I'm not sure why people are comparing Warlock invocations to Artificer Infusions? They're not really the same thing.
Warlock Invocations generally improve what Warlocks are already very good at, or give extra spells with bonus castings.
Infusions give an Artificer "free" magic items with a range of good, but not always huge effects (generally equivalent to common and uncommon magic items), but they're often best given to allies rather than used on yourself.
The weird thing with Artificer infusions is how they balance in a campaign; if your DM hands out magic items frequently, then infusions become less valuable quickly, whereas in campaigns with few (or no) magic items they're extremely valuable. This is similar to the Way of the Kensei Monk's Sharpen the Blade ability (spend Ki to make a weapon magic +1/+2/+3 for a minute) which is valuable if not all of your weapons are magic, but less valuable if the DM just gives you a pile of magic weapons early on.
Rollback Post to RevisionRollBack
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
All the subclasses are good except alchemist, honestly if the randomness was taken away it would pretty much fix it
I am not a big fan of the random "free" ones but the mechanic of making other elixirs on demand for a spell slot means that functionally they are just another 6 spells available to you - some better than others.
I mean sure you will usually find some use for the random ones but the real goodness here is in problem solving or preparing for a known upcoming combat. If you are in the role of party investigator the way it frees up your known spell slots to be taking ritual spells is also very nice - its hard to imagine why an Alchemist would ever bother to prepare a spell like Alter Self (or Disguise Self) when they can do it another way and that means its a lot easier to prepare other utility spells.
If your game is very combat heavy then the action economy of elixirs may hold them back but even then the freedom from the constraints of concentration seems like a fair trade. If your game leans more heavily on the other pillars I think Alchemists are very strong. Having been playing a battlesmith I think my next character will be an alchemist, I will miss the Steel Defender but the elixirs really are very good.
They get 6, ( know 12) but change on long rest. The issue with this is for example, if another player needs darkvision goggles, meaning you need to wait 8 hours to swap. However in that 8 hours it switches from night to daytime. There are many example of this, making it very limited
What does taht have to do with the fact that warlocks still don't get *any* infusions? And being able to choose 12 very powerful magic items that you get for free needs to be somewhat limited to not be overpowered.
It's not "for free", it what artificer has as its class features. If they didn't have it it would be a significantly underpowered class compared to the rest. Also if the DM gives out magic items like candy it makes this class worse. I am simply stating some issues I had with the system.
Epic boons you aren't supposed to get for "free" but Warlock gets invocations. See what I did there?
Also, the magic items you get to choose as artificers aren't crazy, you cant get a vorpal sword or anything. Just stuff like a bag of holding. I have to ask, have you even checked the list of items artificer can duplicate?
I'd argue that the DM giving magic items out like candy doesn't make the Artificer worse it just means the Artificer doesn't have to dedicate infusions known for those kinds of items. They can pick more flavorful or situational infusions instead of feeling like they need to dedicate one of their 6 active infusion slots to something like Enhanced Defense.
And (in a similar manner to Eldritch Invocations) Infusions known can be replaced on level up.
In terms of the power of magic items Artificers can get through the replicate magic item infusion:
Levels 2 - 10: allow only Common or Uncommon magic items that are on the list (or any Common magic item in Xanathar's). Level 10 - 14: is still mostly just Common and Uncommon but now adds a single Rare magic item now available the Ventilating Lungs. Level 14: Introduces some Rare magic item options to the list.
Infusions do not give any Very Rare or Legendary magic items as options.
Infusions are more flexible than Eldritch Invocations and unlike Eldritch Invocations can be shared with other players. Some Infusions are better than some Eldritch Invocations, some invocations are better than some infusions (Devil's Sight anyone?) But if we're comparing Artificers to Warlocks it's important to note that Artificers don't get anything like Mystic Arcanum spells. (With the exception of Alchemist with one specific 6th level spell)
They get 6, ( know 12) but change on long rest. The issue with this is for example, if another player needs darkvision goggles, meaning you need to wait 8 hours to swap. However in that 8 hours it switches from night to daytime. There are many example of this, making it very limited
What does taht have to do with the fact that warlocks still don't get *any* infusions? And being able to choose 12 very powerful magic items that you get for free needs to be somewhat limited to not be overpowered.
It's not "for free", it what artificer has as its class features. If they didn't have it it would be a significantly underpowered class compared to the rest. Also if the DM gives out magic items like candy it makes this class worse. I am simply stating some issues I had with the system.
