The Familiars themselves are permanent as long as they can survive, so i think that is what the OP is getting at. But the tattoos are limited to the restrictions of infusions and the spellwrought tattoo description. You can use each tattoo once, and as long as you haven’t used it, that artificer isn’t infusing another item. Or maybe they are… and you’re just out the gold or have to go find the artificer.
Every long rest the artificer could infuse two more tattoos of, say, Find Familiar and everyday those two spells would be enabled to be cast. Then the next day the artificer can in infuse for two more tattoos and yet the previous days spell castings would have already happened.
Only if they have used two of their known infusions on the same spellwrought tattoo. You can use each of your infusions only once. That actually probably means that even if you learn the same infusion twice, you can still only use it once. So maybe they spend their two infusions on two different tattoos, fine. If you infuse a goodberry spellwrought tattoo at the beginning of the day, you could immediately spend that spell and have the goodberries for the day, but you can't re-infuse another item that day anyway. So you are stuck with one set of goodberries for the day and no replacement infusion.
Yes, the previous castings will have had to have happened, that is part of the limitation. So, again, a party's artificer wouldn't be well suited holding used infusions and infusions known on stuff waiting for the time to make the tattoo useful again, they'll be much better served with actual infusions most of the time.
NPC artificers in the DM's world shouldn't really be an issue for the DM. "You want to go find 50 artificers to give you level 1 spell tattoos? Shucks, you can't find any."
I have no problem with an Artificer handing out Find Familiar tattoos.... sounds like a great gift at a rich kid's birthday party, they get a cool spiderman face tattoo, that comes off after the party when they summon a horrible fuzzy tarantula familiar! Which is their loyal magical pet for life... until it dies, at which point the kid has no way of casting the spell to resummon it (unless they get another face tattoo).
I wouldn't call this a problem, I'd call this great world building.
I have no problem with an Artificer handing out Find Familiar tattoos.... sounds like a great gift at a rich kid's birthday party, they get a cool spiderman face tattoo, that comes off after the party when they summon a horrible fuzzy tarantula familiar! Which is their loyal magical pet for life... until it dies, at which point the kid has no way of casting the spell to resummon it (unless they get another face tattoo).
I wouldn't call this a problem, I'd call this great world building.
I feel like that poor spider isn't going to last long as the pet of a spoiled rich kid
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The Familiars themselves are permanent as long as they can survive, so i think that is what the OP is getting at. But the tattoos are limited to the restrictions of infusions and the spellwrought tattoo description. You can use each tattoo once, and as long as you haven’t used it, that artificer isn’t infusing another item. Or maybe they are… and you’re just out the gold or have to go find the artificer.
Every long rest the artificer could infuse two more tattoos of, say, Find Familiar and everyday those two spells would be enabled to be cast. Then the next day the artificer can in infuse for two more tattoos and yet the previous days spell castings would have already happened.
Only if they have used two of their known infusions on the same spellwrought tattoo. You can use each of your infusions only once. That actually probably means that even if you learn the same infusion twice, you can still only use it once. So maybe they spend their two infusions on two different tattoos, fine. If you infuse a goodberry spellwrought tattoo at the beginning of the day, you could immediately spend that spell and have the goodberries for the day, but you can't re-infuse another item that day anyway. So you are stuck with one set of goodberries for the day and no replacement infusion.
Yes, the previous castings will have had to have happened, that is part of the limitation. So, again, a party's artificer wouldn't be well suited holding used infusions and infusions known on stuff waiting for the time to make the tattoo useful again, they'll be much better served with actual infusions most of the time.
NPC artificers in the DM's world shouldn't really be an issue for the DM. "You want to go find 50 artificers to give you level 1 spell tattoos? each of your infusions can be in only one object at a time
Thanks for sticking with me with your message that "each of your infusions can be in only one object at a time." I had got sucked in by the narrative of a youtube warning of a potential hack of an artificer making bag of holding bombs.
This just means that a second-level artificer could facilitate a maximum of 365 Find Familiar spells in an Earth year rather than 730.
In the scenario of the 50 artificers, they would be able to make 100 tattoo needles for 100 tattoos. The needles followed by the tattoo are the item and these tattoos, RAW, can be repeatedly applied to a recipient. Multiple tattoos can be applied to a person and Jeremy Crawford further added that tattoos can overlap.
I guess that between this and Coffeelocks 5e is now completely unplayable.
