2024 DnD Artificer Replicate Magic Item Guide

Introduction

The Artificer’s Replicate Magic Item feature allows the Artificer to create temporary magic items for themselves and their party, granting access to powerful items without relying on your DM or the unpredictability of random treasure tables.

In the 2014 DnD 5e rules, this feature was called “Infusions.” The list of available items has been expanded, and now includes broad access to Wondrous Items (not weapons or armor) at high levels, future-proofing the Artificer’s options to include items published after Forge of the Artificer.

This guide is for the 2024 DnD rules. For help with 2014 Artificer’s Infusions, see our Artificer Infusions Guide.

Table of Contents

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the 2024 DnD Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows. Also be sure to check for errata periodically.

Changes from the 2014 DnD 5e Rules

While many of the specific items are the same, the mechanics of Replicate Magic Item are different from the 2014 Artificer’s Infusions, and many of the Artificer-exclusive options have been replaced or turned into permanent magic items, which you can then replicate. Replicate Magic Item also explicitly creates the item rather than infusing an existing item with a magic effect. Your ability to create +1 full plate no longer requires you to already have a suit of nonmagical full plate lying around.

Enhanced Defense and Enhanced Weapon are gone, replaced by +1/+2 items. This means that you can now have a +X shield and +X armor without resorting to a Repulsion Shield. A high-level Artificer could have +1 weapons, shields, and armor alongside +1 weapons, shields, and armor, though spending all 6 of your replicated items to do so would be both ineffective and profoundly boring.

The Artificer’s new level 6 feature, Magic Item Tinker, also changes the context around charged items like wands. More on that below.

Replicate Magic Item Options

Level 2 Magic Item Plans

You get a surprisingly robust set of options here, especially with Common items available.

  • Alchemy Jug (DMG): One of my absolute favorite items because it can do so many things and solve so many problems in surprising ways. Between the beer, honey, mayonnaise, fresh water, and wine you may be able to sustain a creature or two without food for extended periods (though I can’t imagine enjoying the experience). The daily basic poison is enough to fully fill a vial, getting you 100 gp of poison daily if you can provide the 1 gp vial (How does 4 ounces of liquid in a glass container result in a 1-pound vial of acid? I have no idea!).

    Even silly things like producing 5 total gallons of alcohol and using them to get NPCs drunk can let you get away with all sorts of stuff. Need to clean a crime scene? Vinegar. Need to drass a salad? Oil and vinegar. Tragically, you do need 8 days worth of poison to fill a vial, so don’t expect that to be a reliable contributor to your daily options. Also, expect to invest in a huge number of containers and somewhere to put them (like a Bag of Holding) so that you can stockpile the daily output of the Alchemy Jug for later use.

    If nothing else, you should use this on non-adventuring days to stockpile basic poison. While the damage isn’t great, it’s a cheap way to get some extra damage at low levels. The DC 10 Con save is horrid, of course, so this tactic won’t remain useful beyond low levels. If you still have poison when it stops being useful, sell your excess stock.