Yes, for free. Sure, they might have to pay for a mundande sword or a pair of boots but that's what, a few gold? And actually, if the DM hands out lots of magic items it gets even better since then you can really choose to fill up any and all gaps.
Epic boons you aren't supposed to get for "free" but Warlock gets invocations. See what I did there?
Actually no. What you just said makes no sense what so ever. Do I need to remind you that you were the one complaining that Warlocks had Warlock abilities that the Artificer don't have an I merely pointed out the fact that that goes both ways? That's how the class system works. Some classes get maany cantrips, some get fewer, some get none at all. These classes get other abilities.
Also, the magic items you get to choose as artificers aren't crazy, you cant get a vorpal sword or anything. Just stuff like a bag of holding. I have to ask, have you even checked the list of items artificer can duplicate?
Lol. Yeah, because being able to raise your strength from 8 to 21 is completely pointless, right? And rings of mind shielding, Bracers of Defence and Boots of Speed is just so crappy, right? Have *you* actually read the list all the way to the end? *G*
They get 6, ( know 12) but change on long rest. The issue with this is for example, if another player needs darkvision goggles, meaning you need to wait 8 hours to swap. However in that 8 hours it switches from night to daytime. There are many example of this, making it very limited
What does taht have to do with the fact that warlocks still don't get *any* infusions? And being able to choose 12 very powerful magic items that you get for free needs to be somewhat limited to not be overpowered.
It's not "for free", it what artificer has as its class features. If they didn't have it it would be a significantly underpowered class compared to the rest. Also if the DM gives out magic items like candy it makes this class worse. I am simply stating some issues I had with the system.
Yes, for free. Sure, they might have to pay for a mundande sword or a pair of boots but that's what, a few gold? And actually, if the DM hands out lots of magic items it gets even better since then you can really choose to fill up any and all gaps.
Epic boons you aren't supposed to get for "free" but Warlock gets invocations. See what I did there?
Actually no. What you just said makes no sense what so ever. Do I need to remind you that you were the one complaining that Warlocks had Warlock abilities that the Artificer don't have an I merely pointed out the fact that that goes both ways? That's how the class system works. Some classes get maany cantrips, some get fewer, some get none at all. These classes get other abilities.
Also, the magic items you get to choose as artificers aren't crazy, you cant get a vorpal sword or anything. Just stuff like a bag of holding. I have to ask, have you even checked the list of items artificer can duplicate?
Lol. Yeah, because being able to raise your strength from 8 to 21 is completely pointless, right? And rings of mind shielding, Bracers of Defence and Boots of Speed is just so crappy, right? Have *you* actually read the list all the way to the end? *G*
YOU FELL VICTIM TO ONE OF THE CLASSIC BLUNDERS!
First off artificer does not use strength soo.... waste of attunement ?
armorer lacks need of it anyway
and by the time they are 14th level, I bet the barbarian has decent strength
They get 6, ( know 12) but change on long rest. The issue with this is for example, if another player needs darkvision goggles, meaning you need to wait 8 hours to swap. However in that 8 hours it switches from night to daytime. There are many example of this, making it very limited
What does taht have to do with the fact that warlocks still don't get *any* infusions? And being able to choose 12 very powerful magic items that you get for free needs to be somewhat limited to not be overpowered.
It's not "for free", it what artificer has as its class features. If they didn't have it it would be a significantly underpowered class compared to the rest. Also if the DM gives out magic items like candy it makes this class worse. I am simply stating some issues I had with the system.
Yes, for free. Sure, they might have to pay for a mundande sword or a pair of boots but that's what, a few gold? And actually, if the DM hands out lots of magic items it gets even better since then you can really choose to fill up any and all gaps.
Epic boons you aren't supposed to get for "free" but Warlock gets invocations. See what I did there?
Actually no. What you just said makes no sense what so ever. Do I need to remind you that you were the one complaining that Warlocks had Warlock abilities that the Artificer don't have an I merely pointed out the fact that that goes both ways? That's how the class system works. Some classes get maany cantrips, some get fewer, some get none at all. These classes get other abilities.
Also, the magic items you get to choose as artificers aren't crazy, you cant get a vorpal sword or anything. Just stuff like a bag of holding. I have to ask, have you even checked the list of items artificer can duplicate?
