Okay, my main question is the amount of infused items an artificer can have, because the wording is sticky, I was hoping that rising from the last war would clarify but it did not. I know that the max infusions are the amount of items an artificer can infuse after a short rest, but is that the TOTAL amount of actively infused items an artificer can have? To me, it almost sounds like this; at lvl 2 you know 4 infusions and can have max infusions of 2. So, my question is would I, at the end of long rest #1 be able infuse 2 items with 2 different infusions (it does say that they last indefinitely but that they can only be in one object at a time), and THEN the next day after long rest 2 apply my OTHER 2 infusions to two OTHER items?
My main confusion comes from THIS line "You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table."
it sounds like the max infusions is only talking how many infusions one can apply at the end of a long rest, and that theoretically, if spread out over enough long rests, the total number of infused items an artificer could have is equal to their infusions known number.
I just tried it out in the character builder and it'll let me infuse items up to my known infusions, so for now I THINK I'm right, but if there's some game dev reading this and I'm wrong then there's a bug to fix, I guess?
As soon as you make more items than the number of infused items you can make for your level, the infusion in an item immediately ends. So, you can never have more infused items than the number in the column.
For example, at second level, you know 4 infusions, and you can make 2 infused items. If you made two items at the end of your long rest yesterday, as soon as you infuse a new item today, the oldest item you made yesterday becomes non-infused, and your new infusion applies.
The things to remember is that you can only use an infusion on a non-magic item, you can only put one infusion in an item at a time, and you cannot have more infusions active at a time than the number in the Infused Items column for your level. You can change the infusions each day after a long rest, but the new ones replace old ones if your new total is higher than the number of infused items allowed.
The things to remember is that you can only use an infusion on a non-magic item
I predict that I will be asked this question: is there anything RAW that will prevent someone from making a magic item out of an infused item? I can see that you can't infuse a magic item, but nothing about the reverse.
The things to remember is that you can only use an infusion on a non-magic item
I predict that I will be asked this question: is there anything RAW that will prevent someone from making a magic item out of an infused item? I can see that you can't infuse a magic item, but nothing about the reverse.
I believe it would have to follow magic item creation rules. Not all the infusions have rarities (DDB lists them as common, but their system requires the rarity field to be filled in, they are not technically magical items that can be found in the wild) so it is up to DM.
Thanks. I can't see anything that explicitly forbids turning infused items into magic items, nor that the infusion will be overwritten. That said, +1 from infusion presumably won't stack with +1 from being a magic item. The main infusion I'm interested in is Repeating.
Thanks. I can't see anything that explicitly forbids turning infused items into magic items, nor that the infusion will be overwritten. That said, +1 from infusion presumably won't stack with +1 from being a magic item. The main infusion I'm interested in is Repeating.
The rules don't work by telling you what you can't do. They tell you what you can do. The artificer infusions are not magic item in the book, only on DDB as a technical work around. So without DM permission, they are not an option for creating permanent magic items. (I fully support the idea though and would treat the level 1 infusions as uncommon and the level restricted item as rare).
Also note that infusions specifically can't be applied to magic items.
Which rule requires that permanent magic items be made from other magic items?
What? None. I think you misunderstood something I said. I was referring to permanent magic items only to differentiate from infusions (which have a limit and fade if the creator dies)
Think of infusions like a wizard spellbook. You know a certain amount (gaining more with levels), and you can "prepare" specific ones when you finish a long rest, however, this is not the amount that you know.
Melfast covered most of this. I'd say that it doesn't specify whether you can turn an infused item into a permanent magical item, but as a DM I'd rule that attempting to put a permanent enchantment on an infused item dispels the infusion. You can have one or the other.
(To clarify - I would absolutely let an Artificer make a permanent magic item that plays by the same rules as one of their known infusions, but it would take longer than just touching an item at the end of a long rest. They'd have to spend several days of downtime on it to make it permanent. You could perhaps even put multiple infusions into the permanent item during creation, but it would get progressively more difficult, and I'd start asking for Arcana rolls to do it successfully.)
You're right - but the trouble with limits is they feel much more important than they truly are. The difference between being able to theoretically infuse something to +3 at 20, and to not be able to do so, is grating.
