So I am in this position now. LVL 2 Artificer, DM ruled that I cannot create Spellwrought tattoos for spells "I don't have the capability to learn." Guess who's going to try to multiclass (we haven't actually discussed if he allows multiclassing at his table yet) into wizard :) In all seriousness it does match my RP, since my artificer wants to normalize 'magic.' I will repost if there are any more clarifications. What do you think he will do if I try to 'sell a familiar?'
So I am in this position now. LVL 2 Artificer, DM ruled that I cannot create Spellwrought tattoos for spells "I don't have the capability to learn." Guess who's going to try to multiclass (we haven't actually discussed if he allows multiclassing at his table yet) into wizard :) In all seriousness it does match my RP, since my artificer wants to normalize 'magic.' I will repost if there are any more clarifications. What do you think he will do if I try to 'sell a familiar?'
"What do you think my DM will do if I try to circumvent a broken feature that my DM made a ruling on, and then deliberately exploit that feature?"
Best case scenario: He'll let you offer familiars to basically get discounts and advantage on persuasion checks with some merchants.
Worst case scenario: Every single enemy you face from now on will have familiars.
I’ve been thinking about what I might do if I were a DM. If you begin gutting the RAW artificer abilities, where does it stop? My DM restricted the Spellwrought tattoo to “spells I have the capability to learn” and I’ve come to agree with that (which is why I’m multiclassing into wizard to expand those spells), but later he seemed to have issue with the masquerade tattoo. I understand that most people think that the spellwrought tattoos are essentially just spell scrolls but I don’t think anyone has mentioned the one thing spell scrolls can do that the tattoos cannot, potentially permanently add a spell to a wizard’s spell book. That, I believe, is the reason spell scrolls were excluded but spellwrought tattoos were not.
The following are potential options, and flavor, for DMs that don’t want their PCs to get “freebies,” yet still allows artificers to feel like they are getting *close* to the RAW rules. Take part or all, or just take a look before making a blanket ruling.
Spellwrought Tattoo of Artificer’s Lesser Find Familiar
1- no one can attune to a spellwrought tattoo of find artificers lesser find familiar more than once in their lifetime. The tattoo disappears when cast, but when the lesser familiar is temporarily dismissed or dies the tattoo reappears, (the puppet returns on death) but is magically inert. The tattoo magically glows dimly when sensing through the familiar's senses. Neither non magical clothing nor non magical armor can block it’s glow.
2- the spellwrought tattoo of artificers find lesser familiar is created, along with a magically entangled puppet of the creature the familiar will become, at the end of a long rest (puppet materials cost see table below). Creature is summoned in the young version, does not receive full movement stats until adulthood (see table for maturity times). Must be fed to grow adequately.
Table is sorted by movement. If a higher ranking applies than that creature is that ranking.
M0- has no limbs, fully mature in 1 week, full movement granted immediately. 3GP+poison if poisonous snake.
M1- swimming creature- fully mature in one week, gains full movement - 4GP
M2 - has legs - fully mature in two weeks, gains full movement - 5GP. If amphibious (has movement speed in water and on land) add M1 component cost and movement restrictions.
M3 - flys - Fully mature in 3 weeks, gains full movement. 6GP material cost. If raptor (bird of prey) 6GP plus M2 component cost and ground movement restrictions.
M4 - cats and tiny dogs (these dogs do not grow to more that 2.5 ft in length and are considered tiny creatures) - dogs cannot be fiendish and cats cannot be celestial. 7GP plus 2 x M2 component cost and restrictions.
Thoughts, comments, suggestions, concerns? Would you adopt this homebrew over scrapping the spellwrought tattoo?
I'm kinda ok with Artificers going off class spell list to fuel a Spellwrought tattoo and would allow it at my table. I mean, they can create Sending Stones using Replicate Magic Item and they don't get Sending in their spell list. Also, the idea that Artificers need a spell to create an item to produce the spells effect, is a little counter to the flavour of how the class works. A little bit cart in front of the horse. Artificers create items to replicate spells. It's kind of their thing.
I will rule however that the 1st level spell/Cantrip chosen to be replicated is "locked in" when choosing the infusion. You want a different spell? That'll cost you another infusion from your allocation.
