I think it's basically an oversight on the part of the game designers who didn't realize how easy they would be to exploit as an Artificer... either by allowing replicate magic item to recreate any common magic item or by how easily artificers can simply craft them. Especially since they don't require attunement. At least crafting a spell scroll has some restrictions on what it can accomplish and who can use it.
That said... although I personally don't like the idea of playing with them, I don't think there's anything wrong with a group who enjoys them.
why cant you choose a common magic item in the infuse item: replicate magic item option?
Oh sorry, I worded that poorly... you can choose any common magic item with the replicate magic item infusion. That's part of why they're so easy to exploit... it's completely RAW to spend a few days creating tattoos of Find Familiar and giving everybody in the party a magical pet.
yes, but i am looking at the infusions. there is a replicate magic item option. when i click on it, it does not give me the option to infuse a common magic item, only the ones on the table for replicable items. the problem is not that i misunderstood what you meant, it is that there is not a common magic item option in the replicate magic item infusion feature on the dndbeyond character builder
I feel like it adds an interesting, and admittedly powerful, utility aspect to the character in question. Party needs eyes in the skies? Give them a familiar (or a whole flock of them). Tank needs to occasionally be tankier? Slap a Shield spell on their arm, or Silvery Barbs, Absorb Elements, etc. Life Cleric doesn't have Goodberry prepared? Now he does (although I'd still recommend he multiclass into Druid, or grab Magic Initiate, or do something!). Bless, Heroism, and Hunter's Mark are nice spells to slap into a tattoo as well, especially for those classes that don't usually have Concentration Spells of their own (like Fighter). Finally, you can use it as an emergency Healing Word/Cure Wounds, should someone desire to quickly patch up the designated healer of the party, but they themselves lack in the healing spell department (i.e., Fighter).
Truth is though, while the tattoo may seem powerful, I wouldn't exactly go as far as to call it too broken, compared to some of the other features that the Artificer has access to. For one, the power of this versatile device is dependent on how prepared and inventive the Artificer happens to be, and how well they work with their party. Even the sharpest blade can fail to impress, in the hands of an amateur, after all. Plus, you need to keep in mind that this is essentially best used as a once-per-day "Panic Button" device, since that's how many needles you get access to, per Infusion. If you use that Shield spell in an early-day encounter, don't expect to be able to use it again during the afternoon.
A couple things I'd like to compare this handy-dandy tool to, in order to assist in measuring the device's power, are the Spell-Refueling Ring you can pick up at level 6, and the Spell-Storing Item you get at level 11. Sure, you get these a bit later, but it's a good way to measure the true power of the Tattoo. All three devices gives the party access to more spells, but you need to think about the power that can be obtained through these individual infusions and features, and how much camaraderie and utility they can grant.
In the case of Spell-Refueling ring, you're usually going to be replenishing the 3rd-level slots, which can be incredibly viable, even as a basic Artificer. This only gets more powerful if you consider multiclass applications (and/or passing the ring off to a buddy), as I'm sure most of your Full Caster allies won't mind a spare 3rd-level slot replenisher (your melee members might get a bit jealous though). To me, a spare use of Counterspell/Spirit Guardians/Conjure Animals/etc. is far more broken than anything you can get from a Level 1 spell.
Next item to consider is the Spell-Storing Item (which, for simplicity's sake, we'll just call it a box). You can store a 1st or 2nd level Artificer spell that requires 1 action into the box, and anyone can use that spell up to twice your Int mod. Now, this may seem a bit too restrictive spell-wise, but the main strength of this feature is how far it allows your spell slots to stretch, since this isn't a once-per-day item like the others. For argument's sake, let's say you rushed a 20 Int. That means that, for every one spell you store in the box, anyone in the party (including the Fighter) gets to cast it up to ten times, using your 20 Int as a modifier. Heat Metal, Invisibility, Vortex Warp, Spider Climb, Levitate, Enlarge/Reduce, Blur, Tasha's Caustic Brew, Lesser Restoration, Enhance Ability, Web, all of these options stop being level 2 "Spells" for you, and start functioning more like level 2 "Cantrips." After all, you and the rest of the party can effectively cast these spells up to 30 times per Long Rest (with an additional 10, per Spell-Refueling Ring). Run out of 2nd level "Spell Cantrips" somehow? Thank goodness you still technically have another 40 1st-level "Spell Cantrips" in reserve. Compared to the "one cast per-day" of the other two options, I'd say this last one is... well... it's pretty dang strong, for a cardboard box. Even if you don't have a high Int, you can always replicate a Headband of Intellect at that level, because reasons.
Due to this, I'd say let the Artificer have his fun with the Spellwrought Tattoo during the early-game. Sure, it's a powerful addition to any party, but this is the Artificer we're talking about. They're gonna be a powerful addition regardless of Infusions, due to how they can (by sheer inventive technicality) make it so that the Fighter has more spell slots than most full-casters.
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How do you guys feel about spell wrought tattoos?
Its just an easy way of giving any one spells, that barbarian needs a 1st level spell? Or the booming blade cantrip? There you go.
