Hi, I can't find an actual rule on this. Maybe I am just not seeing it, bad eyes, but can an Artificer create an infusion for another player to use? Like the Bag o'Holding for example. Ty
AS far as I know, once the infused item is created, anyone can use it. But if the Artificer accidentally infuses too many items, it might stop working unexpectedly.
Yes. Basically when you use an Infusion you create a magic item, there is no rule saying you must attune or it must be on your person - only that there is a limit on the number active at a time, the item you infuse must be non-magical, and an item can only have one infusion at a time. Infusions disappear when you exceed your limit (getting rid of the oldest active infusion), exchanging Infusions when you level up (getting rid of any of that infusion), or you die (all infusions disappear after a number of days equal to your intelligence modifier). When I DM I allow players to willing end a specific Infusion at the same time they can create a new one Infusion.
You would only have to worry about trying to give your new magic item to another player if your DM would restrict you, for some reason that wouldn't really make sense to me.
It's sorta the point of being an artificer. If you're only buffing yourself, you're not optimizing the party. I think the armorer gets extra infusions that can only be used on his armor but all the others should share the wealth, in my opinion.
It's sorta the point of being an artificer. If you're only buffing yourself, you're not optimizing the party. I think the armorer gets extra infusions that can only be used on his armor but all the others should share the wealth, in my opinion.
Yeah? I don’t see the Warlocks giving their Invocations or Mystic Arcana out. I don’t see Wizards passing around their Spellbooks like candy dishes. Infusions are an Artificer’s class features. If I gotta hand out all of my infusions, then I want double draft picks outta every hoard of magic items.
Holy cow! Look, I have 2 infusions, with 4 known. Right now, returning weapon on a hand ax for a fighter and enhanced weapon for myself. I really only need one to use as a spell focus instead of juggling my tools constantly. That gives us two upfront guys with the ability to overcome resistance to non magic attacks.
I think that gives me a better chance of surviving than adding a point of AC.
Do you want the cleric to only heal himself? The bard to only inspire himself? It's a co-operative game.
Holy cow! Look, I have 2 infusions, with 4 known. Right now, returning weapon on a hand ax for a fighter and enhanced weapon for myself. I really only need one to use as a spell focus instead of juggling my tools constantly. That gives us two upfront guys with the ability to overcome resistance to non magic attacks.
I think that gives me a better chance of surviving than adding a point of AC.
Do you want the cleric to only heal himself? The bard to only inspire himself? It's a co-operative game.
Likewise, an Artificer can reserve their spells and uses of Flash of Genius for buffing and benefiting the party while reserving their infusions for themselves. In fact depending on how they play reserving the infusion for themself may be a net benefit for the party depending on the infusions they've chosen.
It's a situational choice and party specific what each player needs/wants. There's lots of ways to be a cooperative Artificer player. In general there's lots of ways to play each class in D&D none of them are inherently wrong.
Artificers absolutely can loan out their infusions. They don't necessarily have to but it's an option and part of what makes the Artificer a very flexible class.
Holy cow! Look, I have 2 infusions, with 4 known. Right now, returning weapon on a hand ax for a fighter and enhanced weapon for myself. I really only need one to use as a spell focus instead of juggling my tools constantly. That gives us two upfront guys with the ability to overcome resistance to non magic attacks.
I think that gives me a better chance of surviving than adding a point of AC.
Do you want the cleric to only heal himself? The bard to only inspire himself? It's a co-operative game.
So if you permanently gave the Fighter one infusion, and you keep one for yourself, then what good are the other two known infusions since you never have a spare infusion of your own to swap about for different party needs. Sometimes the rogue needs an Alchemy Jug, or if there isn’t a rogue sometimes a wand of secrets is necessary. Sometimes the party needs that rope of climbing. But oh look, sorry folks I got nothing to spare because the fighter can’t go get their own magic axe. Oh wait, I can’t use my Bonus Action effectively, or channel my spells, or take advantage of some advantage because I cannot have a Homunculus because that greedy fighter can’t get their own toys to play with they need to mooch my class features.
Not to mention, “oh wait, now you can make 3 infusions, and you have one and the fighter has one so I want one now.” Followed by “oh look, now you can make 4 infusions. Well, you have one, and the two of them each have one, so where’s mine…?” So now look, you’re a 10th level Artificer, know 8 infusions, but still only have one for yourself. “But we need a rope of climbing so you need to turn your infusion into that for us so now you don’t get any of your own toys.”
