I think I'm reading this correctly. Artificers gain access to all Common level items as part of the Replicate Magic Item Infusion. Spellwrought Tattoos that allow one to cast Cantrips and 1st level spells are Common. 2nd level Artificers have easy access to any Cantrip or 1st level spell and it negates the Material component. Once your Artificer gets to level 2, every member of your party can have a familiar.
Is this broken?
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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!
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Looking at the infusions and replicable items, they're all permanent. Even the Homunculus Servant leaves behind the gem you infuse to create it if it dies.
Then there's this bit of Replicate Magic Item:
Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
This is a red flag since Spellwrought Tattoo is for the most part interchangeable with a spell scroll. What they probably intended was "not including consumable items" or possibly "not including consumable items that recover HP, deal damage, or replicate spell effects." Before Spellwrought Tattoo came into the picture, the only non-potion, non-scroll consumable items were things like the bead of nourishment.
If your DM is willing to ignore the first line I quoted I suppose this works as written, though you're arguably only getting access to a Find Familiar tattoo when you learn the infusion, not all possible cantrips and 1st level spells. And the main reason this seems kind of broken is that Find Familiar grants benefits that last an indefinite amount of time after its casting, but the same loophole can be pulled off with a Ring of Spell Storing.
Infusions are fairly valuable resources, so trading one for one cast of a 1st level spell or cantrip doesn't seem that great to me. Same goes for all those familiars. You get diminishing returns outside of combat and they're easy enough to take out if used in combat.
This is a red flag since Spellwrought Tattoo is for the most part interchangeable with a spell scroll. What they probably intended was "not including consumable items" or possibly "not including consumable items that recover HP, deal damage, or replicate spell effects." Before Spellwrought Tattoo came into the picture, the only non-potion, non-scroll consumable items were things like the bead of nourishment.
Infusions are fairly valuable resources, so trading one for one cast of a 1st level spell or cantrip doesn't seem that great to me. Same goes for all those familiars. You get diminishing returns outside of combat and they're easy enough to take out if used in combat.
So you don't think it's broken and would allow it?
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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!
Character creation in DND beyond will let you create a spellwrought tattoo as an infusion... however, I think people are forgetting that you can only have three infusions active at a time until I think level 9, and if your try to infuse more than three, the oldest infusion immediately ends. I also believe it states clearly that you can't have the same infusion active on two different things at the same time.
Character creation in DND beyond will let you create a spellwrought tattoo as an infusion... however, I think people are forgetting that you can only have three infusions active at a time until I think level 9, and if your try to infuse more than three, the oldest infusion immediately ends. I also believe it states clearly that you can't have the same infusion active on two different things at the same time.
Yes, but if you have a consumable infusion that lets you cast a spell with a permanent effect, like a familiar, then the familiar will stay even after the infusion is gone. That means you can replicate the infusion again for someone else and they can get a familiar as well.
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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!
I'm certain that Spellwrought Tattoos will get an errata to prevent them from being used in this way.
If a player in my game asked to choose this as their infusion, my very first stipulation would be that it could only be used with spells on the Artificer spell list, which eliminates Find Familiar as an option.
I think I'd restrict it to known spells (alchemsit or not); or scrolls (basically turn a scroll into a tattoo; but you'd lose the scroll pretty much).
Ultimately it eats a large class resource and nothing of those levels is behind note. The biggest thing I would personally want to do with it every day?
Armourer would love to have a 1/day Armor of Agathys at lower levels. Helps with the tanking abit. But I still wish that was on their known list hahah.
If you use the optional rules from Xanathar's for Crafting Magic Items you can make the tattoos in half a week costing 25gp, or at level 10 in less than a day costing you 12.5gp. So this could be an alternative to infusions.
I think a lot of people forget making actual magic items, when theory crafting Artificers. Of course it's rather dependent on the campaign you are playing, how much downtime you get, but the rules for creating magic items are quite cool and manageable at Rare and especially lower difficulty, with Very Rare taking half a year and Legendary taking a whole year and 100.000gp.
So for those interested pop across to the character creator and look at the updated list of infusions which they have now done post-Tashas.
Spell-wrought tattoos are available to pick. You choose either Cantrip or Level 1 as your infusion option. Ultimately its not going to break the game - and a lot of players quite reasonably use Beyond as their quick judge of rule legality so I'd say that for now its there for artificers to use.
So for those interested pop across to the character creator and look at the updated list of infusions which they have now done post-Tashas.
Spell-wrought tattoos are available to pick. You choose either Cantrip or Level 1 as your infusion option. Ultimately its not going to break the game - and a lot of players quite reasonably use Beyond as their quick judge of rule legality so I'd say that for now its there for artificers to use.
Yeah I didn't know if the community thought this was game breaking or not, the ability to freely hand out any level 1 spell once a day.
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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!
Only slightly game breaking, as long as the player is locked into a single spell, but definitely problematic.
