Ive been playing an artificer for the last year, started level 1 currently level 9. Started with 2024 ua rules, but switched to Eberron Forge when it camd out recently. Armorer subclass.
All the players have been able to buy the magic items they want for their characters and the items they can purchase generally outpace whatever artificer plans/infusions i can make. Level 2, bag of holding plan was nice, but somewhere along the line, i just bought a bag of holding and picked a different plan.
I recently offered to make a dagger of warning from plans and offered it to anyone on the party. It would give them and anyone with 30 feet advantage on initiative. Help the entire party. But 9 levels of magic item accumulation and no one in the party had an available attunemdnt slot, myself included. So i picked a different plan.
The rate at which artificer plans advance is usually outpaced by what players accumulate from random treasure or can eventually buy in a city with a magic store. To the point where my level 9 artificer cant choose any plans that are better than what the party already has.
Which makes the magic plans regress to uncommon items that dont need attunement. I.e. not much there when everyone has at least one rare magic item and all 3 attunement slots are already full, and all the items they have are items they wanted.
Homebrew idea:
Each player can attune one additional magic item created by one level 6 or higher artificer.
So the wizard has all the attuned items they want and al 3 slots are full. But the artificer in their party could give them a cloak of elvenkind they can wear without requiring an attunement slot. The wizard is probably going to have all their slots used to attune items that boost teheir magic output. But the artifixer could give them one item that doesnt require attunement. And the wizard is notoriously clumsy at their stealth checks. So they wouldnt use an attunement slot to be stealthy, theyd use it for a +2 focus, a ring of protection, and so on.
The issue is magic item accumulation in a normal camapaign outpaces artificer plan advancement, so no one wants anything the artifixer can build. So the artificer cant really contribute to buffing the party much
But if each player could ignore attunement requirements for one infusion/plan made by one artificer, then even if plans dont keep up with purchased items, the artificer could still offer items that could help the party.
And the 1-per-charavter limit would encourage buffing the party versus all buffs go to one person thing.
I think this would be sort of like an artificer version of a paladins aura of protection. Paladin doesnt have to do anything, doesnt burn any resources, nut everyone in ten feet gets +4 to.their saving throws.
To prevent everyone taking an artificer dip to make themselves one attunement free item, the level requirement is that the artificer that made the item has to be level 6 or higher. Which is the level when the paladin aura of protection comes online.
This would be one item per player or creature that uses the item, not per artificer. So having 2 artifixers in the partg does not mean the wizard gets 2 attunement free items. The wizard gets 1 of these, and theyd have work out an agreement with one of the srtificers.
Bur the result would be, even though all the players have used all their attunement slots, and even though the artificer plans dont really keep pace with purchasdd magic items, an artificer could still buff a party member or two with a decently useful item.
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Background and problem:
Ive been playing an artificer for the last year, started level 1 currently level 9. Started with 2024 ua rules, but switched to Eberron Forge when it camd out recently. Armorer subclass.
All the players have been able to buy the magic items they want for their characters and the items they can purchase generally outpace whatever artificer plans/infusions i can make. Level 2, bag of holding plan was nice, but somewhere along the line, i just bought a bag of holding and picked a different plan.
I recently offered to make a dagger of warning from plans and offered it to anyone on the party. It would give them and anyone with 30 feet advantage on initiative. Help the entire party. But 9 levels of magic item accumulation and no one in the party had an available attunemdnt slot, myself included. So i picked a different plan.
The rate at which artificer plans advance is usually outpaced by what players accumulate from random treasure or can eventually buy in a city with a magic store. To the point where my level 9 artificer cant choose any plans that are better than what the party already has.
Which makes the magic plans regress to uncommon items that dont need attunement. I.e. not much there when everyone has at least one rare magic item and all 3 attunement slots are already full, and all the items they have are items they wanted.
Homebrew idea:
Each player can attune one additional magic item created by one level 6 or higher artificer.
So the wizard has all the attuned items they want and al 3 slots are full. But the artificer in their party could give them a cloak of elvenkind they can wear without requiring an attunement slot. The wizard is probably going to have all their slots used to attune items that boost teheir magic output. But the artifixer could give them one item that doesnt require attunement. And the wizard is notoriously clumsy at their stealth checks. So they wouldnt use an attunement slot to be stealthy, theyd use it for a +2 focus, a ring of protection, and so on.
The issue is magic item accumulation in a normal camapaign outpaces artificer plan advancement, so no one wants anything the artifixer can build. So the artificer cant really contribute to buffing the party much
But if each player could ignore attunement requirements for one infusion/plan made by one artificer, then even if plans dont keep up with purchased items, the artificer could still offer items that could help the party.
And the 1-per-charavter limit would encourage buffing the party versus all buffs go to one person thing.
I think this would be sort of like an artificer version of a paladins aura of protection. Paladin doesnt have to do anything, doesnt burn any resources, nut everyone in ten feet gets +4 to.their saving throws.
To prevent everyone taking an artificer dip to make themselves one attunement free item, the level requirement is that the artificer that made the item has to be level 6 or higher. Which is the level when the paladin aura of protection comes online.
This would be one item per player or creature that uses the item, not per artificer. So having 2 artifixers in the partg does not mean the wizard gets 2 attunement free items. The wizard gets 1 of these, and theyd have work out an agreement with one of the srtificers.
Bur the result would be, even though all the players have used all their attunement slots, and even though the artificer plans dont really keep pace with purchasdd magic items, an artificer could still buff a party member or two with a decently useful item.