if used on a weapon, would the weapon count as a magic weapon for the purpose of the the battle smiths Battle Ready feature ("When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.)
I'm sure this will seem counter-intuitive but the Magical Tinkering feature never actually specifies that any object you use the feature on becomes a magical object, so a weapon wouldn't be considered magical even if you used Magical Tinkering on it I don't think.
Object most be tiny for magic tinkering to work. Not a lot of tiny weapons but otherwise it going fall into the ask your DM category.
All weapons PCs can use are size tiny otherwise your not able to hold them as they would turn into size small or medium and would occupy the same space as you. Yes some weapons are rather large but for the purposes of being a weapon they need to be considered two sizes smaller in a three dimensional space and most, a size tiny creature or object needs to take up less than a quater of a 5 square foot area witch all weapons so not take up more than a quater of a 5 square foot area
Yes, because those weapons that share those effects are actual magic items.
You were asking if using the Magical Tinkering feature on a weapon made that weapon a magic one legal for use with the Battle Smith's Battle Ready feature. Assuming for a moment that you could target a non-magical weapon with Magical Tinkering, RAW the feature never actually states that the non-magical item you use the feature on becomes a magic item. The only artificer feature that actually does specify that the targeted non-magical item turns into a magic item is the Infuse Item feature.
My point is that weapons do not have a size category at all which means that realistically it's ineligible for magic tinkering. I would probably allow it to be applied to any one handed weapon or at least part of a weapon but definitely in DM fiat territory. What I allow it to count as magical damage? No with a maybe if try something actually clever.
well actually everything has a size depending on how much space it takes up for the purpose of carrying a item it has to be tiny because players are medium (there are features that can make them count as small or large but they are all medium sized) if items like weapons were any size small or larger that player would not be able to be in the same space as them so most items count as size tiny or smaller, this is reinforced by the fact that take up less than 1% of the space in a space of five cubic feet, also discussing it with other people, a magic item of any type including weapons is a item that has been enchanted or infused by magic witch is what the feature does, infuse a item with magic.
That is a DM ruling not a rule. If a player used animate object on a bunch of weapons and you asked 100 DMs what size they Counted as you would get 100 different answers.
The only reference we have is a chart that has not points of reference itself.
Using animate objects on something like a longsword would be size tiny, maybe a great sword or maul would be small, but almost no one sould use the tiny version of that spell weapons due to weight/ cost, the best thing to use it with is caltops or ball bearings
The DM's Guide has a section on Objects and statistics for them, starting on page 246. It includes a table for determining an object's hit points depending on its size.
Among the examples listed to help determine an object's size, bottles and locks are considered Tiny objects, chests and lutes are Small, barrels and chandeliers are Medium, and carts and 10x10 windows are Large.
A longsword is definitely closer in size to a lute than to a bottle, but a dagger is more the size of a bottle. I think a reasonable enough breakdown of weapon sizes based on these standards is that any simple melee weapon that does 1d4 damage and any ranged weapon that does 1 or 1d4 damage is Tiny, the rest are Small.
Regardless, assuming you could use Magical Tinkering on a non-magical weapon, there's still nothing in the wording of the Magical Tinkering feature that says a targeted item becomes magic item. Ignoring this aspect of the feature doesn't make it untrue.
I’d say anything smaller than a longsword/rapier would count as tiny for me. This would be all 1d6 weapons except for Spears and quarter staves, since they are so long. I’d also count the light crossbow, war hammer, war pick, Morningstar to be tiny too. These weapons seem to be able to be about 2.5 ft or less on their longest dimension after a quick google search.
magical tinkering does not turn the object into a magic item, even though it does say you bestow magic upon the object.
Consider that a similar effect is happening if the continual flame spell is casted on a weapon. While the weapon would have an light effect on it until the spell is dispelled, it’s not actually a magic item. Just a non magical item with a spell effecting it.
Yes, because those weapons that share those effects are actual magic items.
You were asking if using the Magical Tinkering feature on a weapon made that weapon a magic one legal for use with the Battle Smith's Battle Ready feature. Assuming for a moment that you could target a non-magical weapon with Magical Tinkering, RAW the feature never actually states that the non-magical item you use the feature on becomes a magic item. The only artificer feature that actually does specify that the targeted non-magical item turns into a magic item is the Infuse Item feature.
But as always, your DM has the final say in this.
Magical Tinkering does indeed transform the non-magical item into a magical item simply because you cannot a second Magical Tinkering ability onto the same item because it is now magical.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Yes, because those weapons that share those effects are actual magic items.
You were asking if using the Magical Tinkering feature on a weapon made that weapon a magic one legal for use with the Battle Smith's Battle Ready feature. Assuming for a moment that you could target a non-magical weapon with Magical Tinkering, RAW the feature never actually states that the non-magical item you use the feature on becomes a magic item. The only artificer feature that actually does specify that the targeted non-magical item turns into a magic item is the Infuse Item feature.
But as always, your DM has the final say in this.
Magical Tinkering does indeed transform the non-magical item into a magical item simply because you cannot a second Magical Tinkering ability onto the same item because it is now magical.
Magical Tinkering:
You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
[...]
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Magical Tinkering bestows a nonmagical object with a "magical property." While it does state an object can only hold one of these properties at a time It doesn't specifically state the item itself becomes magical.
Infusing an Item:
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. [...]
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. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Infusing an item puts an infusion on a nonmagical item and specifically states the item becomes magical and that an object can only bear one infusion at a time.