  • Bag of Holding (DMG): A fantastic utility, and the ability to treat the bag as disposable means that you can easily weaponise the bag without risking a permanent magic item. You could discard problematic items (and potentially creatures) to the Astral Plane by destroyed the bag, or you could turn it into a bomb by finding another extradimensional space and combining the two.
  • Cap of Water Breathing (DMG): Only situationally useful, and it becomes totally irrelevant as soon as someone can prepared Water Breathing.
  • Common magic item that isn’t a Potion, a Scroll, or Cursed: See below.
  • Goggles of Night (DMG): Darkvision is fantastic in DnD, but you can also get it from a spell and from many species options, so spending one of your replicated items on it is expensive.
  • Manifold Tool (EFotA): Only situationally useful since tools have such limited value in the 2024 rules, but it does promise proficiency in any kind of Artisan’s Tools at a moment’s notice, which at least feels thematically nice for the Artificer. It’s not guaranteed to be useful, but the theme is cool.
  • Repeating Shot (EFotA): Put this on a weapon like a crossbow or a firearm, and you’ve removed the thing that balances them against bows.
  • Returning Weapon (EFotA): Fantastic if someone in the party is built to use thrown weapons.
  • Rope of Climbing (DMG): Situationally useful and easily replaced by flight, Spider Climb, or just plain nonmagical rope.
  • Sending Stones (DMG): Situationally useful.
  • Shield, +1 (DMG): +1 AC is always fantastic, and most Artificers can comfortably use a shield without cutting into their tactics. The 2024 DnD rules don’t require a free hand to reload weapons like hand crossbows and pistols, sso you don’t even need Repeating Shot to make this work.
  • Wand of Magic Detection (DMG): You can learn Detect Magic and cast it as a Ritual.
  • Wand of Secrets (DMG): Helpful if no one in your party is good at Perception, but 3 charges won’t get you very far. You may also find yourself in a situation where you’re within 60 feet of a trap or secret door which is on the other side of one or more solid walls. The only information that the wand gives you is that the thing is there and the direction from where you’re standing.
  • Wand of the War Mage, +1 (DMG): Crucial for Artillerists and Battle Smiths since your canons and your Steel Defender both use your Spell Attack Modifier. Other Artillerists may still benefit if you’re relying on Cantrips offensively, but the Armorer will get little value here since their special armor weapons don’t use Spell Attacks, and many Artificers will prefer to use a +1 Weapon with True Strike.

    Once you reach level 10, upgrade to an All-Purpose Tool from Tasha’s Cauldron of Everything, which you can choose because it’s an Uncommon magic item.

  • Weapon, +1 (DMG): Always great both for yourself and for your allies. Grab this and True Strike, and you have a great offensive option.
  • Wraps of Unarmed Power, +1 (DMG): This would be a very generous gift for a Monk in your party.

Common Magic Items

Limiting us to non-cursed items was simultaneously a great idea and also incredibly rude. WotC knows that we would happily weaponize cursed items if given the chance.

The list of qualifying Common items is dizzyingly long, and the vast majority of them are amusing novelties rather than actually useful. Below is a collection of some actually useful options

  • Adventurer’s Ring (FRHoF): A useful source of light if your party can’t cast Light and if no one has a free hand for a lantern.
  • Clockwork Amulet (DMG): Useful when you can’t risk rolling poorly on what should be a decently reliable attack roll.
  • Dark Shard Amulet (DMG): Cast a Warlock cantrip that you don’t know once per day. Unfortunately, only a Warlock can attune to it, so it’s only useful for sharing.
  • Everbright Lantern (DMG): A permanent source of light without worry about oil. The fact that it’s a cone may become an issue, though.
  • Flying Wonder (FRAiF): The Flying Wonder doesn’t have any attacks, but it can use items like wands, it flies, and it has 60 feet of blindsight, making it very useful for spotting hidden and invisible enemies.
  • Hat of Vermin (DMG): Not particularly useful, but I’m continually amazed the bag of rats is a real magic item that exists instead of a hypothetical thought exercise.
  • Hat of Wizardry (DMG): Cast a Wizard cantrip that you don’t know once per day. Unfortunately, only a Wizard can attune to it, so it’s only useful for sharing.
  • Mind Crystal (Common) (DMG): Single-use Subtle Spell. Only situationally useful.
  • Perfume of Bewitching (DMG): As an Artificer, you likely won’t get much use out of this. But you can hand it off to a more Charismatic ally before social situations for an easy buff.
  • Pot of Awakening (DMG): A bottomless supply of awakened shrubs! They’re not useful in combat, but they’re intelligent and they can speak, so they’re useful for delivering messages and such.
  • Ruby of the War Mage (DMG): Useful if you’re using a shield and a weapon becuase you won’t need to juggle items to get a spellcasting focus into your hands or to keep a free hand to access a spell component pouch.
  • Spellwrought Tattoo (Common) (TCoE): No scrolls, but Spellwrought Tattoos are allowed! This gives you access to any Cantrip or level 1 spell once per day with no Material Components. Find Familiar is an obvious choice here, but Healing Word is also a great choice if you already have one. Even better: you can give this to an ally for them to cast the spell, so now everyone in the party can have familiars. You could also make a tattoo for a level 1 Concentration buff like Bless and hand it to a non-spellcaster in the party.

