I’m having trouble figuring out how to infuse something on dndbeyond. Anyone have luck with this?
Yes, go to your Equipment tab and scroll to the bottom, where your should find your available infusions. Tap the infusion you'd like to use, say Enhanced Weapon for example. In the top-right of the popup window will be a "Choose" button. Tap that, and you will be able to select an infusable weapon from your inventory list or from a list of things not in your inventory. After selecting the weapon, "Create Infusion" will light up. When you tap that, it will place an infused version of the weapon in your inventory that you can equip.
If you go to the equipment tab in D&D beyond, there is an infusion subtab now, clicking that one will take you to a section where are your known infusions are listed and you can create them.
I think the amount of items infused/lvl is ok, it would be so gamebreaking if the Artificer was a magic item vending machine with free extra's at the start of every day.
Magic item balance wise, I think +2 is fine. If at some point it becomes redundant because your entire party has +3 weapons like there's no tomorrow (maybe at the end of an absurdly long campaign with more loot than you can swing a stick at), swap it out for another infusion...
Infusions are under equipment on the character sheet. I click on the infusion and get an option to select the equipment to which the infusion will be applied.
For anybody still following this, it seems the general consensus is that at level 5, you have 4 possible infusions, but can only have 2 items infused at one time.
The thing is, my character has all 4 infusions being used at once. Armor, enhanced focus, weapon, and a magic item.
D&d beyond does not (yet?) actively track how many you have active. There is a way to indicate it tough, in a similar fashion that you track spell slots being used.
Up to you to select which are active each day and which are not.
Under the "Features and Traits" tab on the character sheet you should see Infuse Item, and under the description should be check boxes for the number you can have active. Infusions Known and Active Infusions are seperate things. When you activate an infusion you check the box manually to show that activation and that checked box persists, even through a long rest.
Did i miss something when reading the infusion rules? I thought that once an item was infused, it last indefinitely unless you chose to remove said infusion or use your other infusions and remove it that way.
That's right Stinkingyeti. The only time Infusions have a limited duration is when the Artificer who made them dies. Then they last a number of days equal to their INT mod.
Did i miss something when reading the infusion rules? I thought that once an item was infused, it last indefinitely unless you chose to remove said infusion or use your other infusions and remove it that way.
You don't have to refresh them every day right?
You don't have to refresh them, but if you infuse a new item while already having the max number of infusions, the oldest infusion ends. And that is what we are talking about.
the infusions are permanent but you can only have one of each type of infusion active at a time so at level 2 you can infuse 2 items at the end of a long rest but have up to 4 infused items active (1 for each known infusion) If you repeat an infusion, the older of the two infused items with the same spell becomes non-magical again
the infusions are permanent but you can only have one of each type of infusion active at a time so at level 2 you can infuse 2 items at the end of a long rest but have up to 4 infused items active (1 for each known infusion) If you repeat an infusion, the older of the two infused items with the same spell becomes non-magical again
Not quite. You can only have 2 infusions active at a time as described in the feature:
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... If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
The "maximum number of infusions" is always less than "infusions known." You can never have 1 of each of your known infusions.
the infusions are permanent but you can only have one of each type of infusion active at a time so at level 2 you can infuse 2 items at the end of a long rest but have up to 4 infused items active (1 for each known infusion) If you repeat an infusion, the older of the two infused items with the same spell becomes non-magical again
They're not really permanent, though. They last indefinitely if you live forever, but when you die, their power fades.
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Please check out my homebrew, I would appreciate feedback:
once you choose your known infusions in character builder, you can go to the character sheet. it you look under equipment, you see several subtag, for equipped items, attunement, etc. for artificers there is an extra tag, call infusions. go to that tab, click on the infusion you want to make, and it will bring u a side window with the option to choose an item to infuse. you can pick one from your inventory or choose a new item altogether, which adds that item to your inventory bear in mind, as has been stated in this thread, magical items cannot be infused....so a +1 shield can't be turned into a repulsion shield. only a normal shield can.
They are under equipment. There is an infusion category now.
Yes, go to your Equipment tab and scroll to the bottom, where your should find your available infusions. Tap the infusion you'd like to use, say Enhanced Weapon for example. In the top-right of the popup window will be a "Choose" button. Tap that, and you will be able to select an infusable weapon from your inventory list or from a list of things not in your inventory. After selecting the weapon, "Create Infusion" will light up. When you tap that, it will place an infused version of the weapon in your inventory that you can equip.
If you go to the equipment tab in D&D beyond, there is an infusion subtab now, clicking that one will take you to a section where are your known infusions are listed and you can create them.
I think the amount of items infused/lvl is ok, it would be so gamebreaking if the Artificer was a magic item vending machine with free extra's at the start of every day.
Magic item balance wise, I think +2 is fine. If at some point it becomes redundant because your entire party has +3 weapons like there's no tomorrow (maybe at the end of an absurdly long campaign with more loot than you can swing a stick at), swap it out for another infusion...
Infusions are under equipment on the character sheet. I click on the infusion and get an option to select the equipment to which the infusion will be applied.
Does that help?
For anybody still following this, it seems the general consensus is that at level 5, you have 4 possible infusions, but can only have 2 items infused at one time.
The thing is, my character has all 4 infusions being used at once. Armor, enhanced focus, weapon, and a magic item.
Is this a bug?
D&d beyond does not (yet?) actively track how many you have active. There is a way to indicate it tough, in a similar fashion that you track spell slots being used.
Up to you to select which are active each day and which are not.
Under the "Features and Traits" tab on the character sheet you should see Infuse Item, and under the description should be check boxes for the number you can have active. Infusions Known and Active Infusions are seperate things. When you activate an infusion you check the box manually to show that activation and that checked box persists, even through a long rest.
So the general consensus is that, at level 4, they know 4 infusions but can only have 2 enchanted items active at a time?
Did i miss something when reading the infusion rules? I thought that once an item was infused, it last indefinitely unless you chose to remove said infusion or use your other infusions and remove it that way.
You don't have to refresh them every day right?
That's right Stinkingyeti. The only time Infusions have a limited duration is when the Artificer who made them dies. Then they last a number of days equal to their INT mod.
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That is correct according to the written rules.
You don't have to refresh them, but if you infuse a new item while already having the max number of infusions, the oldest infusion ends. And that is what we are talking about.
the infusions are permanent but you can only have one of each type of infusion active at a time so at level 2 you can infuse 2 items at the end of a long rest but have up to 4 infused items active (1 for each known infusion) If you repeat an infusion, the older of the two infused items with the same spell becomes non-magical again
Not quite. You can only have 2 infusions active at a time as described in the feature:
The "maximum number of infusions" is always less than "infusions known." You can never have 1 of each of your known infusions.
They're not really permanent, though. They last indefinitely if you live forever, but when you die, their power fades.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
once you choose your known infusions in character builder, you can go to the character sheet. it you look under equipment, you see several subtag, for equipped items, attunement, etc. for artificers there is an extra tag, call infusions. go to that tab, click on the infusion you want to make, and it will bring u a side window with the option to choose an item to infuse. you can pick one from your inventory or choose a new item altogether, which adds that item to your inventory bear in mind, as has been stated in this thread, magical items cannot be infused....so a +1 shield can't be turned into a repulsion shield. only a normal shield can.
Does DDB not support the features from the Armorer's level 9 feature Armor Modifications yet? And if so, has anyone found a way around it?