Lol. Yeah, because being able to raise your strength from 8 to 21 is completely pointless, right? And rings of mind shielding, Bracers of Defence and Boots of Speed is just so crappy, right? Have *you* actually read the list all the way to the end? *G*
YOU FELL VICTIM TO ONE OF THE CLASSIC BLUNDERS!
Trying to make sense of something someone says on the internet? Yeah, perhaps.
First off artificer does not use strength soo.... waste of attunement ?
armorer lacks need of it anyway
and by the time they are 14th level, I bet the barbarian has decent strength
Nice non sequitur. BOHGS is objectively a good item but sure, your argument of "lol, barbarian strong" trumps everything, I guess.
No one said it was a bad thing. They said its value changes based on the setting.
If your party gets a lot of magic items, it's less valuable. That doesn't mean it has no value or there's nothing good you can make. It just means it's not as good as a situation where your party has almost no magic items.
Let's take that BOHGS. Is it good? Sure. That's not the question. It's whether it's a better choice than the other items your party is already attuned to.
I have a level 15 Armorer. I can already sub in INT for STR checks via the Armor of Magical Strength infusion and between my infusions and my actual magic items, something has to be REALLY GOOD to warrant an attunement slot, even with the extras I get. BOHGS just doesn't make the cut.
We also have a Paladin. He's currently attuned to a Holy Avenger, an Amulet of Health, and a Ring of Evasion. He also has 20 STR. He would not trade any of those for any of my infusions, and no one else in the party needs STR enough to give up something they're already using an attunement slot on. They've had 15 levels to fill out their slots with the ideal items for their character. They don't want to give those up.
Now I'm not saying my infusions are useless. I'd say even in this campaign it's tied with Spell Storing Item for my best feature. But if we were in a low magic campaign, the party would be falling over themselves to get my infusions. They'd be even more valuable.
I just wish that WotC had give the Artificer a couple unique to Artificer spells, like every other 1/2 caster got . . .
What kind of spells would you expect?
I'm not sure Artificers desperately need unique spells; Paladins hardly use theirs anyway, as they basically do similar things to Divine Smite, meanwhile the unique spells for Rangers are arguably one of their key features. Artificers' already have infusions so I'm not sure how much they need?
I think any unique spells would probably be utility/repair oriented, as you'd need to justify why a spell should be only for artificers? Maybe a superior full spell version of Mending (repairs more or repairs multiple)?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Paladins and Hunters did NOT need unique spells but they got them anyways. Artificer's should have gotten a few spells that manipulate or enhance items and/or constructs (like the Steel Defender or Homonculus)
The Artificer is a 1/2 CASTER with very little deference to the spellcaster part.
I have already homebrewed several spells which include Alter Infusion (change your infusion for another you know), Arcane Weapon (modified from original), Repair Item (Enhanced Mending spell), Inflict Damage (Item/Construct specific damaging spell). I have plans for more, but it would be nice to see some added offocially.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I just wish that WotC had give the Artificer a couple unique to Artificer spells, like every other 1/2 caster got . . .
What kind of spells would you expect?
I'm not sure Artificers desperately need unique spells; Paladins hardly use theirs anyway, as they basically do similar things to Divine Smite, meanwhile the unique spells for Rangers are arguably one of their key features. Artificers' already have infusions so I'm not sure how much they need?
I think any unique spells would probably be utility/repair oriented, as you'd need to justify why a spell should be only for artificers? Maybe a superior full spell version of Mending (repairs more or repairs multiple)?
A spell that could do something like Mending but with a casting time of an action instead of a minute would be nice.
I've seen the idea of having a spell that lets you infuse an additional item for a hour or so mentioned a few times for those infusions that are worth knowing but the need of them comes up pretty rarely.
The opposite could be true as well, use an infusion slot to extend a pseudo sort of permanency to a chosen Artificer spell. There would have to be some restrictions on what spells this could work with, don't know what off the top of my head.
Spells that target/interact with magic items would be fantastic and very thematic to be Artificer only spells. Remote activation (which mage hand explicitly cannot do), temporary disabling, anti-antimagic field, even permanent destruction.
A spell similar to Tiny Servant but offering specific customizable abilities (granting proficiencies, alternate movement speeds, etc). Note I'd be just as happy having that one be an infusion (say expanded options for the Homunculus Servant).
I just wish that WotC had give the Artificer a couple unique to Artificer spells, like every other 1/2 caster got . . .