Level 6 Magic Item Plans

The biggest fixed list of items, but we don’t get access to new rarity-based options. You’ll likely want to replace some of your level 2 options with better items available at this level.

  • Armor, +1 (DMG): Excellent for stacking your AC super high.
  • Boots of Elvenkind (DMG): Given the choice between this and the Cloak of Elvenkind, the cloak is better. These are still good, but the cloak is still better.
  • Boots of the Winding Path (EFotA): Useful for hit-and-run tactics. A Defender Armorer may get a lot of value out of these.
  • Cloak of Elvenkind (DMG): Not only do other creatures suffer Disadvantage to see you, but you gain Advantage on checks to hide. Just the raw math on that puts the wearer at a huge advantage.
  • Cloak of the Manta Ray (DMG): Situational by design, and unless you’re doing enough exploring underwater to need this frequently it’s going to become obsolete as soon as you hit level 9 and you can cast Water Breathing.
  • Dazzling Weapon (EFotA): An improvement over a regular +1 weapon. It’s not as impressive as some other options at this level, but it makes sense to replace your +1 weapon plan with this.
  • Eyes of Charming (DMG): The DC is just 13, which is in no way reliable.
  • Eyes of Minute Seeing (DMG): Only situationally useful. The 1-foot range is extremely limiting.
  • Gloves of Thievery (DMG): +5 is a significant bonus, and picking locks is common in many campaigns.
  • Helm of Awareness (FotA): The Sentinel Shield is better in almost every way. The only advantage here is that you don’t need to hold the helm to use it, but that’s not worth the loss of effectiveness.

    The Helm of Awareness didn’t change from 2014 to 2024, but the addition of Sentinel Shield to the Artificer’s options has made it obsolete.

  • Lantern of Revealing (DMG): You can cast See Invisibility, but that only affects yourself and oncey you detect invisible creatures you may still need your party’s help dealing with them. The Lantern of Revealing provides a reliable way to do this with an impressively long duration. Just be sure to keep plenty of oil on hand. Even an Alchemy Jug can only produce enough to keep the lantern lit for 12 hours a day, so either stockpile it when you’re not adventuring or spend the gold to buy some.
  • Mind Sharpener (EFotA): Many artificers will scoff at this, and lean toward Enhanced Armor instead, but this is absolutely worth consideration. Artificers have a lot of really good buffs which require Concentration, and while they do get Proficiency in Constitution saves that’s still a gamble. For artificers who don’t need a ton of AC (maybe you’re relying on your more durable allies instead), this can be good insurance. You could also share this with other spellcasters in your party who likely also have excellent Concentration spells and likely do not have proficiency with Constitution saves.
  • Necklace of Adaptation (DMG): Too situational to justify. If you’re expecting to go underwater, Cloak of the Manta Ray’s swim speed makes it a better item. I would only take this over Cloak of the Manta Ray if you’re taking this as a “just in case” sort of item, but at that point just cast Water Breathing. This does admittedly help with saves against gas effects, but those are very rare.
  • Pipes of Haunting (DMG): A decent crowd control option, but you need proficiency in wind instruments, so expect to pass this off to a bard.
  • Repulsion Shield (EFotA): Interesting, but unreliable. 5e’s movement rules are really gentle, so you may find yourself pushing an enemy away after their first attack only to watch them walk right back up to you and finish attacking. That said, this will break grapples, which is useful.
  • Ring of Swimming (DMG): Only situationally useful.
  • Ring of Water Walking (DMG): Extremely situational, and many casters can cast this as a ritual a full level before you get access to this.
  • Sentinel Shield (DMG): Advantage on both Initiative rolls and Wisdom (Perception) checks is extremely useful. It doesn’t have the raw mathematical impact of a +X shield, but getting to act earlier in combat is likely to have more impact than +1 AC. Unfortunately, the Artificer isn’t built to be good at Perception, so you’re likely to hand this to someone with higher Wisdom like a Cleric.