Tricks, like giving the entire party familiars, doubles the number of pieces in play and creates permanent Conjure Animals shenanigans. It also lets non-casters turn into "spell batteries", by casting concentration spells like Bless or Faerie Fire, so that the Artificer/Cleric/Wizard/Druid can free up concentration for something else. It can be nearly equivalent to having an extra (low-level) caster for an entire combat.
A motivated artificer with a Find Familiar Spellwrought Tattoo could spend downtime giving every. single. npc. in an entire village a familiar in preparation for an attack, and all the sudden the DM becomes responsible for managing the consequences. Very cool, once, but totally absurd.
Until the errata is released, DMs are going to need to make special house rules for this oversight.
Only slightly game breaking, as long as the player is locked into a single spell, but definitely problematic.
Tricks, like giving the entire party familiars, doubles the number of pieces in play and creates permanent Conjure Animals shenanigans. It also lets non-casters turn into "spell batteries", by casting concentration spells like Bless or Faerie Fire, so that the Artificer/Cleric/Wizard/Druid can free up concentration for something else. It can be nearly equivalent to having an extra (low-level) caster for an entire combat.
A motivated artificer with a Find Familiar Spellwrought Tattoo could spend downtime giving every. single. npc. in an entire village a familiar in preparation for an attack, and all the sudden the DM becomes responsible for managing the consequences. Very cool, once, but totally absurd.
Until the errata is released, DMs are going to need to make special house rules for this oversight.
Yes, this had occurred to me as a device that could wreck a setting if taken to a logical conclusion. Kinda like the Time Turner in Harry Potter.
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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!
Only slightly game breaking, as long as the player is locked into a single spell, but definitely problematic.
Tricks, like giving the entire party familiars, doubles the number of pieces in play and creates permanent Conjure Animals shenanigans. It also lets non-casters turn into "spell batteries", by casting concentration spells like Bless or Faerie Fire, so that the Artificer/Cleric/Wizard/Druid can free up concentration for something else. It can be nearly equivalent to having an extra (low-level) caster for an entire combat.
A motivated artificer with a Find Familiar Spellwrought Tattoo could spend downtime giving every. single. npc. in an entire village a familiar in preparation for an attack, and all the sudden the DM becomes responsible for managing the consequences. Very cool, once, but totally absurd.
Until the errata is released, DMs are going to need to make special house rules for this oversight.
They could start a tattoo shop in the village where they sell tattoos to kids that let them summon a familiar.
Hmm. . . that kind of sounds like the basis of an anime.
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Please check out my homebrew, I would appreciate feedback:
While I would vote out Find Familiar and its ilk. . I honestly really want the tattoos to stay. They cost an Infusion; but they bring a lot of interesting things and ultimately a level 1 spell or cantrip 1/day isn't horrible; as it directly eats away at a lot of other Infusion options. But it brings interesting tools and combos out.
SoI think it needs some curation (perhaps some stipulation against permi creationes such as the familiar). I think wording it so that it only lasts as long as the Infusion is Infused. After all the Tattoo is the magic item. simple one would be to call out find familiar (and simliiar spells) that create a long term effect, said effect only exists as long as the Infusion is Infused. That way the limit would be forever only 1 per infusion.
but I do think the class benefits a lot by having the "spell tattoo" being an open chose when its infused magic item. I am coming at it from Alchemist and armourer POV so I am biased. It really adds a feature that hte class felt like it lacked.
Question for you who have access to Tasha's already in character creator: when it lets you pick the Spellwrought Tattoo, does it fix the spell for the infusion at level up, or is it just a generic 1st level tattoo, meaning you can change it once per long rest?
I'm trying to figure out the intent for which spells can be chosen, and whether they can be chosen at the infusion point or the level up "learn the infusion" point.
I think I'm reading this correctly. Artificers gain access to all Common level items as part of the Replicate Magic Item Infusion. Spellwrought Tattoos that allow one to cast Cantrips and 1st level spells are Common. 2nd level Artificers have easy access to any Cantrip or 1st level spell and it negates the Material component. Once your Artificer gets to level 2, every member of your party can have a familiar.
Is this broken?
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!
Seems like a bug in the rules:
Looking at the infusions and replicable items, they're all permanent. Even the Homunculus Servant leaves behind the gem you infuse to create it if it dies.
Then there's this bit of Replicate Magic Item:
This is a red flag since Spellwrought Tattoo is for the most part interchangeable with a spell scroll. What they probably intended was "not including consumable items" or possibly "not including consumable items that recover HP, deal damage, or replicate spell effects." Before Spellwrought Tattoo came into the picture, the only non-potion, non-scroll consumable items were things like the bead of nourishment.
If your DM is willing to ignore the first line I quoted I suppose this works as written, though you're arguably only getting access to a Find Familiar tattoo when you learn the infusion, not all possible cantrips and 1st level spells. And the main reason this seems kind of broken is that Find Familiar grants benefits that last an indefinite amount of time after its casting, but the same loophole can be pulled off with a Ring of Spell Storing.
