

Powerful spellfocus

Protective Armour

Protective Brooch

Prototype Construct

Radiant Blade

Reinforced Ring

Runic Staff

Slithering Rope

Spell Ring

Telepath's Crown

Tempest Weapon

Traveller’s Boots

Warmage’s focus

Weapon of Speed