What kind of spells would you expect?
I'm not sure Artificers desperately need unique spells; Paladins hardly use theirs anyway, as they basically do similar things to Divine Smite, meanwhile the unique spells for Rangers are arguably one of their key features. Artificers' already have infusions so I'm not sure how much they need?
I think any unique spells would probably be utility/repair oriented, as you'd need to justify why a spell should be only for artificers? Maybe a superior full spell version of Mending (repairs more or repairs multiple)?
The opposite could be true as well, use an infusion slot to extend a pseudo sort of permanency to a chosen Artificer spell. There would have to be some restrictions on what spells this could work with, don't know what off the top of my head.
Infusions pretty much is this already. Want to infuse the fly spell? Grab Winged Boots. Levitate? Boots of Levitation. Haste? Boots of Haste. Shield of Faith? Bracers of Defence. And so on. All it takes is a little reflavoring. :)
The opposite could be true as well, use an infusion slot to extend a pseudo sort of permanency to a chosen Artificer spell. There would have to be some restrictions on what spells this could work with, don't know what off the top of my head.
Infusions pretty much is this already. Want to infuse the fly spell? Grab Winged Boots. Levitate? Boots of Levitation. Haste? Boots of Haste. Shield of Faith? Bracers of Defence. And so on. All it takes is a little reflavoring. :)
I'd rather flavor it in the opposite direction. That this spell made permanent is an enchanted object or piece of equipment. The idea is to create new infusion options inspired by existing spells than simply reflavor existing infusions as spells made permanent.
That some spells already fit together that way just means the idea isn't too outlandish a concept to work with.
Enhanced Weapon is roughly equivalent to a permanent Magic Weapon spell. Why don't we have an applicable infusion for Elemental Weapon?
Being able to make a spell "permanent" as an infusion would give a lot of flexibility and options for new infusions. A way to expand things without just increasing the length Replicate Magic Item table. Not to mention conceptually it feels a little bit like actually designing your own magic items which to me is half the point of playing an Artificer character.
The opposite could be true as well, use an infusion slot to extend a pseudo sort of permanency to a chosen Artificer spell. There would have to be some restrictions on what spells this could work with, don't know what off the top of my head.
Infusions pretty much is this already. Want to infuse the fly spell? Grab Winged Boots. Levitate? Boots of Levitation. Haste? Boots of Haste. Shield of Faith? Bracers of Defence. And so on. All it takes is a little reflavoring. :)
I'd rather flavor it in the opposite direction. That this spell made permanent is an enchanted object or piece of equipment.
This is almost literally what an infusion is.
The idea is to create new infusion options inspired by existing spells than simply reflavor existing infusions as spells made permanent.
If you want to create new infusions, just talk to you DM. You are still more or less just reflavoring things though.
That some spells already fit together that way just means the idea isn't too outlandish a concept to work with.
What spells do what with what now?
Enhanced Weapon is roughly equivalent to a permanent Magic Weapon spell.
Exactly. So instead of having it be an "infusion", just call it a "permanent spell". Just like I suggested.
Ruleswise? Probably because it would be too powerful. But again, just talk to your DM.
Being able to make a spell "permanent" as an infusion would give a lot of flexibility and options for new infusions. A way to expand things without just increasing the length Replicate Magic Item table. Not to mention conceptually it feels a little bit like actually designing your own magic items which to me is half the point of playing an Artificer character.
Sooo, how is "making spells permanent through infused items" any different from "expand the list of available infusions"? You're just saying the same thing in two slightly different ways. I'm honestly not sure what you're trying to say.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I tend to agree, depending on subclass you can already have a Homonculous and a Steel Defender.
I'm not sure why people are comparing Warlock invocations to Artificer Infusions? They're not really the same thing.
Warlock Invocations generally improve what Warlocks are already very good at, or give extra spells with bonus castings.
Infusions give an Artificer "free" magic items with a range of good, but not always huge effects (generally equivalent to common and uncommon magic items), but they're often best given to allies rather than used on yourself.
The weird thing with Artificer infusions is how they balance in a campaign; if your DM hands out magic items frequently, then infusions become less valuable quickly, whereas in campaigns with few (or no) magic items they're extremely valuable. This is similar to the Way of the Kensei Monk's Sharpen the Blade ability (spend Ki to make a weapon magic +1/+2/+3 for a minute) which is valuable if not all of your weapons are magic, but less valuable if the DM just gives you a pile of magic weapons early on.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I am not a big fan of the random "free" ones but the mechanic of making other elixirs on demand for a spell slot means that functionally they are just another 6 spells available to you - some better than others.
