Im not seeing anything in the new eberron forge of artificet rules for my infusions to use my spell save DC instead of whatever default DC is listed in the item description.
A DC 13 might be fine at low levels, but its going to be basically useless at higher levels when higher level enemies will have big bonuses to their saves and/or checks.
Keep in mind that you can change out one of your plans whenever you gain an Artificer level, and more powerful item plans become available at higher levels.
Ok. But you cant just swap all your infusions whenever you want. So you could be stuck with an infusion for a couple levels before you can swap it, and your spell save dc might be better than the items dc, and an artificer might ask themselves "why are my spells powerful when i cast them from my hands, but suck when i cast them from this infusion i made with my hands?"
Im going to assume they didnt make infusions use your spell save dc because that would be a big software change for dndbeyond. Every magic item would have to be recoded to inherit dc automatically from the artificer.
Its clearly a dumb rule that needs some homebrewing.
Ok. But you cant just swap all your infusions whenever you want. So you could be stuck with an infusion for a couple levels before you can swap it, and your spell save dc might be better than the items dc, and an artificer might ask themselves "why are my spells powerful when i cast them from my hands, but suck when i cast them from this infusion i made with my hands?"
Im going to assume they didnt make infusions use your spell save dc because that would be a big software change for dndbeyond. Every magic item would have to be recoded to inherit dc automatically from the artificer.
Its clearly a dumb rule that needs some homebrewing.
I agree that it’s frustrating and I think a house rule that has these items use the Artificer’s spell save would probably work pretty well.
I will say, for the record, that the reason they don’t do that almost certainly has nothing to do with the D&D Beyond software. The people who work on that software and the people who design the rules are two totally separate groups of people, and the designers of the game rules have never taken the technical limitations of D&D Beyond into account when making design decisions before.
I think allowing the Artificer at level 14 to use their Artificer's spell save DC for items' uses would be completely balanced and very interesting, but unfortunately, it's not possible right now.
Ok. But you cant just swap all your infusions whenever you want. So you could be stuck with an infusion for a couple levels before you can swap it, and your spell save dc might be better than the items dc, and an artificer might ask themselves "why are my spells powerful when i cast them from my hands, but suck when i cast them from this infusion i made with my hands?"
Im going to assume they didnt make infusions use your spell save dc because that would be a big software change for dndbeyond. Every magic item would have to be recoded to inherit dc automatically from the artificer.
Its clearly a dumb rule that needs some homebrewing.
No.... because most of the Infusions the Artificer can make are existing magic items, which already have a set rarity and stats. That's why they don't scale as infusions. If the item DC is too low, just craft an Enspelled item of a higher tier so it uses the higher DC value. And no.....no one in-house designs things based on limitations in DnD Beyond. If that were the case, Artificer would had never gotten an update, or would be limited to just Alchemist, because DDB can't natively support the Steel Defender or Eldrtich cannon as minions, nor the Homunculus Servant (even worse now that its a spell), the Armorer infusing Armor, you can't designate the spell in the Spell storing item, Battle Ready was a mess with mundane items enchanted via spell. That one only got fixed in DDB in this update, by making it a check box on all weapons, like duel wield status.
This class has all the problems of a summoner (see raise dead) AND existing broken magic items when it comes to UI problems.
I think allowing the Artificer at level 14 to use their Artificer's spell save DC for items' uses would be completely balanced and very interesting, but unfortunately, it's not possible right now.
That would more dangerous then you realize. it would allow you to turn common and uncommon magic items into the power equivalent of a very rare or legendary magic item. Assuming 20 Int (+5), PB of +4, and at least a +2 All purpose tool (focus), Your Spell save DC is 19. That is better than some of the Legendary Magic items with charge based spells.
No.... because most of the Infusions the Artificer can make are existing magic items, which already have a set rarity and stats. That's why they don't scale as infusions. If the item DC is too low, just craft an Enspelled item of a higher tier so it uses the higher DC value.
Artificers can only infuse Common Enspelled Items. I know you said "craft", but just in case you meant "infuse".
I think allowing the Artificer at level 14 to use their Artificer's spell save DC for items' uses would be completely balanced and very interesting, but unfortunately, it's not possible right now.