    The shield notably works when you’re holding the shield, not wearing it. Characters without proficiency in shields could still carry this around, then drop it when a fight breaks out. This is obviously absurd, but it’s RAW.

    If your party isn’t worried about Perception (maybe someone has Expertise and decent Wisdom), strongly consider a Weapon of Warning instead.

  • Spell-Refueling Ring (EFotA): Not especially exciting, but an extra level 3 spell slot can be very impactful. Unfortunately, it does require Attunment, so you can’t easily pass this off to another party member unless you have time to sit down and rest while they attune.
  • Wand of Magic Missiles (DMG): If you’re going to use this, I recommend using all 7 charges at once to cast level 7 Magic Missile, then turn this into another item or a level 2 spell slot.
  • Wand of Web (DMG): Web is excellent area control, you get 7 charges, and you can easily pass this off to a familiar, a Homunculus, or an ally. Unfortunately, the DC 13 isn’t great, but the web still imposes difficult terrain and forces repeated saves.
  • Weapon of Warning (DMG): Advantage on Initiative rolls for your whole party if the weapon is within your reach and you are attuned. Even if you’re not using the weapon, you could put this on a dagger, stick it in your backpack, and never think about it again.

Level 10 Magic Item Plans

A massive increase in power compared to lower-level options. Access to Uncommon Wondrous Items is extremely powerful. Of course, if you’re using the Bastion rules, you’re likely also churning out Uncommon items at an industrial scale because you’re an Artificer and the fantasy of DnD’s Artificer is turning yourself into a magical Christmas tree.

  • Armor of Resistance (DMG): Damage resistances are great, and the ability to change the resistance makes this extremely useful. With Magic Item Tinker you can replace the armor with another item once per day, which might mean that you could replace Armor of Resistance with Armor of Resistance to a different damage type. I don’t think that’s intended based on the wording of the feature, but as a DM I would allow it.
  • Dagger of Venom (DMG): I would much rather have a +2 weapon. Dagger of Venom just isn’t a good item.
  • Elven Chain (DMG): The AC is absolutely horrid unless you’re going for the flat 16 AC and whoever is wearing it couldn’t do better bt any other means. A Wizard with less than 16 Dexterity may find this helpful. Otherwise, +1/+2 armor will be dramatically better for most characters.
  • Ring of Feather Falling (DMG): Helpful, but too situational to justify an Attunement slot.
  • Ring of Jumping (DMG): An easy increase to mobility. This is great on any melee martial character who can’t fly.
  • Ring of Mind Shielding (DMG): Too situational.

    The death mechanic of the ring is interesting. An Artificer’s replicated items disappear after 1d4 days if the Artificer dies, so you could be trapped in your ring for 1d4 days before moving on to whatever afterlife awaits you. If you gave the ring to a friend, their soul might be stuck in the ring until you destroy it to replicate a different item.

  • Shield, +2 (DMG): Linear upgrade from +1.
  • Wand of the War Mage, +2 (DMG): Linear upgrade from +1. If your subclass depends heavily on Spell Attacks (or at least your Spell Attack Modifier in the case of the Artillerist and the Battle Smith), this is great. Other subclasses should be using Spell Attacks infrequently at this level, so you should strongly consider other options which will provide more consistent value.
  • Weapon, +2 (DMG): Linear upgrade from +1. Nothing fancy, but very impactful. If you’re not using this, strongly consider lending it to another member of your party.
  • Wraps of Unarmed Power, +2 (DMG): Linear upgrade from +1. Nothing fancy, but very impactful if there’s a Monk in the party.

Uncommon Wondrous Items

Note that Wondrous Items specifically omit armor, potions, rings, rods, scrolls, staves, wands, and weapons. Everything else is a Wondrous Item.

The list below is not comprehensive. There are simply too many magic items available to cover all of them meaningfully. Below is a selection of magic items which are at least worth considering for yourself. Magic items which might be useful for other party members have been omitted.