In the case of Find Familiar the solution is simple. The infusion is the source of the spell. Not the tattoo itself, and certainly not the person using it (regardless of performing the action, maintaining concentration, et al). If you cast Find Familiar through the infusion a second time (regardless of who's got the tattoo) the original familiar disappears as per the spells description. You want to also give your friend a familiar? That's a separate infusion.
The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
If you cast find familiar the tattoo remains on your body until the spell ends and since it doesnt end the tattoo doesn't disappear which means you can't cast it again.
Edit: Personally I'd love to have a glowing tattoo permanently, while also having a familiar.
The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
If you cast find familiar the tattoo remains on your body until the spell ends and since it doesnt end the tattoo doesn't disappear which means you can't cast it again.
Edit: Personally I'd love to have a glowing tattoo permanently, while also having a familiar.
The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
If you cast find familiar the tattoo remains on your body until the spell ends and since it doesnt end the tattoo doesn't disappear which means you can't cast it again.
Edit: Personally I'd love to have a glowing tattoo permanently, while also having a familiar.
Find Familiar's duration is instantaneous.
I personally find this comment bad because it completely invalidates everything I said! :(
So I am in this position now. LVL 2 Artificer, DM ruled that I cannot create Spellwrought tattoos for spells "I don't have the capability to learn." Guess who's going to try to multiclass (we haven't actually discussed if he allows multiclassing at his table yet) into wizard :) In all seriousness it does match my RP, since my artificer wants to normalize 'magic.' I will repost if there are any more clarifications. What do you think he will do if I try to 'sell a familiar?'
I mean, RAW, you can only use Replicate Magic Item to create any spellwrought tattoo that's a cantrip or 1st-level spell. Which is a lot of versatility. You just can't create anything too powerful. But even just having one free 1st-level spell per day is a big boost.
I personally don’t like the stance of the spell being locked in when they choose the infusion. This stance speaks to either a lack of spell knowledge or material components. As a spell caster they don’t have a lack of spell knowledge (especially if you are limiting to their known spells) and the class feature doesn’t require different material components specific to different spells. It says “oh, here’s a needle. let me dip it into some ink while thinking about a spell.” It doesn’t say the second part, but all that is required is the needle. Whether you make a spell wrought tattoo of lightning lure or catapult, all you need is a needle. But hey, that’s just me.
ps I’ve matured a bit and didn’t attempt to sell familiars
I personally don’t like the stance of the spell being locked in when they choose the infusion. This stance speaks to either a lack of spell knowledge or material components. As a spell caster they don’t have a lack of spell knowledge (especially if you are limiting to their known spells) and the class feature doesn’t require different material components specific to different spells. It says “oh, here’s a needle. let me dip it into some ink while thinking about a spell.” It doesn’t say the second part, but all that is required is the needle. Whether you make a spell wrought tattoo of lightning lure or catapult, all you need is a needle. But hey, that’s just me.
ps I’ve matured a bit and didn’t attempt to sell familiars
The problem is that Spellwrought Tattoos have varied rarity and artificers can only learn the "Common" version, so you need a way to enforce that. You could limit Artificer by declaring that Uncommon Spellwrought is a separate magic item, but that's even more arbitrary than declaring that Find Familiar Spellwrought and Magic Missile Spellwrought are separate magic items, as the latter is how the item is actually rewarded. You're referring to how the item is presumably crafted, but the 5E crafting rules aren't verbose enough to cover this - we have no idea if the RAI is that someone making Spellwrought Tattoos needs different macguffins to make different tattoos based on spell vs rarity vs whatever, or even if the macguffin requirement is waived for them as it is for scrolls.
Homunculus are infusions, which means they semi-permanently consume a major class resource, and an Artificer only gets 6 by 18th level.
A familiar is a permanent effect of a recastable spell, meaning that there can be an unlimited number running around, while still letting the Artificer use the infusion slot for something else.
Any individual caster can only summon one familiar at a time for themself, but as a "Spellwrought Tattoo", the Artificer is able to give the ability to cast Find Familiar to those who wouldn't normally be able to, essentially for free.