Ok so, lets look at this. if I have level 1+3 Str and +2 prof bonus at level 1 (the expected amount), with a weapon, against a creatrue with, say, 13 AC (recommended for the level) I have a 60% chance to hit. With a magic weapon at level 2, against the recommended 13, this amount turns into 65%. That might not seem like a lot, but trust me, it adds up. Lets say you put your ability score improvement into improving STR, now at 4th level against the recommended 14 AC, you have a 60% chance to hit, 65% with a +1 weapon. The proficiency improvement at 5th level gives you, against the recommended 15 AC, 60%, 65% with a +1 weapon. Now you reach 8th level, you max out your STR to 20, and you have, against the recommended 16 AC, 60% to hit, 65% with a +1 weapon. Now, as we reach 9th, due to the prof improvement, against the recommended AC of 16, you have 65% to hit, 70% with a +1 weapon. Now, to tenth, where you can make a +2 weapon. Against the recommended AC of 17 for 10th, you have a 60% to hit, 65% with a +1, 70% with a +2. Now, allow us to proceed to 13th level, where our prof improves again, against the recommended AC of 18, you have a 60% to hit, 65% with a +1, 70% with a +2. At 17th, our prof improves again, and against the recommended AC of 19, you now have 60% to hit, 65% with a +1, 70% with a +2. This is called bounded accuracy. The artificer already toys with bounded accuracy, but there is a good reason why they did not let you be able to just have a +3 weapon, because a 75% chance to hit is actually a lot. You would need to roll a 5 or lower to miss.
Ok so, lets look at this. if I have level 1+3 Str and +2 prof bonus at level 1 (the expected amount), with a weapon, against a creatrue with, say, 13 AC (recommended for the level) I have a 60% chance to hit. With a magic weapon at level 2, against the recommended 13, this amount turns into 65%. That might not seem like a lot, but trust me, it adds up. Lets say you put your ability score improvement into improving STR, now at 4th level against the recommended 14 AC, you have a 60% chance to hit, 65% with a +1 weapon. The proficiency improvement at 5th level gives you, against the recommended 15 AC, 60%, 65% with a +1 weapon. Now you reach 8th level, you max out your STR to 20, and you have, against the recommended 16 AC, 60% to hit, 65% with a +1 weapon. Now, as we reach 9th, due to the prof improvement, against the recommended AC of 16, you have 65% to hit, 70% with a +1 weapon. Now, to tenth, where you can make a +2 weapon. Against the recommended AC of 17 for 10th, you have a 60% to hit, 65% with a +1, 70% with a +2. Now, allow us to proceed to 13th level, where our prof improves again, against the recommended AC of 18, you have a 60% to hit, 65% with a +1, 70% with a +2. At 17th, our prof improves again, and against the recommended AC of 19, you now have 60% to hit, 65% with a +1, 70% with a +2. This is called bounded accuracy. The artificer already toys with bounded accuracy, but there is a good reason why they did not let you be able to just have a +3 weapon, because a 75% chance to hit is actually a lot. You would need to roll a 5 or lower to miss.
Okay, my main question is the amount of infused items an artificer can have, because the wording is sticky, I was hoping that rising from the last war would clarify but it did not. I know that the max infusions are the amount of items an artificer can infuse after a short rest, but is that the TOTAL amount of actively infused items an artificer can have? To me, it almost sounds like this; at lvl 2 you know 4 infusions and can have max infusions of 2. So, my question is would I, at the end of long rest #1 be able infuse 2 items with 2 different infusions (it does say that they last indefinitely but that they can only be in one object at a time), and THEN the next day after long rest 2 apply my OTHER 2 infusions to two OTHER items?
My main confusion comes from THIS line "You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table."
it sounds like the max infusions is only talking how many infusions one can apply at the end of a long rest, and that theoretically, if spread out over enough long rests, the total number of infused items an artificer could have is equal to their infusions known number.
I just tried it out in the character builder and it'll let me infuse items up to my known infusions, so for now I THINK I'm right, but if there's some game dev reading this and I'm wrong then there's a bug to fix, I guess?
As soon as you make more items than the number of infused items you can make for your level, the infusion in an item immediately ends. So, you can never have more infused items than the number in the column.
For example, at second level, you know 4 infusions, and you can make 2 infused items. If you made two items at the end of your long rest yesterday, as soon as you infuse a new item today, the oldest item you made yesterday becomes non-infused, and your new infusion applies.