  • All-Purpose Tool (TCoE): An auto-pick for the Artificer. +1 to your spell attacks and save DC is simply too good to forgo.
  • Amulet of Proof Against Detection (DMG): Basically constant Nondetection. Only situationally useful.
  • Arcane Battery (NF): Very useful if you have access to a powerful charge item. Items which you can replicate aren’t strong enough to justify this, unfortunately.
  • Armor of the Fallen (BoMT): Not good enough to justify one of your limited number of plans, but it does give you access to Speak with Dead, which is neat.
  • Bag of Tricks (Gray) (DMG): Fun, but not reliably useful. Your best hope is to summon something useful in combat and use it as a distraction, but the creatures that you can summon aren’t threatening by the time that you can replicate this, so they’re one-shot damage sponges at best.
  • Boots of Striding and Springing (DMG): Replicate a Ring of Jumping instead.
  • Bracers of Archery (DMG): If you’re proficient with bows, you’re probably proficienct with firearms. Instead of this, replicate a repeating pistol or musket.
  • Brooch of Shielding (DMG): Resistance to Force damage is hard to find, but it’s also rare.
  • Broom of Flying (DMG): The lowest level and arguably the best magic item for flight. Even with the weight capacity limit, this is absoutely amazing. The only drawback is that you suddenly need to monitor your carrying capacity, which most players have never done in their lives.
  • Cloak of Protection (DMG): Fantastic on literally any character.
  • Decanter of Endless Water (DMG): While the effects aren’t immediately useful, the ability to produce limitless amounts of water can solve a lot of problems. This often involves drowning other creatures rather than fighting them. Most creatures in dungeons can’t breath underwater unless the dungeon was already underwater.
  • Deck of Illusions (DMG): Potentially very useful as a distraction.
  • Deck of Miscellany (DMG): Throw cards on the ground to get a big pile of free mundane items every day.
  • Deck of Wonder (BoMT): Using this deck is super unfair. Many of the beneficial effects are permanent, and the harmful effects generally go away after a Long Rest. The End card could kill you if you managed to draw it several times in succession, but those odds are incredibly small, so you’re incentivized to draw a huge stack of cards from the deck. Among the wonderful effects are learning the Friends cantrip, permanent proficienct in Wisdom saves, permanent Uncommon magic items, money, and death ward effects.

    Normally when you find decks like this, you get one drawing sessions which has magical effects, then successive draws have no effect, but it’s not clear how this interacts with Replicate Magic Item since you’re creating a new deck each time.

    As a polite suggestion: Don’t replicate this item. It raises a lot of problematic rules questions on top of a deck where you could plan to draw 100 cards and walk away fabulously rich and laden with magic items before taking a nap to recover from whatever negative effects you might suffer.

  • Domestic Wonder (FRHoF): Useful as an expendable set of hands. The Domestic Wonder can keep watch at night (thought it has -1 Perception), it can carry loot, it can use magic items like wands, and it can go activate traps for you by walking into them.
  • Dust of Disappearance (DMG): Invisibility for the whole party!
  • Dust of Sneezing and Choking (DMG): Save-or-suck an entire encounter once per day. It’s a Con save with a middling DC, but the effect is fantastic.
  • Eversmoking Bottle (DMG): An amazing way to obscure a battlefield in a way that also blocks Darkvision. If your party has access to Blindsight, this can put you at a huge advantage. If not, it’s still a great way to provide cover for your party in a fight where you’re at a disadvantage.
  • Eyes of the Eagle (DMG): Uaseful, but Sentinel Shield is better.
  • Headband of Intellect (DMG): You likely have 18 or 20 Intelligence before you can craft this.
  • Helm of Comprehending Languages (DMG): Only situationally useful, and Comprehend Languages can be cast as a Ritual by many spellcasters. Unfortunately, the Artificer isn’t one of them.
  • House of Cards (BoMT): A decent way to provide shelter for your whole party. A 40-foot cube is enough that you could even accomodate pack animals comfortably. This isn’t worth replicating every day unless you’re in a campaign where finding shelter every night is a problem.
  • Keoghtom’s Ointment (DMG): Basically a small pot of healing potions. It’s not worth an Action to use it yourself, but a familiar, a humonculus, or a Domestic Wonder would use it to heal your or your allies in case of emergencies.
  • Living Gloves (ERFtLW): An extra proficiency in either Sleight of Hand or Thieves’s Tools. If you made it this far, you probably don’t need these.
  • Mind Crystal (Uncommon) (DMG): Single-use Careful (omit targets from AOE), Distant (more range), Empowered (reroll low damage dice), and Extended (double duration) Spell. All great, and one of your item plans is cheaper than a feat for Metamagic adept.
  • Pearl of Power (DMG): Great, but remember that you could make a Spell-Refueling Ring several levels earlier. You could make both, of course.
  • Periapt of Health (DMG): Not a great item.
  • Periapt of Wound Closure (DMG): How often are you almost dying that you need this?

