The number of infusions an artificer can have active is limited for a reason - they are not the magic lending shop for the party. They have enough infusions to power themselves and keep themselves in basic magical gear. They do not have enough to go around passing out infusions. Looking back at the OP the triton wants the returning weapon infusion - robbing you of your only non cantrip permanent offensive capability ( do you really want to throw that mundane javelin and then run into the midst of the melee to retrieve it?) ( a side note - you can’t have 2 of the same infusion active at once so if the triton gets a returning trident you’ve lost the returning javelin). The Paladin wants the enhanced armor infusion To improve its AC ( by L10 it should have at least plate (AC18), possibly plate and shield (AC 20) and maybe magical (+1/2) plate (& shield) (AC 19-24) while you barely have AC 17 (18 w/ the infusion). If he gets it and you don’t you have to stay back at range just for your own protection. Then the Wizard wants winged boots so she can fly around being a relatively unarmored target for spells and missiles so she can get taken out quickly and easily. Leaving you with the gauntlets of ogre power to counter your 8 STR as you throw your (non-returning mundane) javelin, cast your 9 spells of L1-3 and your 3 cantrips all from the safety of the back row until the foes sneak someone around your party to attack the back row in which case your probably the (reduced) best the team has to avoid a roll up. If you use those infusions to power up yourself instead Creating a homunculus servant with the 4th infusion that can grant advantage to the triton/Paladin/Wizard/ yourself as needed. Do let your party have first shot at magic items maybe even let them take all/most of the regularly useful “good stuff” while you take all the situational stuff and pass that out as situations are called for. Do take spells like magic weapon so you can caste them from the rear safer zone to help the party.
as for the ephemeral infusion have fun homebrewing but don’t expect to actually see it in any formal form. You are more likely to see WOtC errata out the use of infusions for any consumable whether it be potions, scrolls or tattoos or other consumable common/uncommon items than you are to see such a spell.
The number of infusions an artificer can have active is limited for a reason - they are not the magic lending shop for the party. They have enough infusions to power themselves and keep themselves in basic magical gear. They do not have enough to go around passing out infusions. Looking back at the OP the triton wants the returning weapon infusion - robbing you of your only non cantrip permanent offensive capability ( do you really want to throw that mundane javelin and then run into the midst of the melee to retrieve it?) ( a side note - you can’t have 2 of the same infusion active at once so if the triton gets a returning trident you’ve lost the returning javelin). The Paladin wants the enhanced armor infusion To improve its AC ( by L10 it should have at least plate (AC18), possibly plate and shield (AC 20) and maybe magical (+1/2) plate (& shield) (AC 19-24) while you barely have AC 17 (18 w/ the infusion). If he gets it and you don’t you have to stay back at range just for your own protection. Then the Wizard wants winged boots so she can fly around being a relatively unarmored target for spells and missiles so she can get taken out quickly and easily. Leaving you with the gauntlets of ogre power to counter your 8 STR as you throw your (non-returning mundane) javelin, cast your 9 spells of L1-3 and your 3 cantrips all from the safety of the back row until the foes sneak someone around your party to attack the back row in which case your probably the (reduced) best the team has to avoid a roll up. If you use those infusions to power up yourself instead Creating a homunculus servant with the 4th infusion that can grant advantage to the triton/Paladin/Wizard/ yourself as needed. Do let your party have first shot at magic items maybe even let them take all/most of the regularly useful “good stuff” while you take all the situational stuff and pass that out as situations are called for. Do take spells like magic weapon so you can caste them from the rear safer zone to help the party.
as for the ephemeral infusion have fun homebrewing but don’t expect to actually see it in any formal form. You are more likely to see WOtC errata out the use of infusions for any consumable whether it be potions, scrolls or tattoos or other consumable common/uncommon items than you are to see such a spell.
Wisea$$ DM and Player since 1979.
Yeah, of course, I don't expect it to become official anywhere. Just throwing it out there for others to play with if they're interested.