Hi, I can't find an actual rule on this. Maybe I am just not seeing it, bad eyes, but can an Artificer create an infusion for another player to use? Like the Bag o'Holding for example. Ty
RAW a 2nd level artificer can infuse an item and even use the replicate item option to infuse any common magic item (for which the artificer knows the infusion) excluding options of potions and scrolls ... and do it for anycharacter, PC or NPC, to use.
RAW this means that an artificer can infuse spellwrought tattoos to get around the no scrolls embargo by infusing consumables with even more versatility than scrolls. RAW, valuable tattoos for the find familiar spell can be sold and, if there are enough artificers, adventuring parties can get any number of tattoos for reaction spells like shield and absorb elements or to allow high constitution characters like fighters, as needed, to cast concentration spells like bless.
RAW two artificers that know the bag of holding infusion, or one artificer who has somehow gained this knowledge twice, can make a bag of holding bomb.
In all these conditions, artificers would suddenly become extremely marketable at level 2. Various rules for producing consumable magic items typically have considerable time and material cost requirements. RAW, artificers can produce multiple consumables (with a potential shelf life) every day potentially enabling any first level spell being produced by any class or allowing the use of a bomb/portal device that could take out a tarasque.
Hi, I can't find an actual rule on this. Maybe I am just not seeing it, bad eyes, but can an Artificer create an infusion for another player to use? Like the Bag o'Holding for example. Ty
RAW a 2nd level artificer can infuse an item and even use the replicate item option to infuse any common magic item (for which the artificer knows the infusion) excluding options of potions and scrolls ... and do it for anycharacter, PC or NPC, to use.
RAW this means that an artificer can infuse spellwrought tattoos to get around the no scrolls embargo by infusing consumables with even more versatility than scrolls. RAW, valuable tattoos for the find familiar spell can be sold and, if there are enough artificers, adventuring parties can get any number of tattoos for reaction spells like shield and absorb elements or to allow high constitution characters like fighters, as needed, to cast concentration spells like bless.
RAW two artificers that know the bag of holding infusion, or one artificer who has somehow gained this knowledge twice, can make a bag of holding bomb.
In all these conditions, artificers would suddenly become extremely marketable at level 2. Various rules for producing consumable magic items typically have considerable time and material cost requirements. RAW, artificers can produce multiple consumables (with a potential shelf life) every day potentially enabling any first level spell being produced by any class or allowing the use of a bomb/portal device that could take out a tarasque.
Tattoo's would lose power when another one using that same infusion is made, magical tattoo's do not circumvent this restriciton of infusions themselves in any way. And they would use themselves up if they say they do so in their item description.
Also. Some DM's will consider any gone on use Tattoo as basically the same thing as scrolls and potions since they are essentially just a different version of those items so they may be banned. It is something for players to be aware of and ask their DM's about before just assuming they can be used.
So they are not any more marketable than a regular artificer. Also they can only pick up the same infusion more than once if the infusion says they can and to my knowledge there isn't one that allows for this.
Hi, I can't find an actual rule on this. Maybe I am just not seeing it, bad eyes, but can an Artificer create an infusion for another player to use? Like the Bag o'Holding for example. Ty
RAW a 2nd level artificer can infuse an item and even use the replicate item option to infuse any common magic item (for which the artificer knows the infusion) excluding options of potions and scrolls ... and do it for anycharacter, PC or NPC, to use.
RAW this means that an artificer can infuse spellwrought tattoos to get around the no scrolls embargo by infusing consumables with even more versatility than scrolls. RAW, valuable tattoos for the find familiar spell can be sold and, if there are enough artificers, adventuring parties can get any number of tattoos for reaction spells like shield and absorb elements or to allow high constitution characters like fighters, as needed, to cast concentration spells like bless.
RAW two artificers that know the bag of holding infusion, or one artificer who has somehow gained this knowledge twice, can make a bag of holding bomb.