In all seriousness, I really don't see how this scenario could play out in an actual game. Is this a thing that is currently happening in your campaign or something?
One respondent surprised me by replying to say that they liked the idea of a world with loads of familiars, but I'd personally agree with you that the scenario would present difficulties for play. It's just the way that I think that a world would logically develop if artificers were able to infuse spellwrought tattoos.
The needles followed by the tattoo are the item and these tattoos, RAW, can be repeatedly applied to a recipient. Multiple tattoos can be applied to a person and Jeremy Crawford further added that tattoos can overlap.
Jeremy said that, but the items themselves each say how much of the body they take up, so his advice is a ruling not a rule. It is certainly reasonable that any DM advises that two half-body tattoos are all that you can have (even if you were to let them both be on the left half of your body).
On the other hand RAW, the needle becomes the tattoo ("To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like.") and the tattoo disappears when the spell is used ("Once the spell ends, the tattoo vanishes from your skin."). There is no mechanism for removing a spellwrought tattoo. So once you use the spellwrought tattoo item, it disappears and is unrecoverable. You cannot tattoo more than one individual with one item, which means any artificer could only hand out one of each spell that they know as a tattoo a day. And they can't replace that infusion used later in the day - that only happens at the end of a long rest.
So, essentially, other than your 1 familiar (which is a ritual, mind you), you are really only gaining a first level spell slot per infusion; instead of some lasting benefit.
If the needle is used to create a magical tattoo, isn't the duration of the magical tattoo and any spell triggered by it also limited by the fact that it is an infusion.
So if the artificer re-uses that infusion "slot", then any spell currently running due to a magical tattoo will have its magic removed?
If the needle is used to create a magical tattoo, isn't the duration of the magical tattoo and any spell triggered by it also limited by the fact that it is an infusion.
So if the artificer re-uses that infusion "slot", then any spell currently running due to a magical tattoo will have its magic removed?
I think that's potentially a reasonable solution. What do you think?
Spellwrought tattoo says "... Once the tattoo is there, you can cast its spell, requiring no material components. 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.
Find Familiar says: "CASTING TIME 1 Hour Ritual;... DURATION Instantaneous; SCHOOL Conjuration;... DAMAGE/EFFECT Summoning You gain the service of a familiar, a spirit that takes an animal form you choose:... ...you can communicate with it telepathically... see through your familiar's eyes and hear what it hears... ...you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons...."
I guess a lot may depend on the way in which the telepathy and the interdimensional capability are powered. Is the telepathy powered by an ongoing influence from the spell or does the familiar itself act in some similar way to a sentient magical item that possesses an innate ability to let you communicate with it? Is it an ongoing influence of spell that powers dismissal and summoning or is it an ability left in discrete connection to the familiar that permits its dismissal and, perhaps by some silver cord type means, it's return?
For me these questions get interesting in the context of the commonly held view that dispel magic doesn't affect familiars despite the fact it could certainly effect an ongoing spell.
The rule of thumb that instantaneous duration spells are over the moment they’re cast and cannot be dispelled is a head scratcher for spells like find familiar goodberry mighty fortress heroes feast etc. But… it’s a rule nonetheless! And clearly demonstrates that at least for some spells it is rule appropriate to distinguish between the spell itself and the spell effect. It’s a permanent relationship that is formed.
find familiar the spell ends immediately after casting, and the tattoo will not hang out and glow indefinitely. The spell effect of find familiar lasts indefinitely, arguably even beyond the death of the familiar since in the future (even years later) the character could cast find familiar again to find the same spirit.
swapping out a find familiar tattoo infusion would not in any way impact spells that had already been cast whose durations were already over, any more than it would rip sentience out of any awakened shrubs that were wandering around in the world having been grown in formerly infused pots of awakening
I just rule that spell wrought tattoos are consumables and therefore not eligible for artificer infusion (they are literally the same effect as scrolls but wizards can't use them to add spells to their books)
Without limits, I think artificers being able to infuse 1st level spell consumables in less than six seconds at no material cost makes a mockery of the game.
I mean, they can already create +1 armor in 6 seconds, which is a rare magic item that is more powerful and costly than a single use scroll. Its not like they are making a stockpile of tattoos. Spellwrought tattoos on their own really aren't any issue. Its a once/day 1st level spell in exchange for an infusion slot - that's well within scope of other infusions.
The Forge Cleric can do the same thing at level 2.