This application of the class feature effectively bypasses the safeguards put in place to prevent this kind of occurance.
wait so one person can cast find familiar multiple times to make multiple familiars?! i thought you just resummon the one you had.
That's how it works for the spellcaster, yes, but with a spellwrought tattoo the spellcaster is the person wearing the tattoo and casting the spell. So, each day, an artificer could theoretically give a new person a tattoo for find familiar and that person has their own familiar.
The issue should be whether or not the artificer should be allowed to create a tattoo. There's a lot of stuff in Tasha's which, as written, doesn't work or needs clarification.
The telekinetic feat is functionally broken as it only implies to extend the functional range of mage hand but doesn't actually extend the range.
The consistent language used across the Steel Defender and Primal Companion is, on it's face, good. But it doesn't mesh well with the Beast Master ranger's Exceptional Training, which has been a point of contention.
Whether or not the stat blocks for various spells, like summon fey, are actually part of the spell description and apply to the Order of Scribes feature Awakened Spellbook. (Actually, that entire feature needs its own Sage Advice article and we haven't had anything in 8 months.)
I have no idea how organized play handles these issues; and more. I know questions have been asked, but we haven't heard so much as a peep from WotC. Personally, I'd disallow the tattoos. They're consumable magic items, just like potions and spell scrolls. And both of those are items the artificer is expressly prohibited from creating. Per the RAW, artificers can replicate tattoos. It's just a headache.
wait so one person can cast find familiar multiple times to make multiple familiars?! i thought you just resummon the one you had.
Other people have already covered the issue in some detail, but I'll point out Replicate Magic Item (Spellwrought Tattoo: Find Familiar) is not the only solution here. If you're playing with the rules for creating magic items - and the L10 Artificer ability implies you're expected to be - a spell gem (obsidian) will do functionally the same thing, without costing an infusion slot but with costing the time and money to re-cast the spell each day. Or you can buy the gem, if you're using those rules, or find the gem.
Substantially harder to get/craft is a ring of spell storing, which can also do it. Both the rss and the spell gem can be fueled by anyone, including an artificer, who takes the ritual caster (wizard) feat.
On a related note, the L11 Artificer ability, Spell-Storing Item, is similar to the ring of spell storing in many ways, but has more of the endemic-to-Tasha's word salad going on, which means it takes a DM interpreting to figure out how the hell casting Find Familiar from an SSI works. Find Familiar can't be stored in an SSI base because the spell isn't on the Artificer spell list, but that's not future-proofed against races, backgrounds, and subclasses in the future which might modify the artificer spell list for a given artificer.
As Quindraco points out, the issue isn't so much that this is a brand new problem, but rather that it introduces an existing problem much, much earlier, which puts more of a burden on DMs, especially inexperienced DMs who may not anticipate the consequences before they impact the gaming experience.
Artificer get the needle for the tattoo so after use the needle is gone but tattoo stay.
after long rest item is recreated as by rules?, so i can tattoo myself a lot and store spell this way for use later? or the infusion does not reset until tattoo is cast?
The initial item i got in the infusion is the tattoo needle so after i loose it, it should be recreated
There is room to argue, but the reasonable interpretation is that the tattoo *is* the item, not just the needle. (Because the item is obviously called a *tattoo*). As long as the tattoo exists, the infused item still exists.
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So I am in this position now. LVL 2 Artificer, DM ruled that I cannot create Spellwrought tattoos for spells "I don't have the capability to learn." Guess who's going to try to multiclass (we haven't actually discussed if he allows multiclassing at his table yet) into wizard :) In all seriousness it does match my RP, since my artificer wants to normalize 'magic.' I will repost if there are any more clarifications. What do you think he will do if I try to 'sell a familiar?'
"What do you think my DM will do if I try to circumvent a broken feature that my DM made a ruling on, and then deliberately exploit that feature?"
Best case scenario: He'll let you offer familiars to basically get discounts and advantage on persuasion checks with some merchants.
Worst case scenario: Every single enemy you face from now on will have familiars.
