If my understanding of it all is correct, I don't think its broken. You can only have 3 infusions at a time until higher levels and can't duplicate the same infusion. It also takes a long rest to create an infusion. So if the party wanted to waste multiple days sitting around doing nothing to gain one familiar each they could, but once the familiars die they would have to waste mulitple days again to get them back. I think after just a couple of times everyone would be tired of it and decide its not really worth it, especially once they start getting to higher levels and the familiars die in every other battle. Also they would have to use one of their learned infusion slots when there are much cooler infusions they could learn, and once you choose your infusions they can't be changed.
It doesn't have a feature to select the spell. Best rule of thumb, talk over what you want it to do with you DM ahead of time so you don't end up in a gotcha situation.
I do not think that it is game-breaking as it is just 1, 1st level spell (or cantrip). For level 1 spells, there are not that many that are "crazy" overpowered that casting once would be game-breaking. The two that come to mind are Find Familiar ("oh no, the wizard you face cast magic missile, each dart targeting a familiar because he knows how powerful a 1 hp bird is." ) and good berry (no need to carry rations or healing potions for the day, and if the whole party has that tattoo on them then....)
Look at the Dark Shard Amulet (and the like), that's a 1 once a day-free cantrip, and then we have the all-purpose tool, which can do this all day. (that thing is broken)
IMHO the creation of the spell-wrought tattoo infusion is just the needle to make the tattoo. It still takes time to "tattoo" a person with the needle. Actually, you could craft the needle and just wait to tattoo later. This would work well with Alarm (which your Arty could just have prepared) and Illusionary script (which is super limited) and just create another over the long rest.
At the 10th level, your Arty can just craft 1st level spell scrolls in exchange for a long rest in time as well (6 hours for the scroll and 2 hours for a short rest). Or 2 scrolls and a long rest for a 24h day off. Then again, the same could be said about making (not infusion) magic tattoo needles as well.
I don't know. If it was not a tattoo, I could see this totally being what an Articfier would do for the party. "hey I made this thing for you, I hope it helps". Nothing too powerful like an infusion, but more powerful than magic tinkering.
Having Scrolls and Potions not affected by infusions makes sense because there are separate rules for those items as well. There are no rules for magic tattoos or other consumable items other than crafting magic items. Infusions are a temporary prototype. In effect, they can also be used as recipes for magic items that they want to make later.
I think this could all be fixed by taking a script from spell scrolls and only allowing spells known by the character to be used for the tattoo. Do you want "find familiar"? I guess a feat or a dip in the wizard is needed.
I am also ok with a character able to had out 1st-level spells to other characters. We really do not have an early-level "scroll master" class/subclass that can just hand out consumable spells. Sure we have the wizard subclass, but that comes on at level 10. By that time the artificer is crafting Adamantine armour for the whole party. Why not the Artificer and Spell Wrought Tattoos as a good start to this.
This infusion would be good for a character that takes a dip into artificer, Like my Psyber-Knight.(yes I was trying to make Yoda from StarWars) where he is a spell caster, but can not get new spells out of his multi-class. This would keep the flexibility to the character that was lost.
Whe createing the needles white becmstheink it limits you to a lv 1 spell orcantrip depends on wht u choose i Take this as you can use a spell you know or a spell you are capable of casting or potentially if you find a spellbook I spell whose information you have available at hand I'm guessing you could also prayed with the information on say a scroll if reading a scroll Doesn't activate it Or if it does if the d*** lets you for copy the scroll at the of reading it out of combat for Use in something like Infusions or item creation
Giving a player a 1 time a day use of a cantrip or level 1 spell isnt really broken.
If the best you can think of is everyone gets a familiar, sure... fights will drag out longer but not broken at all.
Only if you start giving familiars to your familiars but that is solved with " familiars cant summon familiars" dm rule
You can get 1 familiar and give 1 to someone else, make 2 bags of holding give one to each familiar and command them to get 1 bag into another next to the bad guy and is instantly defeated. But thats not really fun for everyone, my advice to all players that like to "break" the game is that try to find advantages and take them but as soon as you break the game its not fun anymore, whats the point in playing if your lvl 2 artificer can one shot a tarrasque? You can give an advantage to you entire team with familiars - ok, nice, sounds fun, i can one shot a tarrasque at lvl 2 - uhmm, whats the point of continuing the campaign then?
At the end of the day its up to the DM, if you like the group you're playing in and trust the DM's judgment he may have a reason to not allow you to give everyone a familiar, or any other thing he thinks you shouldnt be able to do. Maybe in another quest he will allow it since it wont interfere with the campaign then
Can't use the same infusion twice. You can only make 1 bag of holding.
And the trick can be countered by enemies that can gate/plane shift back to where they were. Or have the enemy do the same thing to them - on a timed mission. So the travelling they do to find a portal back home will possibly cause the mission to fail.
