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Artificer 5e

Radiant Weapon 5e

May 5, 2023

Radiant Weapon 5e

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Review by Prince Phantom

Most Artificers are wielding some sort of weapon, and if that’s the case, you’ve probably been using Enhanced Weapon up to this point. A quick read will show that Radiant Weapon is strict upgrade once we reach level 6, with one small caveat; it requires attunement where Enhanced Weapon does not.

I don’t expect most characters to have all their attunement slots filled by 6th level, but the Artificer by nature does make that more likely thanks to the infusions themselves, and we don’t get extra attunement slots until level 10, and that’s when Enhanced Weapon scales to +2. This means the big decision point comes at level 10. Do we want a bigger + to our weapon, or a reaction blind effect that also takes up an attunement slot?

Personally, I’d go back to Enhanced Weapon at 10th level, as the reaction blind from this invocation only occurs if the enemy fails a Constitution save, which just so happens to be the worst save to target your average monster with, and that fact becomes exponentially more true the higher level you go.

Lastly, both of these options are also frequently outclassed by magic weapons you might come across in your campaign, so you may never even have to make this decision in the first place. To summarize, this is a good infusion from levels 6-9 to give us a +1 magic weapon with slight upside, as long as you’ve got the attunement slot to fit it in your build.

Final Rating: 4/5


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