I mean sure you will usually find some use for the random ones but the real goodness here is in problem solving or preparing for a known upcoming combat. If you are in the role of party investigator the way it frees up your known spell slots to be taking ritual spells is also very nice - its hard to imagine why an Alchemist would ever bother to prepare a spell like Alter Self (or Disguise Self) when they can do it another way and that means its a lot easier to prepare other utility spells.
If your game is very combat heavy then the action economy of elixirs may hold them back but even then the freedom from the constraints of concentration seems like a fair trade. If your game leans more heavily on the other pillars I think Alchemists are very strong. Having been playing a battlesmith I think my next character will be an alchemist, I will miss the Steel Defender but the elixirs really are very good.
It's not "for free", it what artificer has as its class features. If they didn't have it it would be a significantly underpowered class compared to the rest. Also if the DM gives out magic items like candy it makes this class worse. I am simply stating some issues I had with the system.
Epic boons you aren't supposed to get for "free" but Warlock gets invocations. See what I did there?
Also, the magic items you get to choose as artificers aren't crazy, you cant get a vorpal sword or anything. Just stuff like a bag of holding. I have to ask, have you even checked the list of items artificer can duplicate?
I'd argue that the DM giving magic items out like candy doesn't make the Artificer worse it just means the Artificer doesn't have to dedicate infusions known for those kinds of items. They can pick more flavorful or situational infusions instead of feeling like they need to dedicate one of their 6 active infusion slots to something like Enhanced Defense.
And (in a similar manner to Eldritch Invocations) Infusions known can be replaced on level up.
In terms of the power of magic items Artificers can get through the replicate magic item infusion:
Levels 2 - 10: allow only Common or Uncommon magic items that are on the list (or any Common magic item in Xanathar's).
Level 10 - 14: is still mostly just Common and Uncommon but now adds a single Rare magic item now available the Ventilating Lungs.
Level 14: Introduces some Rare magic item options to the list.
Infusions do not give any Very Rare or Legendary magic items as options.
Infusions are more flexible than Eldritch Invocations and unlike Eldritch Invocations can be shared with other players.
Some Infusions are better than some Eldritch Invocations, some invocations are better than some infusions (Devil's Sight anyone?)
But if we're comparing Artificers to Warlocks it's important to note that Artificers don't get anything like Mystic Arcanum spells. (With the exception of Alchemist with one specific 6th level spell)
Yes, for free. Sure, they might have to pay for a mundande sword or a pair of boots but that's what, a few gold? And actually, if the DM hands out lots of magic items it gets even better since then you can really choose to fill up any and all gaps.
Actually no. What you just said makes no sense what so ever. Do I need to remind you that you were the one complaining that Warlocks had Warlock abilities that the Artificer don't have an I merely pointed out the fact that that goes both ways? That's how the class system works. Some classes get maany cantrips, some get fewer, some get none at all. These classes get other abilities.
Lol. Yeah, because being able to raise your strength from 8 to 21 is completely pointless, right? And rings of mind shielding, Bracers of Defence and Boots of Speed is just so crappy, right? Have *you* actually read the list all the way to the end? *G*
YOU FELL VICTIM TO ONE OF THE CLASSIC BLUNDERS!
First off artificer does not use strength soo.... waste of attunement ?
armorer lacks need of it anyway
and by the time they are 14th level, I bet the barbarian has decent strength
Trying to make sense of something someone says on the internet? Yeah, perhaps.
Nice non sequitur. BOHGS is objectively a good item but sure, your argument of "lol, barbarian strong" trumps everything, I guess.
Well in that person's defense the average Artificer really doesn't need a high strength score
No, but you don't have to wear any of the items you create via Infusion yourself. You could give it to the party's Cleric or Paladin, for example.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I'm most curios about the whole "free magic items is a bad thing" when Artificer is pretty much the only class that can do that.
No one said it was a bad thing. They said its value changes based on the setting.
If your party gets a lot of magic items, it's less valuable. That doesn't mean it has no value or there's nothing good you can make. It just means it's not as good as a situation where your party has almost no magic items.