Excuse you! My infusions are apparently the only thing keeping this party going, so what the heck do I need any of youse all for?!? Gimme back my stuff, now I got a magic weapon, and magic armor, and a Homunculus Servant, and a spare Infusion that I can use to swap in any of those other 5 things I know how to make too. Now instead of having 5 potential infusions tied up in a returning Handaxe for someone who will likely only need it some of the time at most, instead I can make whatever the whole party needs on any given day.
An Artificer can use their infusions to benefit the party in many ways besides handing them out like candy. Besides, notice how an Artificer’s number of infusions correlate to their number of potential Attunement items? Think that’s a coincidence?
Again, Holy Cow. Who said anything about a "permanent" gift? Infusions only last as long as you need them. Yes, the versatility is point, to be used as the situation requires. So far, I've experimented with Mind sharpener armor on the cleric and paladin, and enhanced focus for the wizard. The returning hand ax works better than a non magical longsword at this point. And it gets more use than the other items did.
Maybe I'm wrong but wouldn't a jug of alchemy, rope of climbing, and wand of secrets, would use up 3 of my 4 known infusions? That's a lot of infusions for stuff that is much more situational than a plus +1 hand ax that returns when thrown.
By the time I reach 10th level, if the fighter still needs a plus one weapon(doubtful) I'll craft one for him in a quarter of the time for half the price.
As far as the items go, I dont see much use in the 1-5 level options. It's hard to use up an infusion known on one item. Only one that really tempts me bag of holding. Which btw, also benefits the entire the party. The other 2nd level items can be handled by the party's full casters.
Just hit 5th, so I'll get a couple more infusion options soon. Should be fun figuring out which ones to drop when I hit 6th level.
I don't need a homunculus, Battlesmith, so my steel defender takes up my bonus action pretty much every round.
Maybe I'm wrong but wouldn't a jug of alchemy, rope of climbing, and wand of secrets, would use up 3 of my 4 known infusions?
If you make them all at once, yes. If you keep a “floating” infusion that you are prepared to swap around after every long rest to suit the needs of the day, then some days that could be an Alchemy Jug, some days it could be a Rope or Climbing, and some days it could be a Wand of Secrets. (Again, depending on what the needs of the party are for that day.) Trust an’ believe, if the party needs a rope of climbing, I’m use that Fighter’s handaxe before I cannibalize my own gear.
Wait a minute, your party is 5th level and the fighter still needs you to infuse a magic weapon for them?!? They don’t have even a moon-touched sword to overcome damage resistance for themselves?!? If the party is 5th level and everyone doesn’t even have at least their own common-uncommon magic item by now, the DM is miserly.
Yes he is miserly! So far, we've found a cloak of protection and the sun sword (Barovia). Also some single use items, arrows,potions, scrolls. And the group is huge! So have to give him credit for being willing to run it at all.
As far as I know, known infusions don't float, only get to change them when you level. And when you choose replicate magic item as a known infusion, you pick the single item to which it applies, either from the list or another common magic item. Did I read that section wrong?
Yes he is miserly! So far, we've found a cloak of protection and the sun sword (Barovia). Also some single use items, arrows,potions, scrolls. And the group is huge! So have to give him credit for being willing to run it at all.
As far as I know, known infusions don't float, only get to change them when you level. And when you choose replicate magic item as a known infusion, you pick the single item to which it applies, either from the list or another common magic item. Did I read that section wrong?
When I said “floating infusion,” I didn’t mean “known infusion,” I meant the actual “infused item.” You know four infusions and can create two of them. Right?
Say for instance you knew the Enhanced Weapon, Replicate Alchemy Jug, Replicate Rope of Climbing, and Replicate Wand of Secrets as your four “known infusions.” Then you could have your own magic weapon, and the alchemy jug say so you can stock up on acid and oil in the evenings. Then, you get to a point where the party has to make a dangerous climb. So everyone makes camp to sack in early and start the climb first thing AM. Okay, at the end of your long rest, you can infuse new items, so you can cannibalizes the Alchemy Jug for parts to make the Rope of Climbing for that days needs. Okay, after you get to the top and take another long rest, now you know you need to infiltrate the evil evildoer’s lair so at the end of that long rest you can cannibalizes the Rope of Climbing for parts to make the Wand of Secrets.