The Forum Infestation (TM)
Infusions are fairly valuable resources, so trading one for one cast of a 1st level spell or cantrip doesn't seem that great to me. Same goes for all those familiars. You get diminishing returns outside of combat and they're easy enough to take out if used in combat.
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
Also the Perfume of Bewitching, the Pot of Awakening and kinda the Veteran's Cane since it stops being magical after you use it. And yes, you can pull this off with the Ring of Spell Storing, but infusions are class abilities that don't really require DM fiat to find.
So you don't think it's broken and would allow it?
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!
Character creation in DND beyond will let you create a spellwrought tattoo as an infusion... however, I think people are forgetting that you can only have three infusions active at a time until I think level 9, and if your try to infuse more than three, the oldest infusion immediately ends. I also believe it states clearly that you can't have the same infusion active on two different things at the same time.
Yes, but if you have a consumable infusion that lets you cast a spell with a permanent effect, like a familiar, then the familiar will stay even after the infusion is gone. That means you can replicate the infusion again for someone else and they can get a familiar as well.
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!
I'm certain that Spellwrought Tattoos will get an errata to prevent them from being used in this way.
If a player in my game asked to choose this as their infusion, my very first stipulation would be that it could only be used with spells on the Artificer spell list, which eliminates Find Familiar as an option.
I think I'd restrict it to known spells (alchemsit or not); or scrolls (basically turn a scroll into a tattoo; but you'd lose the scroll pretty much).
Ultimately it eats a large class resource and nothing of those levels is behind note. The biggest thing I would personally want to do with it every day?
Armourer would love to have a 1/day Armor of Agathys at lower levels. Helps with the tanking abit. But I still wish that was on their known list hahah.
If you use the optional rules from Xanathar's for Crafting Magic Items you can make the tattoos in half a week costing 25gp, or at level 10 in less than a day costing you 12.5gp. So this could be an alternative to infusions.
I think a lot of people forget making actual magic items, when theory crafting Artificers. Of course it's rather dependent on the campaign you are playing, how much downtime you get, but the rules for creating magic items are quite cool and manageable at Rare and especially lower difficulty, with Very Rare taking half a year and Legendary taking a whole year and 100.000gp.
There were also Elemental Gems, and semi-oficial Blast Discs
blast discs? Where are those from?
Exploring Eberron
So for those interested pop across to the character creator and look at the updated list of infusions which they have now done post-Tashas.
Spell-wrought tattoos are available to pick. You choose either Cantrip or Level 1 as your infusion option. Ultimately its not going to break the game - and a lot of players quite reasonably use Beyond as their quick judge of rule legality so I'd say that for now its there for artificers to use.
Yeah I didn't know if the community thought this was game breaking or not, the ability to freely hand out any level 1 spell once a day.
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!
Only slightly game breaking, as long as the player is locked into a single spell, but definitely problematic.
Tricks, like giving the entire party familiars, doubles the number of pieces in play and creates permanent Conjure Animals shenanigans. It also lets non-casters turn into "spell batteries", by casting concentration spells like Bless or Faerie Fire, so that the Artificer/Cleric/Wizard/Druid can free up concentration for something else. It can be nearly equivalent to having an extra (low-level) caster for an entire combat.
A motivated artificer with a Find Familiar Spellwrought Tattoo could spend downtime giving every. single. npc. in an entire village a familiar in preparation for an attack, and all the sudden the DM becomes responsible for managing the consequences. Very cool, once, but totally absurd.
Until the errata is released, DMs are going to need to make special house rules for this oversight.
Yes, this had occurred to me as a device that could wreck a setting if taken to a logical conclusion. Kinda like the Time Turner in Harry Potter.
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!
They could start a tattoo shop in the village where they sell tattoos to kids that let them summon a familiar.
Hmm. . . that kind of sounds like the basis of an anime.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's a beautiful idea for an NPC that the players can encounter. As long as there is a material cost for the service, a lot of the issues wash away.
While I would vote out Find Familiar and its ilk. . I honestly really want the tattoos to stay. They cost an Infusion; but they bring a lot of interesting things and ultimately a level 1 spell or cantrip 1/day isn't horrible; as it directly eats away at a lot of other Infusion options. But it brings interesting tools and combos out.
SoI think it needs some curation (perhaps some stipulation against permi creationes such as the familiar). I think wording it so that it only lasts as long as the Infusion is Infused. After all the Tattoo is the magic item. simple one would be to call out find familiar (and simliiar spells) that create a long term effect, said effect only exists as long as the Infusion is Infused. That way the limit would be forever only 1 per infusion.
but I do think the class benefits a lot by having the "spell tattoo" being an open chose when its infused magic item. I am coming at it from Alchemist and armourer POV so I am biased.
It really adds a feature that hte class felt like it lacked.
Question for you who have access to Tasha's already in character creator: when it lets you pick the Spellwrought Tattoo, does it fix the spell for the infusion at level up, or is it just a generic 1st level tattoo, meaning you can change it once per long rest?
I'm trying to figure out the intent for which spells can be chosen, and whether they can be chosen at the infusion point or the level up "learn the infusion" point.