So I was planning on making an armorer artificer for a Spelljammer campaign coming up to act as a shipwright(/tank) for our team and my DM and I got into a discussion about his infusions.
I told him that I would be using the Enhanced defense/Homunculus combo as a default and if things get hairy, I'd have Mind Sharpener and Enhanced Weapon would be my backup. He wanted to know how I planned to infuse anything if the first combo was going to be on unless I needed another infusion. I told him that I can drop an infusion by infusing another item and he said...
You would have to re-infuse the Enhanced Defense and Homunculus every morning if you want that infusion for the day. You can only infuse an item right after a long rest and you can only infuse 2 items per day. You would have already used those infusion slot points to make your default build.
I told him the infusions are on the item INDEFINITLY, meaning I can infuse an item one day and they will stay on that item until I infuse too many items, or I just want to infuse a new item and I drop the old one. I even showed him the rules, but he still says that items must be re-infused every morning or they won't work.
Can I get a judgment on this? I'm not trying to break the game, I'm just trying to fill a team slot that we desperately need.
You're correct that infusions last indefinitely. Just like how you don't need to re-prepare the same spells at the end of every long rest (only when you want to change your prepared spells) you don't need to re-infuse an item at the end of a long rest. You only need to re-infuse items if you wish to change your active infused items.
However, the only time items can be infused is at the end of a long rest.
There's no other listed action, bonus action, or reaction or any other time mentioned to infuse items other than "Whenever you finish a long rest."
It's similar to preparing spells in that regard. A prepared caster can't swap out their prepared spells in the middle of an adventuring day either.*
*There are some exceptions for swapping out prepared spells at other times (typically magic items) but there aren't any exceptions for infusing an item at a different time.
So, although your DM is misunderstanding how infusions are meant to work... functionally their requirement to "reinfuse" your items every morning doesn't really matter, since it's not like it costs any resources or additional actions beyond just waking up in the morning and touching your infused items. I think the only time this would become an issue is if you give an infused item to an ally and somehow end up separated from them for multiple days at a time, or if you die and your allies want to continue to use your infused magic items for the few days that the magic is meant to persist.
I agree with TransmorpherDDS .....most of the time it wont matter but sharing is when it does.
IF you are infusing an item for another player to use they will need to give it back(Under these homebrew changes). This is problematic for split parties or parties that don't share rooms. we all know being attacked without your weapon/armor sucks.
once, I even made a deal once to "rent" out an infusion for a week (to an npc) and then "took the magic back."
Is this an Adventurers League game? If it is, then you DM is correct about needing to re-infuse after a short rest. If not then he is not correct unless this is a house rule.
" I would be using the Enhanced defense/Homunculus combo as a default and if things get hairy, I'd have Mind Sharpener and Enhanced Weapon would be my backup."
I think I might get what the DM is saying here.
It sounds like you think you can swap out what infusions you are using out of the 4 chosen on the fly? If that is the case what the DM is trying to convey is that you can only have 2 active infusion of the 4 known infusions. In order to switch your active infusions to the other known infusions, you'd need to take a long rest. I say this because "things getting hairy" sort of implies that you don't have 8 hours to chill and rest up.
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So I was planning on making an armorer artificer for a Spelljammer campaign coming up to act as a shipwright(/tank) for our team and my DM and I got into a discussion about his infusions.
I told him that I would be using the Enhanced defense/Homunculus combo as a default and if things get hairy, I'd have Mind Sharpener and Enhanced Weapon would be my backup. He wanted to know how I planned to infuse anything if the first combo was going to be on unless I needed another infusion. I told him that I can drop an infusion by infusing another item and he said...
I told him the infusions are on the item INDEFINITLY, meaning I can infuse an item one day and they will stay on that item until I infuse too many items, or I just want to infuse a new item and I drop the old one. I even showed him the rules, but he still says that items must be re-infused every morning or they won't work.
Can I get a judgment on this? I'm not trying to break the game, I'm just trying to fill a team slot that we desperately need.
You're correct that infusions last indefinitely. Just like how you don't need to re-prepare the same spells at the end of every long rest (only when you want to change your prepared spells) you don't need to re-infuse an item at the end of a long rest. You only need to re-infuse items if you wish to change your active infused items.
However, the only time items can be infused is at the end of a long rest.
There's no other listed action, bonus action, or reaction or any other time mentioned to infuse items other than "Whenever you finish a long rest."
It's similar to preparing spells in that regard. A prepared caster can't swap out their prepared spells in the middle of an adventuring day either.*
*There are some exceptions for swapping out prepared spells at other times (typically magic items) but there aren't any exceptions for infusing an item at a different time.
Yeah, that was the part we were hazy on.
So, although your DM is misunderstanding how infusions are meant to work... functionally their requirement to "reinfuse" your items every morning doesn't really matter, since it's not like it costs any resources or additional actions beyond just waking up in the morning and touching your infused items. I think the only time this would become an issue is if you give an infused item to an ally and somehow end up separated from them for multiple days at a time, or if you die and your allies want to continue to use your infused magic items for the few days that the magic is meant to persist.
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I agree with TransmorpherDDS .....most of the time it wont matter but sharing is when it does.
IF you are infusing an item for another player to use they will need to give it back(Under these homebrew changes). This is problematic for split parties or parties that don't share rooms. we all know being attacked without your weapon/armor sucks.
once, I even made a deal once to "rent" out an infusion for a week (to an npc) and then "took the magic back."
Is this an Adventurers League game? If it is, then you DM is correct about needing to re-infuse after a short rest. If not then he is not correct unless this is a house rule.
" I would be using the Enhanced defense/Homunculus combo as a default and if things get hairy, I'd have Mind Sharpener and Enhanced Weapon would be my backup."
I think I might get what the DM is saying here.
It sounds like you think you can swap out what infusions you are using out of the 4 chosen on the fly? If that is the case what the DM is trying to convey is that you can only have 2 active infusion of the 4 known infusions. In order to switch your active infusions to the other known infusions, you'd need to take a long rest. I say this because "things getting hairy" sort of implies that you don't have 8 hours to chill and rest up.