Meanwhile, you always have your own magic weapon, even if the DM is a miser. Yes, giving the fighter a magic axe is helpful, but being able to whip out a whatever your party needs that day every morning is, IMO, waayyy more helpful to the party, and my weapon is still also an infusion and therefor a focus so I can continue to cast the whole fight without juggling anything. That means I can use my prepared spells to buff my party members, which is way more useful than a single handaxe. Ne? The fighter has a bagillion attacks and is two-weapon fighting to boot? Enlarge that sucker. The Barbarian does stupid-high damage per attack? Haste a mate. Whatever buffs best, cast it.
Giving someone a whole infusion to hang onto severely limits your overall potential support capacity. You can be the one who literally can have exactly what the party needs in as little as 4 hours if you’re an Elf or Warforged or something. Exactly the right spells and exactly the right equipment for any situation.
The Artificers' infusions are kind of both ways, depending on the party. Currently, my Artificer has Repeated Shot and Bag of Holding, because we needed the carry weight and now I cam spam my range attack with ease.
In the beginning, you could be a bit of a sharer, but by the end (level 20), you must horde or find alternatives. As the infusions help you attune to many items at once, without needing to actually have all those items. Do you honestly think any party would let one person have 6 magical items they must attune to, without them themselves having at least 2 each or 3 each? Meaning you need to find 15 magical items, that people actually want and can be used.
I'm all for sharing, but an Artificer who puts it all on him/herself is just as useful to the party, as someone who shares it all to everyone. Also, infusions are not the biggest sharing point for the Artificer as well. It's really the spells, Flash of Genius, crafting in general, tools ability, etc. Battle Smiths and Armorers are by far the most help for parties as a whole, simply with what the classes can do. Armorers with the 2 extra infusion slots, actually lets you possibly spare a slot or 2 to your party, along with everything else. While Battle Smith, gives an extra creature to the party that never sleeps, craps or eats and can kick ass. Along with being able to enhance damage and heal other beings through attacks.
I feel the Battle Smith is more party friendly in the end, because of the more coverage it has, vs the Armorer, whos only sharing is the 2 extra infusions. Which is huge, nonetheless, but still only 2.
Actually, we're not quite 5th level. Have to take a long rest first per our dm. Think I will sub out one of my known infusions for a bag holding. Still not going to use it until the fighter gets some kind of magical weapon. Well never say never but unless we find some dragons hoard, he's gonna keep swinging that lil' ax.
Actually, we're not quite 5th level. Have to take a long rest first per our dm. Think I will sub out one of my known infusions for a bag holding. Still not going to use it until the fighter gets some kind of magical weapon. Well never say never but unless we find some dragons hoard, he's gonna keep swinging that lil' ax.
Or you just switch it out...you don't need to keep your infusion, simply because of someone else. A person with a weapon doesn't outweigh a Bag of Holding. Gaining 500lbs of carrying weight is an extremely useful thing. Hoard loot and sell in the loads, meaning more gold, meaning they can get their own damn weapon. Handicapping yourself, doesn't help the party.
If the fighter likes the returning weapon part of the infusion, that will never be found on another weapon, ever. So, at one point you will need to disappoint them and a fighter shouldn't be using a tiny hand axe anyways. They should be wielding a Greatsword or a Longsword and Shield. Them wielding a D6 axe, vs a D8 or 2D6 or even D10 weapon, for a +1 throwing axe, is a bad fighter in my opinion and is hurting the party more, then being useful. It may have been useful in the early stages, because +1, but if you all are at 5th level, then you should have come across a magical sword by now. If not, then you need to chat with your DM, as a +1 weapon is simply uncommon, meaning they are practically all over the place. You can buy one for 1K gold or less. If you had a Bag of Holding, you'd probably have the gold to buy one and not need to haggle.
At the end of the day, you play the character how you wish to play it. It is a role playing game, after all.
PS If you don't mind running a scam once or twice, just create a magical item/infusion and sell it to a merchant or a bad merchant, whatever. At least then, you can make quick cash. +1 Weapon, with return to user, at least Uncommon, if not possibly Rare. So can get 1K gold tops for it or 10K gold tops for it. Split it among your party, that way, no one will argue saying you don't give to the party. Repeating Shot is another one that can probably be in the rare section of pricing as well. If you get lucky and get 10K gold, party of 4-5 is 2-2.5K gold to each. There should be nothing that can't be purchased after that. +1 Weapon, +1 Adamantine Armor, +1 Shield, other stuff possibly, the fighter would be an unstoppable killing machine at that stage. Would force the DM to truly up the ante on encounters after that.