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
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I think it's basically an oversight on the part of the game designers who didn't realize how easy they would be to exploit as an Artificer... either by allowing replicate magic item to recreate any common magic item or by how easily artificers can simply craft them. Especially since they don't require attunement. At least crafting a spell scroll has some restrictions on what it can accomplish and who can use it.
That said... although I personally don't like the idea of playing with them, I don't think there's anything wrong with a group who enjoys them.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
why cant you choose a common magic item in the infuse item: replicate magic item option?
Oh sorry, I worded that poorly... you can choose any common magic item with the replicate magic item infusion. That's part of why they're so easy to exploit... it's completely RAW to spend a few days creating tattoos of Find Familiar and giving everybody in the party a magical pet.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
yes, but i am looking at the infusions. there is a replicate magic item option. when i click on it, it does not give me the option to infuse a common magic item, only the ones on the table for replicable items. the problem is not that i misunderstood what you meant, it is that there is not a common magic item option in the replicate magic item infusion feature on the dndbeyond character builder
still, that is a great feature. i don't need it for my character, since i multiclassed into wizard, but it is still super great for party members
I feel like it adds an interesting, and admittedly powerful, utility aspect to the character in question. Party needs eyes in the skies? Give them a familiar (or a whole flock of them). Tank needs to occasionally be tankier? Slap a Shield spell on their arm, or Silvery Barbs, Absorb Elements, etc. Life Cleric doesn't have Goodberry prepared? Now he does (although I'd still recommend he multiclass into Druid, or grab Magic Initiate, or do something!). Bless, Heroism, and Hunter's Mark are nice spells to slap into a tattoo as well, especially for those classes that don't usually have Concentration Spells of their own (like Fighter). Finally, you can use it as an emergency Healing Word/Cure Wounds, should someone desire to quickly patch up the designated healer of the party, but they themselves lack in the healing spell department (i.e., Fighter).
Truth is though, while the tattoo may seem powerful, I wouldn't exactly go as far as to call it too broken, compared to some of the other features that the Artificer has access to. For one, the power of this versatile device is dependent on how prepared and inventive the Artificer happens to be, and how well they work with their party. Even the sharpest blade can fail to impress, in the hands of an amateur, after all. Plus, you need to keep in mind that this is essentially best used as a once-per-day "Panic Button" device, since that's how many needles you get access to, per Infusion. If you use that Shield spell in an early-day encounter, don't expect to be able to use it again during the afternoon.
A couple things I'd like to compare this handy-dandy tool to, in order to assist in measuring the device's power, are the Spell-Refueling Ring you can pick up at level 6, and the Spell-Storing Item you get at level 11. Sure, you get these a bit later, but it's a good way to measure the true power of the Tattoo. All three devices gives the party access to more spells, but you need to think about the power that can be obtained through these individual infusions and features, and how much camaraderie and utility they can grant.
In the case of Spell-Refueling ring, you're usually going to be replenishing the 3rd-level slots, which can be incredibly viable, even as a basic Artificer. This only gets more powerful if you consider multiclass applications (and/or passing the ring off to a buddy), as I'm sure most of your Full Caster allies won't mind a spare 3rd-level slot replenisher (your melee members might get a bit jealous though). To me, a spare use of Counterspell/Spirit Guardians/Conjure Animals/etc. is far more broken than anything you can get from a Level 1 spell.
Next item to consider is the Spell-Storing Item (which, for simplicity's sake, we'll just call it a box). You can store a 1st or 2nd level Artificer spell that requires 1 action into the box, and anyone can use that spell up to twice your Int mod. Now, this may seem a bit too restrictive spell-wise, but the main strength of this feature is how far it allows your spell slots to stretch, since this isn't a once-per-day item like the others. For argument's sake, let's say you rushed a 20 Int. That means that, for every one spell you store in the box, anyone in the party (including the Fighter) gets to cast it up to ten times, using your 20 Int as a modifier. Heat Metal, Invisibility, Vortex Warp, Spider Climb, Levitate, Enlarge/Reduce, Blur, Tasha's Caustic Brew, Lesser Restoration, Enhance Ability, Web, all of these options stop being level 2 "Spells" for you, and start functioning more like level 2 "Cantrips." After all, you and the rest of the party can effectively cast these spells up to 30 times per Long Rest (with an additional 10, per Spell-Refueling Ring). Run out of 2nd level "Spell Cantrips" somehow? Thank goodness you still technically have another 40 1st-level "Spell Cantrips" in reserve. Compared to the "one cast per-day" of the other two options, I'd say this last one is... well... it's pretty dang strong, for a cardboard box. Even if you don't have a high Int, you can always replicate a Headband of Intellect at that level, because reasons.
Due to this, I'd say let the Artificer have his fun with the Spellwrought Tattoo during the early-game. Sure, it's a powerful addition to any party, but this is the Artificer we're talking about. They're gonna be a powerful addition regardless of Infusions, due to how they can (by sheer inventive technicality) make it so that the Fighter has more spell slots than most full-casters.