Without limits, I think artificers being able to infuse 1st level spell consumables in less than six seconds at no material cost makes a mockery of the game.
I mean, they can already create +1 armor in 6 seconds, which is a rare magic item that is more powerful and costly than a single use scroll. Its not like they are making a stockpile of tattoos. Spellwrought tattoos on their own really aren't any issue. Its a once/day 1st level spell in exchange for an infusion slot - that's well within scope of other infusions.
The Forge Cleric can do the same thing at level 2.
Without limits, I think artificers being able to infuse 1st level spell consumables in less than six seconds at no material cost makes a mockery of the game.
I mean, they can already create +1 armor in 6 seconds, which is a rare magic item that is more powerful and costly than a single use scroll. Its not like they are making a stockpile of tattoos. Spellwrought tattoos on their own really aren't any issue. Its a once/day 1st level spell in exchange for an infusion slot - that's well within scope of other infusions.
The Forge Cleric can do the same thing at level 2.
You happen by a sanctum of forge clerics and, at most, two of the clerics can give you a +1 weapon and +1 armour. You happen by a tech centre of artificers and each one (at level 2) could give you 2 tattoos to permit your casting of spells like shield, absorb elements, bless, or any other 1st level spell. Alternatively, two of the artificers could each infuse for you a bag of holding, if that was one of their known infusions, to let you make a cheap, handy bomb, and do the armour and weapon thing as well if that's what you wanted. Any number of spells, for any spell for which an artificer knew the infusion, any common magic item. Given enough artificers, you could get some pretty good impermanent kit.
Without limits, I think artificers being able to infuse 1st level spell consumables in less than six seconds at no material cost makes a mockery of the game.
I mean, they can already create +1 armor in 6 seconds, which is a rare magic item that is more powerful and costly than a single use scroll. Its not like they are making a stockpile of tattoos. Spellwrought tattoos on their own really aren't any issue. Its a once/day 1st level spell in exchange for an infusion slot - that's well within scope of other infusions.
The Forge Cleric can do the same thing at level 2.
Without limits, I think artificers being able to infuse 1st level spell consumables in less than six seconds at no material cost makes a mockery of the game.
I mean, they can already create +1 armor in 6 seconds, which is a rare magic item that is more powerful and costly than a single use scroll. Its not like they are making a stockpile of tattoos. Spellwrought tattoos on their own really aren't any issue. Its a once/day 1st level spell in exchange for an infusion slot - that's well within scope of other infusions.
The Forge Cleric can do the same thing at level 2.
You happen by a sanctum of forge clerics and, at most, two of the clerics can give you a +1 weapon and +1 armour. You happen by a tech centre of artificers and each one (at level 2) could give you 2 tattoos to permit your casting of spells like shield, absorb elements, bless, or any other 1st level spell. Alternatively, two of the artificers could each infuse for you a bag of holding, if that was one of their known infusions, to let you make a cheap, handy bomb, and do the armour and weapon thing as well if that's what you wanted. Any number of spells, for any spell for which an artificer knew the infusion, any common magic item. Given enough artificers, you could get some pretty good impermanent kit.
Impermanent is the key here. You could also have the Artificers make Spell Storing rings or you could buy scrolls.
My comment was considering that the Cleric was IN the party. There is no way I'm going to take something like wholesale buying in the city into consideration.
So, you and three of your bestest buddies walk into town and want to get some cool magic tats not I don't know too many people that WOULDN'T benefits from a Shield tat for those 'Oh crap, I blew my Stealth roll and the BBEG sees me!' moments. Heck, what about Healing Word?
Now you need to find four Atrificers that are level 6 or higher (so they can give you your tats and still have at least one active Infusion to work their business with). Let's say it's a big city and you find one. How much are you willing to pay? Can you wait around for an appointment or are you willing to pay double to take the first four places in line?
I'd rather buy scrolls and potions, personally. I can see this being cool once because (for my table at least) it'd be a new thing. Like soldiers getting tats right out of boot camp together.
What a PC feature can do in the hands of an NPC is completely irrelevant.
Sure, a tech centrer of NPC artificers could hand out some fun stuff by following infusion rules. They could also hand out a bottomless, self-refilling healing potions, or a full suite of +3 weapons and armor, or an archmage's spellbook that contains every wizard spell in the game, or a magic item that grants the wielder level 20 epic boons, or a stack of stat manuals that boosts your entire party to 30 in every stat. NPCs aren't restricted by PC class rules.