Well first off, he's a sword and board guy so the trade off is 1d6+1 vs d8, so no difference there. And yes, he would much rather have a permanent magical longsword. He is not attached to the returning hand ax and is somewhat embarrassed by it. It is a practical weapon only.
We did get to start with a silvered weapon, and a couple of magical raise dead items. They got used up pretty quickly in "The Death House." So far Barovia is an abysmal place. The only two suppliers we've found so far sell merchandise at 10x ph prices or 5x ph prices. We are reduced to finding useful loot, and as mentioned above, the dm is miserly.
There are no large cities, just villages, no place to buy or sell magic weapons. Everyone is glum. We did manage to take over a village, replacing the burgermeister with an ally npc. Still, everyone lives in the shadow of Strahd and leads a life of misery and oppression. No one is rich. It's a tough environment, we are basically surrounded by the dangerous mists controlled by dark powers and supernatural creatures that want to kill us.
All that being said, the storyline is pretty cool and I'm enjoying trying to figure out what exactly is going on.
Well, if they are using a shield then they are restricted to 1d8 as you said. And statistically 1d6+1 is the same average damage as 1d8 (4.5), but the minimum is 100% higher (2 instead of 1), and the maximum is only 12.5% lower (7 instead of 8). The reach is identical, and since it’s returning, there’s no lost attacks. To be honest, statistically the returning handaxe is a little better than a longsword with no magic bonus to attack and damage. A word of advice though, come morning ask if they want you to upgrade them to a javelin. (It has better range than the handaxe, won’t split a black pudding, and otherwise is identical except for light, which they aren’t taking advantage of anyway.)
Yes he is miserly! So far, we've found a cloak of protection and the sun sword (Barovia). Also some single use items, arrows,potions, scrolls. And the group is huge! So have to give him credit for being willing to run it at all.
As far as I know, known infusions don't float, only get to change them when you level. And when you choose replicate magic item as a known infusion, you pick the single item to which it applies, either from the list or another common magic item. Did I read that section wrong?
Ah...Curse of Strahd? Yeah...the magic item loot (and the gold for that matter...) was SPARSE there. It didn't matter much because there wasn't anything to buy at the ONE decent-sized town anyway.
As to the topic at hand: My current game is 5th level and my infusions consist of the Homonculous (used to deliver Healing as needed and copying stuff) and my Hand Crossbow with Repeating Shot (we don't have any dedicated shooters in the party). I have sworn to NEVER make a Bag of Holding because if we ever need the extra Infusion then the bag pops and all of our stuff is all over the floor.
As to handing out magic items: I've already talked to the party about the third one I get at level 6. The Paladin/front person could do with a Shield with the Repulsion Shield. She keeps me safe so I don't mind that idea. Or the Spell-Storing ring for the Druid to try and heal one of us that goes down (he's often the last one standing because he's WAY in the back). Thief Gloves would be good for the Rogue so I don't have to risk Disarming traps.
You see? Depending on how you use (and abuse...) your teammates, sometimes giving THEM stuff is STILL helping you!
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Hi, I can't find an actual rule on this. Maybe I am just not seeing it, bad eyes, but can an Artificer create an infusion for another player to use? Like the Bag o'Holding for example. Ty
AS far as I know, once the infused item is created, anyone can use it. But if the Artificer accidentally infuses too many items, it might stop working unexpectedly.
Yes. Basically when you use an Infusion you create a magic item, there is no rule saying you must attune or it must be on your person - only that there is a limit on the number active at a time, the item you infuse must be non-magical, and an item can only have one infusion at a time. Infusions disappear when you exceed your limit (getting rid of the oldest active infusion), exchanging Infusions when you level up (getting rid of any of that infusion), or you die (all infusions disappear after a number of days equal to your intelligence modifier). When I DM I allow players to willing end a specific Infusion at the same time they can create a new one Infusion.
You would only have to worry about trying to give your new magic item to another player if your DM would restrict you, for some reason that wouldn't really make sense to me.
Hey, thanks for the help
From the Infuse Item pop up block description:
"You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune to the item."