In all these conditions, artificers would suddenly become extremely marketable at level 2. Various rules for producing consumable magic items typically have considerable time and material cost requirements. RAW, artificers can produce multiple consumables (with a potential shelf life) every day potentially enabling any first level spell being produced by any class or allowing the use of a bomb/portal device that could take out a tarasque.
Tattoo's would lose power when another one using that same infusion is made, magical tattoo's do not circumvent this restriciton of infusions themselves in any way. And they would use themselves up if they say they do so in their item description.
Also. Some DM's will consider any gone on use Tattoo as basically the same thing as scrolls and potions since they are essentially just a different version of those items so they may be banned. It is something for players to be aware of and ask their DM's about before just assuming they can be used.
So they are not any more marketable than a regular artificer. Also they can only pick up the same infusion more than once if the infusion says they can and to my knowledge there isn't one that allows for this.
That's what I'd suggest.
A regular artificer is phenomenally marketable even in out of combat situations in comparison to many other classes particularly due to their infusions especially of spellwrought tattoos (for spells like absorb elements, a potential lifesaver for a character, PC or N., who is set to face something like a dragon) and for bags of holding.
I don't know of a rule to say that "they can only pick up the same infusion more than once if the infusion says they can..." but, even if this rule does exist, a partnership of two level 2 artificers could, RAW, knock out bag of holding bombs daily while still providing a lucrative tattoo service on the side.
In combat artificers get armour, weapons and constitution saving throws, and that's before accessing some, IMO, op infusion options at level 2. In a world in which characters could use abilities in logically marketable ways, who but the very rich or the foolish would start their careers as wizards?
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RAW a 2nd level artificer can infuse an item and even use the replicate item option to infuse any common magic item (for which the artificer knows the infusion) excluding options of potions and scrolls ... and do it for any character, PC or NPC, to use.
RAW this means that an artificer can infuse spellwrought tattoos to get around the no scrolls embargo by infusing consumables with even more versatility than scrolls. RAW, valuable tattoos for the find familiar spell can be sold and, if there are enough artificers, adventuring parties can get any number of tattoos for reaction spells like shield and absorb elements or to allow high constitution characters like fighters, as needed, to cast concentration spells like bless.
RAW two artificers that know the bag of holding infusion, or one artificer who has somehow gained this knowledge twice, can make a bag of holding bomb.
In all these conditions, artificers would suddenly become extremely marketable at level 2. Various rules for producing consumable magic items typically have considerable time and material cost requirements. RAW, artificers can produce multiple consumables (with a potential shelf life) every day potentially enabling any first level spell being produced by any class or allowing the use of a bomb/portal device that could take out a tarasque.
Tattoo's would lose power when another one using that same infusion is made, magical tattoo's do not circumvent this restriciton of infusions themselves in any way. And they would use themselves up if they say they do so in their item description.
Also. Some DM's will consider any gone on use Tattoo as basically the same thing as scrolls and potions since they are essentially just a different version of those items so they may be banned. It is something for players to be aware of and ask their DM's about before just assuming they can be used.
So they are not any more marketable than a regular artificer. Also they can only pick up the same infusion more than once if the infusion says they can and to my knowledge there isn't one that allows for this.
That's what I'd suggest.
A regular artificer is phenomenally marketable even in out of combat situations in comparison to many other classes particularly due to their infusions especially of spellwrought tattoos (for spells like absorb elements, a potential lifesaver for a character, PC or N., who is set to face something like a dragon) and for bags of holding.
I don't know of a rule to say that "they can only pick up the same infusion more than once if the infusion says they can..." but, even if this rule does exist, a partnership of two level 2 artificers could, RAW, knock out bag of holding bombs daily while still providing a lucrative tattoo service on the side.
In combat artificers get armour, weapons and constitution saving throws, and that's before accessing some, IMO, op infusion options at level 2. In a world in which characters could use abilities in logically marketable ways, who but the very rich or the foolish would start their careers as wizards?