Seeing as one Artificer feature specifically calls out the item as magical and the other one does not I'm inclined to think this difference is intentional and that Magical Tinkering is not intended to make items into "Magical Items."
I'm both too late and too drunk for this discussion, but if an item is bestowed with a magical property itself, shouldn't it be considered magical? even if said property is as small as a magical tinkering
I don't think the Continual Flame argument holds, because the spell makes flames erupt from some item. The power is still coming entirely from the spell and I would say it's merely surrounding the item rather than being produced inherently from it, while the Magical Tinkering feature says that the item itself is bestowed with a magical property.
Even if somehow the item doesn't become magical (maybe the effect is just way too weak, that's a fair assumption), comparing it to Continual Flame is not valid IMHO
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if used on a weapon, would the weapon count as a magic weapon for the purpose of the the battle smiths Battle Ready feature ("When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.)
I'm sure this will seem counter-intuitive but the Magical Tinkering feature never actually specifies that any object you use the feature on becomes a magical object, so a weapon wouldn't be considered magical even if you used Magical Tinkering on it I don't think.
Granted, I'm only basing this on the fact that features like the Spell-Storing Item or the artillerist's Arcane Firearm don't inherently turn their base item into a magical object.
All weapons PCs can use are size tiny otherwise your not able to hold them as they would turn into size small or medium and would occupy the same space as you. Yes some weapons are rather large but for the purposes of being a weapon they need to be considered two sizes smaller in a three dimensional space and most, a size tiny creature or object needs to take up less than a quater of a 5 square foot area witch all weapons so not take up more than a quater of a 5 square foot area
@Derek true but some weapons that are magic items share those effects
Yes, because those weapons that share those effects are actual magic items.
You were asking if using the Magical Tinkering feature on a weapon made that weapon a magic one legal for use with the Battle Smith's Battle Ready feature. Assuming for a moment that you could target a non-magical weapon with Magical Tinkering, RAW the feature never actually states that the non-magical item you use the feature on becomes a magic item. The only artificer feature that actually does specify that the targeted non-magical item turns into a magic item is the Infuse Item feature.
But as always, your DM has the final say in this.
well actually everything has a size depending on how much space it takes up for the purpose of carrying a item it has to be tiny because players are medium (there are features that can make them count as small or large but they are all medium sized) if items like weapons were any size small or larger that player would not be able to be in the same space as them so most items count as size tiny or smaller, this is reinforced by the fact that take up less than 1% of the space in a space of five cubic feet, also discussing it with other people, a magic item of any type including weapons is a item that has been enchanted or infused by magic witch is what the feature does, infuse a item with magic.
Using animate objects on something like a longsword would be size tiny, maybe a great sword or maul would be small, but almost no one sould use the tiny version of that spell weapons due to weight/ cost, the best thing to use it with is caltops or ball bearings
The DM's Guide has a section on Objects and statistics for them, starting on page 246. It includes a table for determining an object's hit points depending on its size.
Among the examples listed to help determine an object's size, bottles and locks are considered Tiny objects, chests and lutes are Small, barrels and chandeliers are Medium, and carts and 10x10 windows are Large.
A longsword is definitely closer in size to a lute than to a bottle, but a dagger is more the size of a bottle. I think a reasonable enough breakdown of weapon sizes based on these standards is that any simple melee weapon that does 1d4 damage and any ranged weapon that does 1 or 1d4 damage is Tiny, the rest are Small.
Regardless, assuming you could use Magical Tinkering on a non-magical weapon, there's still nothing in the wording of the Magical Tinkering feature that says a targeted item becomes magic item. Ignoring this aspect of the feature doesn't make it untrue.
The flying sword is an animated long sword.
its size category is stated to be small.
I’d say anything smaller than a longsword/rapier would count as tiny for me. This would be all 1d6 weapons except for Spears and quarter staves, since they are so long. I’d also count the light crossbow, war hammer, war pick, Morningstar to be tiny too. These weapons seem to be able to be about 2.5 ft or less on their longest dimension after a quick google search.
magical tinkering does not turn the object into a magic item, even though it does say you bestow magic upon the object.
Consider that a similar effect is happening if the continual flame spell is casted on a weapon. While the weapon would have an light effect on it until the spell is dispelled, it’s not actually a magic item. Just a non magical item with a spell effecting it.
Magical Tinkering does indeed transform the non-magical item into a magical item simply because you cannot a second Magical Tinkering ability onto the same item because it is now magical.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Magical Tinkering:
Magical Tinkering bestows a nonmagical object with a "magical property." While it does state an object can only hold one of these properties at a time It doesn't specifically state the item itself becomes magical.
Infusing an Item:
Infusing an item puts an infusion on a nonmagical item and specifically states the item becomes magical and that an object can only bear one infusion at a time.
Seeing as one Artificer feature specifically calls out the item as magical and the other one does not I'm inclined to think this difference is intentional and that Magical Tinkering is not intended to make items into "Magical Items."
I'm both too late and too drunk for this discussion, but if an item is bestowed with a magical property itself, shouldn't it be considered magical? even if said property is as small as a magical tinkering
I don't think the Continual Flame argument holds, because the spell makes flames erupt from some item. The power is still coming entirely from the spell and I would say it's merely surrounding the item rather than being produced inherently from it, while the Magical Tinkering feature says that the item itself is bestowed with a magical property.
Even if somehow the item doesn't become magical (maybe the effect is just way too weak, that's a fair assumption), comparing it to Continual Flame is not valid IMHO