It's sorta the point of being an artificer. If you're only buffing yourself, you're not optimizing the party. I think the armorer gets extra infusions that can only be used on his armor but all the others should share the wealth, in my opinion.
Yeah? I don’t see the Warlocks giving their Invocations or Mystic Arcana out. I don’t see Wizards passing around their Spellbooks like candy dishes. Infusions are an Artificer’s class features. If I gotta hand out all of my infusions, then I want double draft picks outta every hoard of magic items.
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Holy cow! Look, I have 2 infusions, with 4 known. Right now, returning weapon on a hand ax for a fighter and enhanced weapon for myself. I really only need one to use as a spell focus instead of juggling my tools constantly. That gives us two upfront guys with the ability to overcome resistance to non magic attacks.
I think that gives me a better chance of surviving than adding a point of AC.
Do you want the cleric to only heal himself? The bard to only inspire himself? It's a co-operative game.
Likewise, an Artificer can reserve their spells and uses of Flash of Genius for buffing and benefiting the party while reserving their infusions for themselves. In fact depending on how they play reserving the infusion for themself may be a net benefit for the party depending on the infusions they've chosen.
It's a situational choice and party specific what each player needs/wants.
There's lots of ways to be a cooperative Artificer player.
In general there's lots of ways to play each class in D&D none of them are inherently wrong.
Artificers absolutely can loan out their infusions. They don't necessarily have to but it's an option and part of what makes the Artificer a very flexible class.
So if you permanently gave the Fighter one infusion, and you keep one for yourself, then what good are the other two known infusions since you never have a spare infusion of your own to swap about for different party needs. Sometimes the rogue needs an Alchemy Jug, or if there isn’t a rogue sometimes a wand of secrets is necessary. Sometimes the party needs that rope of climbing. But oh look, sorry folks I got nothing to spare because the fighter can’t go get their own magic axe. Oh wait, I can’t use my Bonus Action effectively, or channel my spells, or take advantage of some advantage because I cannot have a Homunculus because that greedy fighter can’t get their own toys to play with they need to mooch my class features.
Not to mention, “oh wait, now you can make 3 infusions, and you have one and the fighter has one so I want one now.” Followed by “oh look, now you can make 4 infusions. Well, you have one, and the two of them each have one, so where’s mine…?” So now look, you’re a 10th level Artificer, know 8 infusions, but still only have one for yourself. “But we need a rope of climbing so you need to turn your infusion into that for us so now you don’t get any of your own toys.”
Excuse you! My infusions are apparently the only thing keeping this party going, so what the heck do I need any of youse all for?!? Gimme back my stuff, now I got a magic weapon, and magic armor, and a Homunculus Servant, and a spare Infusion that I can use to swap in any of those other 5 things I know how to make too. Now instead of having 5 potential infusions tied up in a returning Handaxe for someone who will likely only need it some of the time at most, instead I can make whatever the whole party needs on any given day.
An Artificer can use their infusions to benefit the party in many ways besides handing them out like candy. Besides, notice how an Artificer’s number of infusions correlate to their number of potential Attunement items? Think that’s a coincidence?
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Again, Holy Cow. Who said anything about a "permanent" gift? Infusions only last as long as you need them. Yes, the versatility is point, to be used as the situation requires. So far, I've experimented with Mind sharpener armor on the cleric and paladin, and enhanced focus for the wizard. The returning hand ax works better than a non magical longsword at this point. And it gets more use than the other items did.
Maybe I'm wrong but wouldn't a jug of alchemy, rope of climbing, and wand of secrets, would use up 3 of my 4 known infusions? That's a lot of infusions for stuff that is much more situational than a plus +1 hand ax that returns when thrown.
By the time I reach 10th level, if the fighter still needs a plus one weapon(doubtful) I'll craft one for him in a quarter of the time for half the price.
As far as the items go, I dont see much use in the 1-5 level options. It's hard to use up an infusion known on one item. Only one that really tempts me bag of holding. Which btw, also benefits the entire the party. The other 2nd level items can be handled by the party's full casters.
Just hit 5th, so I'll get a couple more infusion options soon. Should be fun figuring out which ones to drop when I hit 6th level.
I don't need a homunculus, Battlesmith, so my steel defender takes up my bonus action pretty much every round.