    There are a few character options which allow characters to roll Hit Point Dice outside of short rests, such as the Bloodlust feat from Astarion’s Book of Hungers. If you have someone in the party leaning into those options, this is a great item for them.

  • Scaled Ornament (Uncommon) (FToD): Charmed and Frightened are common conditions, so Advantage on saves against them is great.
  • Slippers of Spider Climbing (DMG): At the same rarity you can get either a Broom of Flying or Winged Boots. Why settle for the next best thing to flight when you could choose to fly?
  • Spellwrought Tattoo (DMG): This rarity gets you spells up to level 3, and you create the tattoo and cast the spell without material components. This is objectively fantastic, but the Thayan Spell Tattoo is outright better at the same function, provided that your DM allows you to replicate it.
  • Stone of Good Luck (DMG): Amazing on any character.
  • Thayan Spell Tattoo (FRHoF): A strict upgrade over the Uncommon verison of Spellwrought Tattoo, the Thayan Spell Tattoo provides all of the same functionality and also lets the bearer cast the designated spell using their own spell slots, making the Thayan Spell Tattoo a way for any spellcaster to access any level 3 or lower spell in the game.

    Level 3 spells include great options like Revivify, and you’re free to apply the tattoo to a creature that normally doesn’t cast spells like a familiar, a humonculus, or a mechanical wonder so that you can rescue allies without cutting into your own turn. If you choose to keep this for yourself or give it to another spellcaster, staple options like Fireball and Spirit Guardians will always be useful.

    However, the Thayan Spell Tattoo has a difficult crafting requirements to create one normally, and it’s not clear how those mechanics interact with Replicate Magic Item. As a DM, I would enforce the requirements, because allowing the Artificer access to any spell below level 5 clearly wasn’t the intent of the feature. This would still allow the Artificer to produce a tattoo of any Artificer spell up to level 5, apply it to a creature (themselves or someone else), and let the creature case that spell, including casting it once without material components. Discuss things with your DM to find an answer that your party is comfortable with.

  • Winged Boots (FRHoF): Why would you use these when you could get a Broom of Flying? The only reason I can imagine is the weight restrictions.

Level 14 Magic Item Plans

This is where things get truly crazy. The ability to replicate Rare items is incredibly powerful.

  • Armor, +2 (DMG): Linear upgrade from +1.
  • Arrow-Catching Shield (DMG): While it doesn’t raise your AC as much as a +2 Shield, the ability to retarget attacks is tempting. Unfortunately, few enemies rely on ranged attack rolls, so this is only situationally useful. This may still be worth consideration if you’re stacking big AC boosts.
  • Flame Tongue (DMG): A massive damage boost for martial characters with Extra Attack, especially Fighters since they make so many attacks.
  • Rare Wondrous Item that isn’t cursed: See below.
  • Ring of Free Action (DMG): Technically situational, but being paralyzed or restrained is often a death sentence so immunity to magic which imposes those conditions is very helpful.
  • Ring of Protection (DMG): Fantastic on literally any character.
  • Ring of the Ram (DMG): The damage isn’t especially exciting at this level (though force damage is always nice), and the attack bonus is worse than your own.

