I am having trouble infusing a Spellwrought Tattoo Cantrip from Tashas. I want to give my artificer Eldritch Blast with the tattoo, but I can't find any drop down menu where I can select Eldritch Blast or indeed any other cantrip for the infusion. Am I missing something? Is there a work-around I could do?
I need some clarification on the infuse item ability. I'm able to cast it and infuse an item once per day. Does that mean I can only have one of that item or can I do thr same infusion once per day but as long as I remember that I've infused an item up to my number of infusions can I keep them all active. I.e. I infuse an item day 1, day 2 i do the same thing with another of that item. do I have 2 of that item now or does the first one wear off?? May or may not have broken a Wizard market place with a collection of alchemist jugs and need to know if my character is in trouble.
I need some clarification on the infuse item ability. I'm able to cast it and infuse an item once per day. Does that mean I can only have one of that item or can I do thr same infusion once per day but as long as I remember that I've infused an item up to my number of infusions can I keep them all active. I.e. I infuse an item day 1, day 2 i do the same thing with another of that item. do I have 2 of that item now or does the first one wear off?? May or may not have broken a Wizard market place with a collection of alchemist jugs and need to know if my character is in trouble.
is it possible to make 2 darkvision goggle infusions the save time?
Like I said in the reply immediately preceding yours - you can only put each of your infusions into one object. In order to be able to make 2 Goggles of Night - you would need to choose to know the infusion twice - and I don't even know if DNDBeyond will let you do that (the rules aren't especially clear on allowing it either).
is it possible to make 2 darkvision goggle infusions the save time?
Like I said in the reply immediately preceding yours - you can only put each of your infusions into one object. In order to be able to make 2 Goggles of Night - you would need to choose to know the infusion twice - and I don't even know if DNDBeyond will let you do that (the rules aren't especially clear on allowing it either).
Ah, good to know, thanks. I was a bit confused a while ago.
The problem is there isn't even good workarounds for some of these problems.
For instance, I was trying to infuse my Thunder Gauntlets. DNDB already added two entries to my attack block (one using str, one using int). But the infusion drop down for weapons needs an actual weapon.
So I tried to create a homebrew weapon so it can be selected. But all weapons need to be based off an existing weapon; so the closest would be the greatclub with 1d8 damage. But you can't modify the damage type (to thunder) nor can a weapon be changed to use INT as the bonus modifier so it will never have the correct bonuses.
I CAN add a custom attack on the character sheet which allows the different damage types and bonuses, but it's not an item so it can't be infused.
It's just a huge limitation of the homebrew creation tools. They offer some modifications in one place and a different set somewhere else. They need to allow truly customization.
Ok, so I have been messing around with an Artificer for a while, and I see a lot of confusion about the 9th level class ability.
While it isn't exactly a straightforward solution (and as some have said it is often easier to keep track of some of these things on paper than DnDB) I have a, solution that works for me.
When you reach level 9 and you have to "Split" your armour apart into it's various parts, I find the easiest method of doing this to literally add items to represent them to your inventory, for example you can add a basic Helm, and give it the Helm of Awareness infusion, basic boots can be added and made into the Boots of the Winding Path, then rename, equip and attune to them as you would normally.
When it comes to your suit's "Special Weapon" though you have to be a little bit more creative, add any basic weapon to you inventory (it really doesn't matter what it is), I add a club, give it the Enhanced Weapon infusion and rename it, but do not display it as an attack (or equip it, that isn't necessary). I then simply go to the Attacks section of the sheet and give my Gauntlets the +2 bonus to Attack and Damage in the Customisation section. Now I have all the infusions for my expanded armour, on the online sheet their benefits are displayed and taken into account.
You have to effectively "ignore" your first two infusion uses as 9th level gives you two special ones that can only be used on your armour but these do not appear on the sheet.
Here is my tester sheet as an example where hopefully you can see what I have done and hopefully this will make sense to people and be of use :)
As I have a question of my own and I don't want to confuse things by just tacking it onto the same post i just made, I'll ask it separately.
My question comes down to Magical Armours, say an armourer is wearing Dwarven Plate, level 9 comes around and these parts become split, do the Gauntlets, Boots and Helm still remain Magical Items (Unable to be infused), or does just the Chest remain magical?
As I have a question of my own and I don't want to confuse things by just tacking it onto the same post i just made, I'll ask it separately.
My question comes down to Magical Armours, say an armourer is wearing Dwarven Plate, level 9 comes around and these parts become split, do the Gauntlets, Boots and Helm still remain Magical Items (Unable to be infused), or does just the Chest remain magical?
The parts of the armor don't actually split. The suit still envelops the entire body, and the helmet is still retractable with a bonus action. The only change is those four parts now count as separate items for the purpose of infusing them. They're still all part of a magical suit of armor, so they cannot be infused.
The reason for that is because some infusions require a suit of armor or a robe to be worn. That terminology is so those infusions can still be used.
It's a weird subclass. Like a lot of stuff in Tasha's, it's poorly worded and unclear how it's supposed to function. Honestly, it's just not a good book. As a DM, I feel like I have to work a lot harder to make the stuff that appears in it to work.
And I don't even like the artificer as a class, but I'm playing one right now because three of my players have or are right now so I'm trying to find the appeal for them.
I have been searching around for an answer to this for a while and the results seem very much 50:50, some say no, the whole thing remains magical. Others say that, as per the wording, armour refers to the chest portion, so that part remains magical and the others can then be infused.
A sentence more to say either way is all it would need to stop the confusion. Or else it seems that it’s down to DM’s choice.
Since artificers can share the infused items with others after infusing... Is there a way to add those infused items to a non-artificer character sheet (for the infusions that aren't just replicating existing magic items from the DMG/XGTE)?