If you make them all at once, yes. If you keep a “floating” infusion that you are prepared to swap around after every long rest to suit the needs of the day, then some days that could be an Alchemy Jug, some days it could be a Rope or Climbing, and some days it could be a Wand of Secrets. (Again, depending on what the needs of the party are for that day.) Trust an’ believe, if the party needs a rope of climbing, I’m use that Fighter’s handaxe before I cannibalize my own gear.
Wait a minute, your party is 5th level and the fighter still needs you to infuse a magic weapon for them?!? They don’t have even a moon-touched sword to overcome damage resistance for themselves?!? If the party is 5th level and everyone doesn’t even have at least their own common-uncommon magic item by now, the DM is miserly.
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Yes he is miserly! So far, we've found a cloak of protection and the sun sword (Barovia). Also some single use items, arrows,potions, scrolls. And the group is huge! So have to give him credit for being willing to run it at all.
As far as I know, known infusions don't float, only get to change them when you level. And when you choose replicate magic item as a known infusion, you pick the single item to which it applies, either from the list or another common magic item. Did I read that section wrong?
When I said “floating infusion,” I didn’t mean “known infusion,” I meant the actual “infused item.” You know four infusions and can create two of them. Right?
Say for instance you knew the Enhanced Weapon, Replicate Alchemy Jug, Replicate Rope of Climbing, and Replicate Wand of Secrets as your four “known infusions.” Then you could have your own magic weapon, and the alchemy jug say so you can stock up on acid and oil in the evenings. Then, you get to a point where the party has to make a dangerous climb. So everyone makes camp to sack in early and start the climb first thing AM. Okay, at the end of your long rest, you can infuse new items, so you can cannibalizes the Alchemy Jug for parts to make the Rope of Climbing for that days needs. Okay, after you get to the top and take another long rest, now you know you need to infiltrate the evil evildoer’s lair so at the end of that long rest you can cannibalizes the Rope of Climbing for parts to make the Wand of Secrets.
Meanwhile, you always have your own magic weapon, even if the DM is a miser. Yes, giving the fighter a magic axe is helpful, but being able to whip out a whatever your party needs that day every morning is, IMO, waayyy more helpful to the party, and my weapon is still also an infusion and therefor a focus so I can continue to cast the whole fight without juggling anything. That means I can use my prepared spells to buff my party members, which is way more useful than a single handaxe. Ne? The fighter has a bagillion attacks and is two-weapon fighting to boot? Enlarge that sucker. The Barbarian does stupid-high damage per attack? Haste a mate. Whatever buffs best, cast it.
Giving someone a whole infusion to hang onto severely limits your overall potential support capacity. You can be the one who literally can have exactly what the party needs in as little as 4 hours if you’re an Elf or Warforged or something. Exactly the right spells and exactly the right equipment for any situation.
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The Artificers' infusions are kind of both ways, depending on the party. Currently, my Artificer has Repeated Shot and Bag of Holding, because we needed the carry weight and now I cam spam my range attack with ease.
In the beginning, you could be a bit of a sharer, but by the end (level 20), you must horde or find alternatives. As the infusions help you attune to many items at once, without needing to actually have all those items. Do you honestly think any party would let one person have 6 magical items they must attune to, without them themselves having at least 2 each or 3 each? Meaning you need to find 15 magical items, that people actually want and can be used.
I'm all for sharing, but an Artificer who puts it all on him/herself is just as useful to the party, as someone who shares it all to everyone. Also, infusions are not the biggest sharing point for the Artificer as well. It's really the spells, Flash of Genius, crafting in general, tools ability, etc. Battle Smiths and Armorers are by far the most help for parties as a whole, simply with what the classes can do. Armorers with the 2 extra infusion slots, actually lets you possibly spare a slot or 2 to your party, along with everything else. While Battle Smith, gives an extra creature to the party that never sleeps, craps or eats and can kick ass. Along with being able to enhance damage and heal other beings through attacks.
I feel the Battle Smith is more party friendly in the end, because of the more coverage it has, vs the Armorer, whos only sharing is the 2 extra infusions. Which is huge, nonetheless, but still only 2.
Actually, we're not quite 5th level. Have to take a long rest first per our dm. Think I will sub out one of my known infusions for a bag holding. Still not going to use it until the fighter gets some kind of magical weapon. Well never say never but unless we find some dragons hoard, he's gonna keep swinging that lil' ax.
Or you just switch it out...you don't need to keep your infusion, simply because of someone else. A person with a weapon doesn't outweigh a Bag of Holding. Gaining 500lbs of carrying weight is an extremely useful thing. Hoard loot and sell in the loads, meaning more gold, meaning they can get their own damn weapon. Handicapping yourself, doesn't help the party.
