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Artificer Infusions Guide: 2014 Legacy Rules

D&D 5e — Tasha’s Artificer (legacy option)

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Artificer infusions belong to the legacy Tasha’s Cauldron of Everything class. That 2014-style Artificer learns infusion options at level 2, applies a limited number to nonmagical objects after a Long Rest, and can share many resulting items with allies. The current 2025 Artificer uses Replicate Magic Item plans instead.

Rules edition: D&D 5e — Tasha’s Cauldron of Everything Artificer (legacy option). For the newest class, use the 2025 Replicate Magic Item guide. Do not combine Infuse Item and the revised plan system unless the DM deliberately creates a house rule.

Legacy Infusion Basics

Rule Level-2 legacy value Meaning
Infusions known Four Options the Artificer has learned.
Infused items Two Objects that can carry active infusions at once.
Activation Finish a Long Rest and touch nonmagical objects The feature turns eligible objects into magic items.
Duplicate use Normally one object per infusion An infusion cannot usually be active on several objects at once.
Item stacking One infusion per object One object cannot normally bear multiple infusions.

Known Is Not Active

A legacy Artificer can know more infusions than the character can maintain. “Infusions known” is the menu; “infused items” is the active loadout. At level 2, the character knows four but maintains two. Both limits rise on the class table as Artificer level increases.

Whenever the Artificer gains a class level, one known infusion can be replaced with another for which the character qualifies. Replacing a known infusion ends any item using the removed option according to the feature’s rules.

Infusing an Object

After a Long Rest, the legacy Artificer touches eligible nonmagical objects and applies known infusions. Each infusion specifies the object type it can affect, any minimum Artificer level, whether attunement is required, and the resulting benefit.

If the character exceeds the active-item limit, the oldest infusion ends. If an infusion ends on a container such as a replicated Bag of Holding, use the feature’s instructions for its contents rather than treating them as destroyed.

Useful Legacy Infusion Roles

Reliable offense

Enhanced Weapon, Repeating Shot, and Returning Weapon can support a repeated attack plan. Choose the option matching the actual weapon and fighting style. Repeating Shot does not turn every ranged weapon into the same object.

Defense

Enhanced Defense, Repulsion Shield, and Mind Sharpener address different problems: Armor Class, positioning, or Concentration. A party usually benefits more from covering distinct weaknesses than from chasing only attack bonuses.

Utility

Replicate Magic Item is a legacy infusion that selects a specific permitted magic item. Each learned instance represents one chosen item, and the infusion follows its own repeatability and level tables. It is not permission to reproduce every magic item in the game.

Party support

Many infused items can be given to allies. Confirm attunement and proficiency. The item continues to count against the Artificer’s active limit even when another creature carries it.

Choose Infusions After the Party Chooses Roles

  1. List each character’s repeated action and major weakness.
  2. Identify which eligible object an infusion would modify.
  3. Check attunement capacity and prerequisites.
  4. Choose two active items that solve different high-frequency problems.
  5. Keep other known infusions as alternatives for the next Long Rest.

Legacy Subclass Considerations

An Armorer eventually gains special rules for pieces of Arcane Armor, while a Battle Smith may prioritize a weapon used with Intelligence. An Artillerist’s core turn may rely less on an infused weapon, and an Alchemist may value defense or Concentration. Use the Tasha subclass wording, not the revised 2025 subclass.

Convert to the 2025 Artificer

The current class does not convert each infusion one for one. Start from the revised class:

  1. Remove Infuse Item, infusions known, and infused-item limits.
  2. At Artificer level 2, choose plans from the revised tier available to the character.
  3. Create the number of replicated items shown on the revised class table.
  4. Use the new magic-item entries for former infusion concepts such as Repeating Shot and Boots of the Winding Path.
  5. At level 6, use Magic Item Tinker rather than legacy Tool Expertise.
  6. Rebuild subclass features using the revised source.

Common Legacy Mistakes

  • Maintaining all known infusions at once.
  • Putting several infusions on one object without a specific exception.
  • Ignoring the required object type or minimum Artificer level.
  • Forgetting that an ally’s infused item still counts against the Artificer’s limit.
  • Replicating a magic item not allowed by the legacy option.
  • Using legacy infusions alongside the 2025 Replicate Magic Item plans.

Frequently Asked Questions

Are Artificer infusions still the newest rules?

No. The 2025 Artificer replaces Infuse Item with Replicate Magic Item plans. Infusions remain valid for the legacy Tasha class.

Can two allies use the same known infusion?

Normally one known infusion can be active on one object at a time. A feature must expressly permit repetition or another copy.

Does a replicated item become permanent?

No. Its magic is tied to the infusion and active-item limits. Normal permanent crafting is a separate system.

Official Rules Sources

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