That would more dangerous then you realize. it would allow you to turn common and uncommon magic items into the power equivalent of a very rare or legendary magic item. Assuming 20 Int (+5), PB of +4, and at least a +2 All purpose tool (focus), Your Spell save DC is 19. That is better than some of the Legendary Magic items with charge based spells.
This is a very valid point, but I feel the better argument is that these would be on par with spells cast with a spell slot while being rather disposable. It would be nice if there was an increasing save DC or spell attack that could be used if it was higher for an infused item, perhaps something like DC 8 + Proficiency Bonus + 2 or Proficiency Bonus + 2 Spell Attack. Since these would be alternative DC calculations and not tied to an attribute, it shouldn't get too wild.
Notably, the All-Purpose Tool only grants the boost to the attuned Artificer. And it only boosts the DC of Artificer spells (i. e. spells they could potentially already cast with their class/subclass features).
While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
In effect it'd be no worse than the All-Purpose Tool boosting the DC of the Spell-Storing Item (which in terms of power is on par with a rare magic item) when used by the Artificer.
No.... because most of the Infusions the Artificer can make are existing magic items, which already have a set rarity and stats. That's why they don't scale as infusions. If the item DC is too low, just craft an Enspelled item of a higher tier so it uses the higher DC value.
Artificers can only infuse Common Enspelled Items. I know you said "craft", but just in case you meant "infuse".
To my knowledge, Common Enspelled Items don't exist. Enspelled Armor, Enspelled Staff, and Enspelled Weapon start at Uncommon rarity and scale up from there. There's Spellwrought Tattoos but those are single use consumables like spell scrolls. And the 2024 rules for scribing spell scrolls actually DO use the spellcasting stats of the scriber now.
To me that communicates that WoTC doesn't see it as overpowered in the case of consumable magic items at least.
IMO, since Replicated Magic Items are an Artificer's class feature they really ought to key off of the Artificer's progressing skill. An artist's creations often reflect an artist's identity and you cannot spell Artificer without "Art." There are many reasons to allow it, but I'm definitely biased here.
It's pretty clear that either the spells in the magic items made by an artificer track with the artificer's spellcasting ability, or the vast majority of plans quickly become useless for the artificier as they level up.
Eyes of charming DC 13??? That's not going to do you much at level 10.
Artificer plans already lag standard magic item awarding schedule from the DMG, by a LOT. if you want to render an artificer absolutely nothign but a glorified martial, force them to use the standard spell attack and spell saves of the standard items instead of their own spell saves. Then artificer basically becomes "the guy who gets a bag of holding at level two" and that's about it.
No.... because most of the Infusions the Artificer can make are existing magic items, which already have a set rarity and stats. That's why they don't scale as infusions. If the item DC is too low, just craft an Enspelled item of a higher tier so it uses the higher DC value.
Artificers can only infuse Common Enspelled Items. I know you said "craft", but just in case you meant "infuse".
To my knowledge, Common Enspelled Items don't exist. Enspelled Armor, Enspelled Staff, and Enspelled Weapon start at Uncommon rarity and scale up from there. There's Spellwrought Tattoos but those are single use consumables like spell scrolls. And the 2024 rules for scribing spell scrolls actually DO use the spellcasting stats of the scriber now.
You are correct about Enspelled Items, but Spellwrought Tattoos use a set DC/Attack Bonus like other magic items. I think they should be treated as scrolls in a number of ways. However, they are Wonderous Items so, not only can you replicate them at level 2, but you can replicate up to a level 5 spellwrought tattoo at level 14+. It will have a DC 17 and +9 spell attack modifier.
Im not seeing anything in the new eberron forge of artificet rules for my infusions to use my spell save DC instead of whatever default DC is listed in the item description.
A DC 13 might be fine at low levels, but its going to be basically useless at higher levels when higher level enemies will have big bonuses to their saves and/or checks.
Please tell me i just missed it
No, you're not missing anything.
Keep in mind that you can change out one of your plans whenever you gain an Artificer level, and more powerful item plans become available at higher levels.
pronouns: he/she/they
Ok. But you cant just swap all your infusions whenever you want. So you could be stuck with an infusion for a couple levels before you can swap it, and your spell save dc might be better than the items dc, and an artificer might ask themselves "why are my spells powerful when i cast them from my hands, but suck when i cast them from this infusion i made with my hands?"