Rare Wondrous Items

The fact that you can get multiple items that cast level 6 and 7 spells is amazing.

  • All-Purpose Tool (TCoE): An auto-pick for the Artificer. +2 to your spell attacks and save DC is simply too good to forgo.
  • Amulet of Health (DMG): You likely haven’t increase your Constitution since level 1, so raising it to 19 may be a significant increase. If it doesn’t increase your Con Modifier by more than 1, get a Belt of Dwarvenkind instead.
  • Barrier Tattoo (Rare) (DMG): A flat 18 AC matches full plate, but +2 armor will be more impactful for the the vast majority of characters, and doesn’t require Attunement,
  • Belt of Dwarvenkind (DMG): A ton of really nice buffs, plus you grow a sweet beard.
  • Boots of Speed (DMG): Decent for melee builds looking to try hit-and-run tactics.
  • Chime of Opening (DMG): Works 10 times, then you’ll need to create a new one the next day.
  • Cloak of Displacement (DMG): Absolutely fantastic defense against attacks.
  • Cloak of the Bat (DMG): If you want flight, get a broom. If you want stealth, get a Cloak of Elvenkind.
  • Cube of Force (DMG): This works in almost every way like a magic staff, giving you access to a collection of useful spells at the cost of item charges. The spells are great, too, including both Shield for 1 charge and Wall of Force for 5. If nothing else, 10 charges of Shield per day is really good.
  • Cube of Summoning (DMG): Cast a level 5 summoning spell without Concentration once per day. The spell is chosen at random, unfortunately, and it’s only once per day, but the effect is still really good, and you can use Magic Item Tinker to turn the cube into a different item once you’ve used it.
  • Daern’s Instant Fortress (DMG): The Cube of Force provides better options for shelter, but Daern’s Instant Fortress can also block space, which is sometimes useful. The fortress is notoriously difficult to repair, but that doesn’t matter when you can simply recreate it the next day.
  • Deck of Oracles (BoMT): This provides a single us of the Diviner Wizard’s Portent feature, plus you can cast Divination once per day. The special roll happens when you complete a Long Rest while attuned to the item, so you do need to finish the day with the deck intact, unfortunately, so you can’t easily use Magic Item Tinker to replace it once the effect is used.
  • Delver’s Claws (GotG): Burrow speed and 15 ft. blindsight. Replicate an Eversmoking Bottle, and you’re now the only one on the battlefield not attacking with Disadvantage.
  • Figure of Wondrous Power (Rare) (DMG): Several of the options at this level are decent combat summons, but take several days to recharge once used. You’re going to create a new figurine the next day, so that’s not an issue.
  • Fork of Eddy Summoning (NF): Summon a CR monster once per day.
  • Gem of Seeing (DMG): True Seeing is a level 6 spell. This lets you cast it 3 times per day, plus you can use Magic Item Tinker to recharge it with level 1 spell slots if you somehow need more. But you can also get a Robe of Eyes to get persistent Truesight.
  • Glowrun Pigment (GotG): 1d4+2 good buffs each day. Creatures can only be under the effect of one, so you’ll need to share.
  • Gyrocopter Wonder (DMG): Fantastic flight in what is effectively a magical helicopter, but the Huge size means that you can’t use this in many places. Still, it’s great for travelling long distances.
  • Helm of Teleportation (DMG): You won’t need this every day, but it’s a fantastic utility. It’s also a level 7 spell that you can cast 3 times per day on a class where spell slots stop at level 5.
  • Horn of Valhalla (DMG): Fun, but unpredictable. You’ll need to roll which version of the horn you get each time you create one, and it’s likly that you’ll only get 2 or 3 spirits. With better summoning options available, it’s hard to justify this.
  • Ioun Stone (Rare) (DMG): Most of the options at this tier are outright worse than other items with similar effects. Awareness can be replaced by a Sentinel Shield. Protection can be replaced by +1 armor. Sustenance doesn’t matter in most games.