Or do what I do: there's no consequence to trying to double bag trick - it just doesn't work and a the bag cannot be placed inside another - any attempt just fails. As for everyone having a familiar - I'm fine with that. They can actually do that without any shenigans involved with any class. So, yeah, not an issue.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Censoring is turned off for me yet I still see asterisks, meaning you typed them.
But, in the case that got changed, you probably misspelled something which, given the sheer headache your post gave me trying to decipher it, is highly likely.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
'find familiar' is one feat or a one-level class dip away for any character. of course, it depends on whether a GM would limit spellwrought tattoos to 'any spell on the artificer list', or 'any spell usable by the artificer'.
w.r.t. cantrips... the 'all purpose tool' actively adds any cantrip, from any list, "as an artificer cantrip". Doesn't get you to first level spells, but it sure gets you to any cantrip in a spellwrought tattoo.
So here a thing I keep seeing people saying you give your hole party a tattoo with this. But if you use a needle to make a tattoo it uses up the needle. Thus you have to wait the next day make another one. Question is if you make another one on day 2 wouldn't the tattoo on day one disappear as its was a infused item and thus making another one cancels out the first one as you can't use the same infusion twice?
So here a thing I keep seeing people saying you give your hole party a tattoo with this. But if you use a needle to make a tattoo it uses up the needle. Thus you have to wait the next day make another one. Question is if you make another one on day 2 wouldn't the tattoo on day one disappear as its was a infused item and thus making another one cancels out the first one as you can't use the same infusion twice?
That's correct. You cannot have more than one of an infusion active at a time, so you can't have more than one tattoo active at a time.
So here a thing I keep seeing people saying you give your hole party a tattoo with this. But if you use a needle to make a tattoo it uses up the needle. Thus you have to wait the next day make another one. Question is if you make another one on day 2 wouldn't the tattoo on day one disappear as its was a infused item and thus making another one cancels out the first one as you can't use the same infusion twice?
The tattoo disappearing doesn't make the familiar it conjured disappear, however.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
So here a thing I keep seeing people saying you give your hole party a tattoo with this. But if you use a needle to make a tattoo it uses up the needle. Thus you have to wait the next day make another one. Question is if you make another one on day 2 wouldn't the tattoo on day one disappear as its was a infused item and thus making another one cancels out the first one as you can't use the same infusion twice?
The tattoo disappearing doesn't make the familiar it conjured disappear, however.
Yeah, the familiar appearing would actually cause the tattoo to disappear, because the Find Familiar spell ends instantly.
So here a thing I keep seeing people saying you give your hole party a tattoo with this. But if you use a needle to make a tattoo it uses up the needle. Thus you have to wait the next day make another one. Question is if you make another one on day 2 wouldn't the tattoo on day one disappear as its was a infused item and thus making another one cancels out the first one as you can't use the same infusion twice?
The tattoo disappearing doesn't make the familiar it conjured disappear, however.
Yeah, the familiar appearing would actually cause the tattoo to disappear, because the Find Familiar spell ends instantly.
So here a thing I keep seeing people saying you give your hole party a tattoo with this. But if you use a needle to make a tattoo it uses up the needle. Thus you have to wait the next day make another one. Question is if you make another one on day 2 wouldn't the tattoo on day one disappear as its was a infused item and thus making another one cancels out the first one as you can't use the same infusion twice?
The tattoo disappearing doesn't make the familiar it conjured disappear, however.
cool thank you for clearing that up
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
If my understanding of it all is correct, I don't think its broken. You can only have 3 infusions at a time until higher levels and can't duplicate the same infusion. It also takes a long rest to create an infusion. So if the party wanted to waste multiple days sitting around doing nothing to gain one familiar each they could, but once the familiars die they would have to waste mulitple days again to get them back. I think after just a couple of times everyone would be tired of it and decide its not really worth it, especially once they start getting to higher levels and the familiars die in every other battle. Also they would have to use one of their learned infusion slots when there are much cooler infusions they could learn, and once you choose your infusions they can't be changed.
It doesn't have a feature to select the spell. Best rule of thumb, talk over what you want it to do with you DM ahead of time so you don't end up in a gotcha situation.
Just some random thoughts on this...
I do not think that it is game-breaking as it is just 1, 1st level spell (or cantrip). For level 1 spells, there are not that many that are "crazy" overpowered that casting once would be game-breaking. The two that come to mind are Find Familiar ("oh no, the wizard you face cast magic missile, each dart targeting a familiar because he knows how powerful a 1 hp bird is." ) and good berry (no need to carry rations or healing potions for the day, and if the whole party has that tattoo on them then....)
Look at the Dark Shard Amulet (and the like), that's a 1 once a day-free cantrip, and then we have the all-purpose tool, which can do this all day. (that thing is broken)
IMHO the creation of the spell-wrought tattoo infusion is just the needle to make the tattoo. It still takes time to "tattoo" a person with the needle. Actually, you could craft the needle and just wait to tattoo later. This would work well with Alarm (which your Arty could just have prepared) and Illusionary script (which is super limited) and just create another over the long rest.