If the fighter likes the returning weapon part of the infusion, that will never be found on another weapon, ever. So, at one point you will need to disappoint them and a fighter shouldn't be using a tiny hand axe anyways. They should be wielding a Greatsword or a Longsword and Shield. Them wielding a D6 axe, vs a D8 or 2D6 or even D10 weapon, for a +1 throwing axe, is a bad fighter in my opinion and is hurting the party more, then being useful. It may have been useful in the early stages, because +1, but if you all are at 5th level, then you should have come across a magical sword by now. If not, then you need to chat with your DM, as a +1 weapon is simply uncommon, meaning they are practically all over the place. You can buy one for 1K gold or less. If you had a Bag of Holding, you'd probably have the gold to buy one and not need to haggle.
At the end of the day, you play the character how you wish to play it. It is a role playing game, after all.
PS
If you don't mind running a scam once or twice, just create a magical item/infusion and sell it to a merchant or a bad merchant, whatever. At least then, you can make quick cash. +1 Weapon, with return to user, at least Uncommon, if not possibly Rare. So can get 1K gold tops for it or 10K gold tops for it. Split it among your party, that way, no one will argue saying you don't give to the party. Repeating Shot is another one that can probably be in the rare section of pricing as well. If you get lucky and get 10K gold, party of 4-5 is 2-2.5K gold to each. There should be nothing that can't be purchased after that. +1 Weapon, +1 Adamantine Armor, +1 Shield, other stuff possibly, the fighter would be an unstoppable killing machine at that stage. Would force the DM to truly up the ante on encounters after that.
Well first off, he's a sword and board guy so the trade off is 1d6+1 vs d8, so no difference there. And yes, he would much rather have a permanent magical longsword. He is not attached to the returning hand ax and is somewhat embarrassed by it. It is a practical weapon only.
We did get to start with a silvered weapon, and a couple of magical raise dead items. They got used up pretty quickly in "The Death House." So far Barovia is an abysmal place. The only two suppliers we've found so far sell merchandise at 10x ph prices or 5x ph prices. We are reduced to finding useful loot, and as mentioned above, the dm is miserly.
There are no large cities, just villages, no place to buy or sell magic weapons. Everyone is glum. We did manage to take over a village, replacing the burgermeister with an ally npc. Still, everyone lives in the shadow of Strahd and leads a life of misery and oppression. No one is rich. It's a tough environment, we are basically surrounded by the dangerous mists controlled by dark powers and supernatural creatures that want to kill us.
All that being said, the storyline is pretty cool and I'm enjoying trying to figure out what exactly is going on.
Well, if they are using a shield then they are restricted to 1d8 as you said. And statistically 1d6+1 is the same average damage as 1d8 (4.5), but the minimum is 100% higher (2 instead of 1), and the maximum is only 12.5% lower (7 instead of 8). The reach is identical, and since it’s returning, there’s no lost attacks. To be honest, statistically the returning handaxe is a little better than a longsword with no magic bonus to attack and damage. A word of advice though, come morning ask if they want you to upgrade them to a javelin. (It has better range than the handaxe, won’t split a black pudding, and otherwise is identical except for light, which they aren’t taking advantage of anyway.)
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Ah...Curse of Strahd? Yeah...the magic item loot (and the gold for that matter...) was SPARSE there. It didn't matter much because there wasn't anything to buy at the ONE decent-sized town anyway.
As to the topic at hand: My current game is 5th level and my infusions consist of the Homonculous (used to deliver Healing as needed and copying stuff) and my Hand Crossbow with Repeating Shot (we don't have any dedicated shooters in the party). I have sworn to NEVER make a Bag of Holding because if we ever need the extra Infusion then the bag pops and all of our stuff is all over the floor.
As to handing out magic items: I've already talked to the party about the third one I get at level 6. The Paladin/front person could do with a Shield with the Repulsion Shield. She keeps me safe so I don't mind that idea. Or the Spell-Storing ring for the Druid to try and heal one of us that goes down (he's often the last one standing because he's WAY in the back). Thief Gloves would be good for the Rogue so I don't have to risk Disarming traps.
You see? Depending on how you use (and abuse...) your teammates, sometimes giving THEM stuff is STILL helping you!