Im going to assume they didnt make infusions use your spell save dc because that would be a big software change for dndbeyond. Every magic item would have to be recoded to inherit dc automatically from the artificer.
Its clearly a dumb rule that needs some homebrewing.
I agree that it’s frustrating and I think a house rule that has these items use the Artificer’s spell save would probably work pretty well.
I will say, for the record, that the reason they don’t do that almost certainly has nothing to do with the D&D Beyond software. The people who work on that software and the people who design the rules are two totally separate groups of people, and the designers of the game rules have never taken the technical limitations of D&D Beyond into account when making design decisions before.
pronouns: he/she/they
I think allowing the Artificer at level 14 to use their Artificer's spell save DC for items' uses would be completely balanced and very interesting, but unfortunately, it's not possible right now.
No.... because most of the Infusions the Artificer can make are existing magic items, which already have a set rarity and stats. That's why they don't scale as infusions. If the item DC is too low, just craft an Enspelled item of a higher tier so it uses the higher DC value. And no.....no one in-house designs things based on limitations in DnD Beyond. If that were the case, Artificer would had never gotten an update, or would be limited to just Alchemist, because DDB can't natively support the Steel Defender or Eldrtich cannon as minions, nor the Homunculus Servant (even worse now that its a spell), the Armorer infusing Armor, you can't designate the spell in the Spell storing item, Battle Ready was a mess with mundane items enchanted via spell. That one only got fixed in DDB in this update, by making it a check box on all weapons, like duel wield status.
This class has all the problems of a summoner (see raise dead) AND existing broken magic items when it comes to UI problems.
That would more dangerous then you realize. it would allow you to turn common and uncommon magic items into the power equivalent of a very rare or legendary magic item. Assuming 20 Int (+5), PB of +4, and at least a +2 All purpose tool (focus), Your Spell save DC is 19. That is better than some of the Legendary Magic items with charge based spells.
Artificers can only infuse Common Enspelled Items. I know you said "craft", but just in case you meant "infuse".
This is a very valid point, but I feel the better argument is that these would be on par with spells cast with a spell slot while being rather disposable. It would be nice if there was an increasing save DC or spell attack that could be used if it was higher for an infused item, perhaps something like DC 8 + Proficiency Bonus + 2 or Proficiency Bonus + 2 Spell Attack. Since these would be alternative DC calculations and not tied to an attribute, it shouldn't get too wild.
How to add Tooltips.
My houserulings.
Notably, the All-Purpose Tool only grants the boost to the attuned Artificer. And it only boosts the DC of Artificer spells (i. e. spells they could potentially already cast with their class/subclass features).
In effect it'd be no worse than the All-Purpose Tool boosting the DC of the Spell-Storing Item (which in terms of power is on par with a rare magic item) when used by the Artificer.
To my knowledge, Common Enspelled Items don't exist. Enspelled Armor, Enspelled Staff, and Enspelled Weapon start at Uncommon rarity and scale up from there. There's Spellwrought Tattoos but those are single use consumables like spell scrolls. And the 2024 rules for scribing spell scrolls actually DO use the spellcasting stats of the scriber now.
To me that communicates that WoTC doesn't see it as overpowered in the case of consumable magic items at least.
IMO, since Replicated Magic Items are an Artificer's class feature they really ought to key off of the Artificer's progressing skill. An artist's creations often reflect an artist's identity and you cannot spell Artificer without "Art." There are many reasons to allow it, but I'm definitely biased here.
It's pretty clear that either the spells in the magic items made by an artificer track with the artificer's spellcasting ability, or the vast majority of plans quickly become useless for the artificier as they level up.
Eyes of charming DC 13??? That's not going to do you much at level 10.
Artificer plans already lag standard magic item awarding schedule from the DMG, by a LOT. if you want to render an artificer absolutely nothign but a glorified martial, force them to use the standard spell attack and spell saves of the standard items instead of their own spell saves. Then artificer basically becomes "the guy who gets a bag of holding at level two" and that's about it.
You are correct about Enspelled Items, but Spellwrought Tattoos use a set DC/Attack Bonus like other magic items. I think they should be treated as scrolls in a number of ways. However, they are Wonderous Items so, not only can you replicate them at level 2, but you can replicate up to a level 5 spellwrought tattoo at level 14+. It will have a DC 17 and +9 spell attack modifier.
How to add Tooltips.
My houserulings.