At the 10th level, your Arty can just craft 1st level spell scrolls in exchange for a long rest in time as well (6 hours for the scroll and 2 hours for a short rest). Or 2 scrolls and a long rest for a 24h day off. Then again, the same could be said about making (not infusion) magic tattoo needles as well.
I don't know. If it was not a tattoo, I could see this totally being what an Articfier would do for the party. "hey I made this thing for you, I hope it helps". Nothing too powerful like an infusion, but more powerful than magic tinkering.
Having Scrolls and Potions not affected by infusions makes sense because there are separate rules for those items as well. There are no rules for magic tattoos or other consumable items other than crafting magic items. Infusions are a temporary prototype. In effect, they can also be used as recipes for magic items that they want to make later.
I think this could all be fixed by taking a script from spell scrolls and only allowing spells known by the character to be used for the tattoo. Do you want "find familiar"? I guess a feat or a dip in the wizard is needed.
I am also ok with a character able to had out 1st-level spells to other characters. We really do not have an early-level "scroll master" class/subclass that can just hand out consumable spells. Sure we have the wizard subclass, but that comes on at level 10. By that time the artificer is crafting Adamantine armour for the whole party. Why not the Artificer and Spell Wrought Tattoos as a good start to this.
This infusion would be good for a character that takes a dip into artificer, Like my Psyber-Knight. (yes I was trying to make Yoda from StarWars) where he is a spell caster, but can not get new spells out of his multi-class. This would keep the flexibility to the character that was lost.
anyways. Just the way I see it.
Whe createing the needles white becmstheink it limits you to a lv 1 spell orcantrip depends on wht u choose i Take this as you can use a spell you know or a spell you are capable of casting or potentially if you find a spellbook I spell whose information you have available at hand I'm guessing you could also prayed with the information on say a scroll if reading a scroll Doesn't activate it Or if it does if the d*** lets you for copy the scroll at the of reading it out of combat for Use in something like Infusions or item creation
I do not know why it It's censored d m
Giving a player a 1 time a day use of a cantrip or level 1 spell isnt really broken.
If the best you can think of is everyone gets a familiar, sure... fights will drag out longer but not broken at all.
Only if you start giving familiars to your familiars but that is solved with " familiars cant summon familiars" dm rule
You can get 1 familiar and give 1 to someone else, make 2 bags of holding give one to each familiar and command them to get 1 bag into another next to the bad guy and is instantly defeated. But thats not really fun for everyone, my advice to all players that like to "break" the game is that try to find advantages and take them but as soon as you break the game its not fun anymore, whats the point in playing if your lvl 2 artificer can one shot a tarrasque? You can give an advantage to you entire team with familiars - ok, nice, sounds fun, i can one shot a tarrasque at lvl 2 - uhmm, whats the point of continuing the campaign then?
At the end of the day its up to the DM, if you like the group you're playing in and trust the DM's judgment he may have a reason to not allow you to give everyone a familiar, or any other thing he thinks you shouldnt be able to do. Maybe in another quest he will allow it since it wont interfere with the campaign then
"make 2 bags of holding"
Can't use the same infusion twice. You can only make 1 bag of holding.
And the trick can be countered by enemies that can gate/plane shift back to where they were. Or have the enemy do the same thing to them - on a timed mission. So the travelling they do to find a portal back home will possibly cause the mission to fail.
Or do what I do: there's no consequence to trying to double bag trick - it just doesn't work and a the bag cannot be placed inside another - any attempt just fails. As for everyone having a familiar - I'm fine with that. They can actually do that without any shenigans involved with any class. So, yeah, not an issue.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Censoring is turned off for me yet I still see asterisks, meaning you typed them.
But, in the case that got changed, you probably misspelled something which, given the sheer headache your post gave me trying to decipher it, is highly likely.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yup. 7 pages of debate over four years about an L1 spell slot.
'find familiar' is one feat or a one-level class dip away for any character. of course, it depends on whether a GM would limit spellwrought tattoos to 'any spell on the artificer list', or 'any spell usable by the artificer'.
w.r.t. cantrips... the 'all purpose tool' actively adds any cantrip, from any list, "as an artificer cantrip". Doesn't get you to first level spells, but it sure gets you to any cantrip in a spellwrought tattoo.
So here a thing I keep seeing people saying you give your hole party a tattoo with this. But if you use a needle to make a tattoo it uses up the needle. Thus you have to wait the next day make another one. Question is if you make another one on day 2 wouldn't the tattoo on day one disappear as its was a infused item and thus making another one cancels out the first one as you can't use the same infusion twice?
That's correct. You cannot have more than one of an infusion active at a time, so you can't have more than one tattoo active at a time.
pronouns: he/she/they
The tattoo disappearing doesn't make the familiar it conjured disappear, however.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Yeah, the familiar appearing would actually cause the tattoo to disappear, because the Find Familiar spell ends instantly.
pronouns: he/she/they
cool thank you for clearing that up