You could make them as magic items, which also allows you to give them out as treasure as the DM.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
My player wants to have an infusion of 'replicate magic item' and wants an Alchemy Jug. It's listed as an option in Tasha's but it's not on the list in the character builder. Is there a way I can add this infusion to his character sheet?
I am having trouble infusing a Spellwrought Tattoo Cantrip from Tashas. I want to give my artificer Eldritch Blast with the tattoo, but I can't find any drop down menu where I can select Eldritch Blast or indeed any other cantrip for the infusion. Am I missing something? Is there a work-around I could do?
I'm having trouble with the Repeating Shot infusion. It's not adding the bonus to my light crossbow. Am I missing something?
ddb.ac/characters/51888896/rCN49l
You haven't attuned to it.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
I need some clarification on the infuse item ability. I'm able to cast it and infuse an item once per day. Does that mean I can only have one of that item or can I do thr same infusion once per day but as long as I remember that I've infused an item up to my number of infusions can I keep them all active. I.e. I infuse an item day 1, day 2 i do the same thing with another of that item. do I have 2 of that item now or does the first one wear off?? May or may not have broken a Wizard market place with a collection of alchemist jugs and need to know if my character is in trouble.
Infusing an Item:
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
is it possible to make 2 darkvision goggle infusions the save time?
Like I said in the reply immediately preceding yours - you can only put each of your infusions into one object. In order to be able to make 2 Goggles of Night - you would need to choose to know the infusion twice - and I don't even know if DNDBeyond will let you do that (the rules aren't especially clear on allowing it either).
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Ah, good to know, thanks. I was a bit confused a while ago.
Well, guess the party is going to have to outrun some very peeved wizards.
Better off hiring a Twilight Cleric if you need more than one set of Goggles of Night. ;)
The problem is there isn't even good workarounds for some of these problems.
For instance, I was trying to infuse my Thunder Gauntlets. DNDB already added two entries to my attack block (one using str, one using int). But the infusion drop down for weapons needs an actual weapon.
So I tried to create a homebrew weapon so it can be selected. But all weapons need to be based off an existing weapon; so the closest would be the greatclub with 1d8 damage. But you can't modify the damage type (to thunder) nor can a weapon be changed to use INT as the bonus modifier so it will never have the correct bonuses.
I CAN add a custom attack on the character sheet which allows the different damage types and bonuses, but it's not an item so it can't be infused.
It's just a huge limitation of the homebrew creation tools. They offer some modifications in one place and a different set somewhere else. They need to allow truly customization.
Ok, so I have been messing around with an Artificer for a while, and I see a lot of confusion about the 9th level class ability.
While it isn't exactly a straightforward solution (and as some have said it is often easier to keep track of some of these things on paper than DnDB) I have a, solution that works for me.
When you reach level 9 and you have to "Split" your armour apart into it's various parts, I find the easiest method of doing this to literally add items to represent them to your inventory, for example you can add a basic Helm, and give it the Helm of Awareness infusion, basic boots can be added and made into the Boots of the Winding Path, then rename, equip and attune to them as you would normally.
When it comes to your suit's "Special Weapon" though you have to be a little bit more creative, add any basic weapon to you inventory (it really doesn't matter what it is), I add a club, give it the Enhanced Weapon infusion and rename it, but do not display it as an attack (or equip it, that isn't necessary). I then simply go to the Attacks section of the sheet and give my Gauntlets the +2 bonus to Attack and Damage in the Customisation section. Now I have all the infusions for my expanded armour, on the online sheet their benefits are displayed and taken into account.
You have to effectively "ignore" your first two infusion uses as 9th level gives you two special ones that can only be used on your armour but these do not appear on the sheet.
Here is my tester sheet as an example where hopefully you can see what I have done and hopefully this will make sense to people and be of use :)
https://ddb.ac/characters/54450954/5ZjT62
As I have a question of my own and I don't want to confuse things by just tacking it onto the same post i just made, I'll ask it separately.
My question comes down to Magical Armours, say an armourer is wearing Dwarven Plate, level 9 comes around and these parts become split, do the Gauntlets, Boots and Helm still remain Magical Items (Unable to be infused), or does just the Chest remain magical?
The parts of the armor don't actually split. The suit still envelops the entire body, and the helmet is still retractable with a bonus action. The only change is those four parts now count as separate items for the purpose of infusing them. They're still all part of a magical suit of armor, so they cannot be infused.
Thanks for the answer. I know they don’t actually split, it is just the best word to describe what happens in regards to infusions.
I was just confused because the description itself calls the armour the chest, and the others separate.
The reason for that is because some infusions require a suit of armor or a robe to be worn. That terminology is so those infusions can still be used.
It's a weird subclass. Like a lot of stuff in Tasha's, it's poorly worded and unclear how it's supposed to function. Honestly, it's just not a good book. As a DM, I feel like I have to work a lot harder to make the stuff that appears in it to work.
And I don't even like the artificer as a class, but I'm playing one right now because three of my players have or are right now so I'm trying to find the appeal for them.
I have been searching around for an answer to this for a while and the results seem very much 50:50, some say no, the whole thing remains magical. Others say that, as per the wording, armour refers to the chest portion, so that part remains magical and the others can then be infused.
A sentence more to say either way is all it would need to stop the confusion. Or else it seems that it’s down to DM’s choice.
You could make them as magic items, which also allows you to give them out as treasure as the DM.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
My player wants to have an infusion of 'replicate magic item' and wants an Alchemy Jug. It's listed as an option in Tasha's but it's not on the list in the character builder. Is there a way I can add this infusion to his character sheet?
I believe for that one you need to enable it in "Optional Class Features"