I’ve been thinking about what I might do if I were a DM. If you begin gutting the RAW artificer abilities, where does it stop? My DM restricted the Spellwrought tattoo to “spells I have the capability to learn” and I’ve come to agree with that (which is why I’m multiclassing into wizard to expand those spells), but later he seemed to have issue with the masquerade tattoo. I understand that most people think that the spellwrought tattoos are essentially just spell scrolls but I don’t think anyone has mentioned the one thing spell scrolls can do that the tattoos cannot, potentially permanently add a spell to a wizard’s spell book. That, I believe, is the reason spell scrolls were excluded but spellwrought tattoos were not.
The following are potential options, and flavor, for DMs that don’t want their PCs to get “freebies,” yet still allows artificers to feel like they are getting *close* to the RAW rules. Take part or all, or just take a look before making a blanket ruling.
Spellwrought Tattoo of Artificer’s Lesser Find Familiar
1- no one can attune to a spellwrought tattoo of find artificers lesser find familiar more than once in their lifetime. The tattoo disappears when cast, but when the lesser familiar is temporarily dismissed or dies the tattoo reappears, (the puppet returns on death) but is magically inert. The tattoo magically glows dimly when sensing through the familiar's senses. Neither non magical clothing nor non magical armor can block it’s glow.
2- the spellwrought tattoo of artificers find lesser familiar is created, along with a magically entangled puppet of the creature the familiar will become, at the end of a long rest (puppet materials cost see table below). Creature is summoned in the young version, does not receive full movement stats until adulthood (see table for maturity times). Must be fed to grow adequately.
Table is sorted by movement. If a higher ranking applies than that creature is that ranking.
M0- has no limbs, fully mature in 1 week, full movement granted immediately. 3GP+poison if poisonous snake.
M1- swimming creature- fully mature in one week, gains full movement - 4GP
M2 - has legs - fully mature in two weeks, gains full movement - 5GP. If amphibious (has movement speed in water and on land) add M1 component cost and movement restrictions.
M3 - flys - Fully mature in 3 weeks, gains full movement. 6GP material cost. If raptor (bird of prey) 6GP plus M2 component cost and ground movement restrictions.
M4 - cats and tiny dogs (these dogs do not grow to more that 2.5 ft in length and are considered tiny creatures) - dogs cannot be fiendish and cats cannot be celestial. 7GP plus 2 x M2 component cost and restrictions.
Thoughts, comments, suggestions, concerns? Would you adopt this homebrew over scrapping the spellwrought tattoo?
I'm kinda ok with Artificers going off class spell list to fuel a Spellwrought tattoo and would allow it at my table. I mean, they can create Sending Stones using Replicate Magic Item and they don't get Sending in their spell list. Also, the idea that Artificers need a spell to create an item to produce the spells effect, is a little counter to the flavour of how the class works. A little bit cart in front of the horse. Artificers create items to replicate spells. It's kind of their thing.
I will rule however that the 1st level spell/Cantrip chosen to be replicated is "locked in" when choosing the infusion. You want a different spell? That'll cost you another infusion from your allocation.
In the case of Find Familiar the solution is simple. The infusion is the source of the spell. Not the tattoo itself, and certainly not the person using it (regardless of performing the action, maintaining concentration, et al). If you cast Find Familiar through the infusion a second time (regardless of who's got the tattoo) the original familiar disappears as per the spells description. You want to also give your friend a familiar? That's a separate infusion.
At least, that's how I'd swing it.
ok wow
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the familiar fix is in the text:
The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
If you cast find familiar the tattoo remains on your body until the spell ends and since it doesnt end the tattoo doesn't disappear which means you can't cast it again.
Edit: Personally I'd love to have a glowing tattoo permanently, while also having a familiar.
Find Familiar's duration is instantaneous.
I personally find this comment bad because it completely invalidates everything I said! :(
Just kidding of course, you're right.
I mean, RAW, you can only use Replicate Magic Item to create any spellwrought tattoo that's a cantrip or 1st-level spell. Which is a lot of versatility. You just can't create anything too powerful. But even just having one free 1st-level spell per day is a big boost.