Let's take that BOHGS. Is it good? Sure. That's not the question. It's whether it's a better choice than the other items your party is already attuned to.
I have a level 15 Armorer. I can already sub in INT for STR checks via the Armor of Magical Strength infusion and between my infusions and my actual magic items, something has to be REALLY GOOD to warrant an attunement slot, even with the extras I get. BOHGS just doesn't make the cut.
We also have a Paladin. He's currently attuned to a Holy Avenger, an Amulet of Health, and a Ring of Evasion. He also has 20 STR. He would not trade any of those for any of my infusions, and no one else in the party needs STR enough to give up something they're already using an attunement slot on. They've had 15 levels to fill out their slots with the ideal items for their character. They don't want to give those up.
Now I'm not saying my infusions are useless. I'd say even in this campaign it's tied with Spell Storing Item for my best feature. But if we were in a low magic campaign, the party would be falling over themselves to get my infusions. They'd be even more valuable.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I just wish that WotC had give the Artificer a couple unique to Artificer spells, like every other 1/2 caster got . . .
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Hopefully that will get fixed in Tasha's Cauldron of Everything.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
What kind of spells would you expect?
I'm not sure Artificers desperately need unique spells; Paladins hardly use theirs anyway, as they basically do similar things to Divine Smite, meanwhile the unique spells for Rangers are arguably one of their key features. Artificers' already have infusions so I'm not sure how much they need?
I think any unique spells would probably be utility/repair oriented, as you'd need to justify why a spell should be only for artificers? Maybe a superior full spell version of Mending (repairs more or repairs multiple)?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Paladins and Hunters did NOT need unique spells but they got them anyways. Artificer's should have gotten a few spells that manipulate or enhance items and/or constructs (like the Steel Defender or Homonculus)
The Artificer is a 1/2 CASTER with very little deference to the spellcaster part.
I have already homebrewed several spells which include Alter Infusion (change your infusion for another you know), Arcane Weapon (modified from original), Repair Item (Enhanced Mending spell), Inflict Damage (Item/Construct specific damaging spell). I have plans for more, but it would be nice to see some added offocially.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
A spell that could do something like Mending but with a casting time of an action instead of a minute would be nice.
I've seen the idea of having a spell that lets you infuse an additional item for a hour or so mentioned a few times for those infusions that are worth knowing but the need of them comes up pretty rarely.
The opposite could be true as well, use an infusion slot to extend a pseudo sort of permanency to a chosen Artificer spell. There would have to be some restrictions on what spells this could work with, don't know what off the top of my head.
Spells that target/interact with magic items would be fantastic and very thematic to be Artificer only spells. Remote activation (which mage hand explicitly cannot do), temporary disabling, anti-antimagic field, even permanent destruction.
A spell similar to Tiny Servant but offering specific customizable abilities (granting proficiencies, alternate movement speeds, etc). Note I'd be just as happy having that one be an infusion (say expanded options for the Homunculus Servant).
Infusions pretty much is this already. Want to infuse the fly spell? Grab Winged Boots. Levitate? Boots of Levitation. Haste? Boots of Haste. Shield of Faith? Bracers of Defence. And so on. All it takes is a little reflavoring. :)
I'd rather flavor it in the opposite direction. That this spell made permanent is an enchanted object or piece of equipment.
The idea is to create new infusion options inspired by existing spells than simply reflavor existing infusions as spells made permanent.
That some spells already fit together that way just means the idea isn't too outlandish a concept to work with.
Enhanced Weapon is roughly equivalent to a permanent Magic Weapon spell. Why don't we have an applicable infusion for Elemental Weapon?
Being able to make a spell "permanent" as an infusion would give a lot of flexibility and options for new infusions. A way to expand things without just increasing the length Replicate Magic Item table. Not to mention conceptually it feels a little bit like actually designing your own magic items which to me is half the point of playing an Artificer character.
This is almost literally what an infusion is.
If you want to create new infusions, just talk to you DM. You are still more or less just reflavoring things though.
That some spells already fit together that way just means the idea isn't too outlandish a concept to work with.
Exactly. So instead of having it be an "infusion", just call it a "permanent spell". Just like I suggested.
Ruleswise? Probably because it would be too powerful. But again, just talk to your DM.
Sooo, how is "making spells permanent through infused items" any different from "expand the list of available infusions"? You're just saying the same thing in two slightly different ways. I'm honestly not sure what you're trying to say.