The things to remember is that you can only use an infusion on a non-magic item, you can only put one infusion in an item at a time, and you cannot have more infusions active at a time than the number in the Infused Items column for your level. You can change the infusions each day after a long rest, but the new ones replace old ones if your new total is higher than the number of infused items allowed.
Hope this helps.
Happy gaming....
I predict that I will be asked this question: is there anything RAW that will prevent someone from making a magic item out of an infused item? I can see that you can't infuse a magic item, but nothing about the reverse.
I believe it would have to follow magic item creation rules. Not all the infusions have rarities (DDB lists them as common, but their system requires the rarity field to be filled in, they are not technically magical items that can be found in the wild) so it is up to DM.
Thanks. I can't see anything that explicitly forbids turning infused items into magic items, nor that the infusion will be overwritten. That said, +1 from infusion presumably won't stack with +1 from being a magic item. The main infusion I'm interested in is Repeating.
The rules don't work by telling you what you can't do. They tell you what you can do. The artificer infusions are not magic item in the book, only on DDB as a technical work around. So without DM permission, they are not an option for creating permanent magic items. (I fully support the idea though and would treat the level 1 infusions as uncommon and the level restricted item as rare).
Also note that infusions specifically can't be applied to magic items.
Which rule requires that permanent magic items be made from other magic items?
What? None. I think you misunderstood something I said. I was referring to permanent magic items only to differentiate from infusions (which have a limit and fade if the creator dies)
Think of infusions like a wizard spellbook. You know a certain amount (gaining more with levels), and you can "prepare" specific ones when you finish a long rest, however, this is not the amount that you know.
Melfast covered most of this. I'd say that it doesn't specify whether you can turn an infused item into a permanent magical item, but as a DM I'd rule that attempting to put a permanent enchantment on an infused item dispels the infusion. You can have one or the other.
(To clarify - I would absolutely let an Artificer make a permanent magic item that plays by the same rules as one of their known infusions, but it would take longer than just touching an item at the end of a long rest. They'd have to spend several days of downtime on it to make it permanent. You could perhaps even put multiple infusions into the permanent item during creation, but it would get progressively more difficult, and I'd start asking for Arcana rolls to do it successfully.)
The main point about it is that Artificers are limited to +2 items. I'm torn over whether this is reasonable or not.
I mean, a +3 item is a legendary. The only way that woudl happen is if the artificer is level 20.
You're right - but the trouble with limits is they feel much more important than they truly are. The difference between being able to theoretically infuse something to +3 at 20, and to not be able to do so, is grating.
A +3 weapon would throw the hell out of balance.
Would it? In many ways it doesn't matter: if +3 items are in the game, the party will have them by level 20.
Ok so, lets look at this. if I have level 1+3 Str and +2 prof bonus at level 1 (the expected amount), with a weapon, against a creatrue with, say, 13 AC (recommended for the level) I have a 60% chance to hit. With a magic weapon at level 2, against the recommended 13, this amount turns into 65%. That might not seem like a lot, but trust me, it adds up. Lets say you put your ability score improvement into improving STR, now at 4th level against the recommended 14 AC, you have a 60% chance to hit, 65% with a +1 weapon. The proficiency improvement at 5th level gives you, against the recommended 15 AC, 60%, 65% with a +1 weapon. Now you reach 8th level, you max out your STR to 20, and you have, against the recommended 16 AC, 60% to hit, 65% with a +1 weapon. Now, as we reach 9th, due to the prof improvement, against the recommended AC of 16, you have 65% to hit, 70% with a +1 weapon. Now, to tenth, where you can make a +2 weapon. Against the recommended AC of 17 for 10th, you have a 60% to hit, 65% with a +1, 70% with a +2. Now, allow us to proceed to 13th level, where our prof improves again, against the recommended AC of 18, you have a 60% to hit, 65% with a +1, 70% with a +2. At 17th, our prof improves again, and against the recommended AC of 19, you now have 60% to hit, 65% with a +1, 70% with a +2. This is called bounded accuracy. The artificer already toys with bounded accuracy, but there is a good reason why they did not let you be able to just have a +3 weapon, because a 75% chance to hit is actually a lot. You would need to roll a 5 or lower to miss.
I was just wondering how you infused into the character builder. Having a difficult time finding it.
or be Wil Wheaton
Blank
I’m having trouble figuring out how to infuse something on dndbeyond. Anyone have luck with this?