I personally don’t like the stance of the spell being locked in when they choose the infusion. This stance speaks to either a lack of spell knowledge or material components. As a spell caster they don’t have a lack of spell knowledge (especially if you are limiting to their known spells) and the class feature doesn’t require different material components specific to different spells. It says “oh, here’s a needle. let me dip it into some ink while thinking about a spell.” It doesn’t say the second part, but all that is required is the needle. Whether you make a spell wrought tattoo of lightning lure or catapult, all you need is a needle. But hey, that’s just me.
ps I’ve matured a bit and didn’t attempt to sell familiars
The problem is that Spellwrought Tattoos have varied rarity and artificers can only learn the "Common" version, so you need a way to enforce that. You could limit Artificer by declaring that Uncommon Spellwrought is a separate magic item, but that's even more arbitrary than declaring that Find Familiar Spellwrought and Magic Missile Spellwrought are separate magic items, as the latter is how the item is actually rewarded. You're referring to how the item is presumably crafted, but the 5E crafting rules aren't verbose enough to cover this - we have no idea if the RAI is that someone making Spellwrought Tattoos needs different macguffins to make different tattoos based on spell vs rarity vs whatever, or even if the macguffin requirement is waived for them as it is for scrolls.
i keep seeing arguments against find familiar but what's to stop an artificer from selling everyone and their mom a homunculus?
Homunculus are infusions, which means they semi-permanently consume a major class resource, and an Artificer only gets 6 by 18th level.
A familiar is a permanent effect of a recastable spell, meaning that there can be an unlimited number running around, while still letting the Artificer use the infusion slot for something else.
wait so one person can cast find familiar multiple times to make multiple familiars?! i thought you just resummon the one you had.
Any individual caster can only summon one familiar at a time for themself, but as a "Spellwrought Tattoo", the Artificer is able to give the ability to cast Find Familiar to those who wouldn't normally be able to, essentially for free.
This application of the class feature effectively bypasses the safeguards put in place to prevent this kind of occurance.
That's how it works for the spellcaster, yes, but with a spellwrought tattoo the spellcaster is the person wearing the tattoo and casting the spell. So, each day, an artificer could theoretically give a new person a tattoo for find familiar and that person has their own familiar.
The issue should be whether or not the artificer should be allowed to create a tattoo. There's a lot of stuff in Tasha's which, as written, doesn't work or needs clarification.
I have no idea how organized play handles these issues; and more. I know questions have been asked, but we haven't heard so much as a peep from WotC. Personally, I'd disallow the tattoos. They're consumable magic items, just like potions and spell scrolls. And both of those are items the artificer is expressly prohibited from creating. Per the RAW, artificers can replicate tattoos. It's just a headache.
Other people have already covered the issue in some detail, but I'll point out Replicate Magic Item (Spellwrought Tattoo: Find Familiar) is not the only solution here. If you're playing with the rules for creating magic items - and the L10 Artificer ability implies you're expected to be - a spell gem (obsidian) will do functionally the same thing, without costing an infusion slot but with costing the time and money to re-cast the spell each day. Or you can buy the gem, if you're using those rules, or find the gem.
Substantially harder to get/craft is a ring of spell storing, which can also do it. Both the rss and the spell gem can be fueled by anyone, including an artificer, who takes the ritual caster (wizard) feat.
On a related note, the L11 Artificer ability, Spell-Storing Item, is similar to the ring of spell storing in many ways, but has more of the endemic-to-Tasha's word salad going on, which means it takes a DM interpreting to figure out how the hell casting Find Familiar from an SSI works. Find Familiar can't be stored in an SSI base because the spell isn't on the Artificer spell list, but that's not future-proofed against races, backgrounds, and subclasses in the future which might modify the artificer spell list for a given artificer.
As Quindraco points out, the issue isn't so much that this is a brand new problem, but rather that it introduces an existing problem much, much earlier, which puts more of a burden on DMs, especially inexperienced DMs who may not anticipate the consequences before they impact the gaming experience.
A question about the tattoo.
Artificer get the needle for the tattoo so after use the needle is gone but tattoo stay.
after long rest item is recreated as by rules?, so i can tattoo myself a lot and store spell this way for use later? or the infusion does not reset until tattoo is cast?
The initial item i got in the infusion is the tattoo needle so after i loose it, it should be recreated
There is room to argue, but the reasonable interpretation is that the tattoo *is* the item, not just the needle. (Because the item is obviously called a *tattoo*). As long as the tattoo exists, the infused item still exists.