    The one exception is reserve, which allows you to cache 4 levels of spells. The obvious use is to cache staple spells like Absorb Elements and Shield, but remember than any creature can put spells into the stone and then the Attuned creature can cast them. This means that any spell up to level 4 is available. Use this to make sure that everyone in your party has a familiar, a homunculus servant, and a steed from Find Steed. Upcast them to level 4 for better stats, too!

  • Iron Bands of Bilaro (DMG): A single-use save-or-suck as a ranged attack roll. If you can buff your attack with Advantage and possibly with buffs like Bless and Bardic Inspiration, you can easily capture your target. The target will only get one attempt to break out on a timeline where you care for most enemies, so you’re free to capture your target, cast Create Bonfire on their space, and leave the room while they cook.

    If your target does escape, they’ve at least spent an Action to do so, which is a good trade. Sure, the bands are destroyed, but they’re already one use per day and you’re going to remake them tomorrow.

  • Magen Bell (NF): Summon a CR 8 creature for one hour per day. It’s a great combat summon, but also it has some great utility spellcasting.
  • Mantle of Spell Resistance (DMG): A great defense against spells.
  • Mind Crystal (Rare) (DMG): Single-use Heightened (disadvantage on one target’s save) and Quickened (cast as a Bonus Action) Spell. Both are excellent even though it’s single-use, and one item plan is cheaper than a feat for Metamagic Adept.
  • Necklace of Fireballs (DMG): 1d6+3 castings of Fireball every day, or you could throw the whole necklace at once. You’re going to make a new one tomorrow anyway, so there’s no need to be cautios with the beads.
  • Periapt of Proof Against Poison (DMG): Poison is common across the level range, so immunity to it is very useful.
  • Portable Hole (DMG): Useful for turning a Bag of Holding into a bomb.
  • Robe of Eyes (DMG): nonexistent since so few published enemies can cast applicable spells.
  • Spellwrought Tattoo (DMG): Access to any level 4 or 5 spell once per day without Material Components. Example: Raise Dead.
  • Wings of Flying (DMG): Get a broom.

Rules FAQ

Can I replicate two of the same magic items?

Upon completing a long rest, the items which you replicate must be of different plans. For example: you could not replicate two +1 weapons.

The Magical Tinkering feature may allow you to bypass this by replacing one replicated item with another for which you know the plan. The text of the feature doesn’t explicitly prevent you from doing so. I believe that this is against the intent of the rules, so I recommend discussing this with your DM before you try it.

How does Replicate Magic Item handle items with decision points, such as +1 weapon or Armor of Resistance?

Some magic items require you to make decisions when you create the item, such as picking a type of weapon or armor, or picking a damage resistance for Armor of Resistance. The rules don’t explicitly say how to handle this.

I recommend allowing those decision points to change whenever the Artificer replicates an item using that plan. For example: a player might replicate a +1 longsword on day, then a +1 heavy crossbow the next. The plan is for “+1 weapon”, not “+1 longsword.” That said, you should discuss the subject with your DM to come to an agreement, because this flexibility does change how powerful the class is.

How does Replicate Magic Item handle groups of similar items like Figurines of Wondrous Power?

Items like Feather Tokens, Figures of Wondrous Power, Ioun Stones, and Mind Gems, have several specific “models” of the item, each with unique effects but shared rules. The rules don’t explicitly say how to handle these items with Replicate Magic Item.

I recommend treating each “model” of the item separately, so a plan for Figurine of Wondrous Power (Ebony Fly) would be different from a plan for Figurine of Wondrous Power (Marble Elephant).

This does directly conflict with my recommendation for how to handle items like +1 weapons, and that’s intentional. There’s a huge difference in power and game impact between changing +1 weapons and changing models of Ioun Stone.

Who can use the Artificer’s replicated items?

If a creature could use the item normally, they can use the Artificer’s replicated items.

A common tactic is to pass items off to pets like familiars and homunculi. This can work for many items, but remember that activating magic items often requires the creature to speak a command word, which is a problem for creatures like homunculi.