NPCs can only break the game if the DM wants them too. The only things you should worry about is how features work in the hands of your players - and even then, only in practical scenarios.
I really like the idea of a crew of Artificers who stand for the proliferation of Familiars. Down with the Magicracy! Down with the wizard elites! Familiars are a right for all peoples!
If there are a small population in your world, even say, only 1 million people. It'd take a single Artificer 2740 years to give them all a familiar. A dedicated crew of a dozen artificers loyal to the cause and makes it their top priority every. single. day? 228 years.
It is fine. Nothing about it is broken in a way that will ruin any worlds. Maybe some random people might from time to time have a familiar? Okay. Not that game breaking.
Maybe this is a problem that crops up from time to time until those artificers responsible start meeting mysterious and unfortunate ends. Or just go missing altogether.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
What a PC feature can do in the hands of an NPC is completely irrelevant.
Sure, a tech centrer of NPC artificers could hand out some fun stuff by following infusion rules. They could also hand out a bottomless, self-refilling healing potions, or a full suite of +3 weapons and armor, or an archmage's spellbook that contains every wizard spell in the game, or a magic item that grants the wielder level 20 epic boons, or a stack of stat manuals that boosts your entire party to 30 in every stat. NPCs aren't restricted by PC class rules.
NPCs can only break the game if the DM wants them too. The only things you should worry about is how features work in the hands of your players - and even then, only in practical scenarios.
I guess it all depends on if DMs have any care about in-game fallacies and verisimilitude. If DMs don't care about worlds that work according to the same rules that they otherwise cause to apply then that's their choice.
By RAW those artificers, at 2nd level, could each produce 2 infusions for impermanent 1st level infusions each day at no personal cost.... or one potion of healing each at 25 gp material cost over 20 days.
(You're railroading me, in real life, by trying to tell me what to think).
If world-building wants to follow logic then these issues can become relevant should DMs want to avoid in-game fallacies.
I always thought that the PCs were supposed to be Heroes, therefore the PC character classes are well designed for Heroes.
Your average population has much less skill and aptitude for learning any of the class abilities.
I thought that the population of a 5e world had, in total, created just about every magic item that our PCs loot. It's a good point that you make but, if the population can do things like this, then there could be a possibility that some people could stretch to become artificers. And if, as I say, there could be profit in becoming an artificer, then parties may be far more likely to encounter low-level artificers than, say, low-level wizards.
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Only if they have used two of their known infusions on the same spellwrought tattoo. You can use each of your infusions only once. That actually probably means that even if you learn the same infusion twice, you can still only use it once. So maybe they spend their two infusions on two different tattoos, fine. If you infuse a goodberry spellwrought tattoo at the beginning of the day, you could immediately spend that spell and have the goodberries for the day, but you can't re-infuse another item that day anyway. So you are stuck with one set of goodberries for the day and no replacement infusion.
Yes, the previous castings will have had to have happened, that is part of the limitation. So, again, a party's artificer wouldn't be well suited holding used infusions and infusions known on stuff waiting for the time to make the tattoo useful again, they'll be much better served with actual infusions most of the time.
NPC artificers in the DM's world shouldn't really be an issue for the DM. "You want to go find 50 artificers to give you level 1 spell tattoos? Shucks, you can't find any."
I have no problem with an Artificer handing out Find Familiar tattoos.... sounds like a great gift at a rich kid's birthday party, they get a cool spiderman face tattoo, that comes off after the party when they summon a horrible fuzzy tarantula familiar! Which is their loyal magical pet for life... until it dies, at which point the kid has no way of casting the spell to resummon it (unless they get another face tattoo).
I wouldn't call this a problem, I'd call this great world building.
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I'm going to make this way harder than it needs to be.
I feel like that poor spider isn't going to last long as the pet of a spoiled rich kid
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Thanks for sticking with me with your message that "each of your infusions can be in only one object at a time." I had got sucked in by the narrative of a youtube warning of a potential hack of an artificer making bag of holding bombs.
This just means that a second-level artificer could facilitate a maximum of 365 Find Familiar spells in an Earth year rather than 730.
In the scenario of the 50 artificers, they would be able to make 100 tattoo needles for 100 tattoos. The needles followed by the tattoo are the item and these tattoos, RAW, can be repeatedly applied to a recipient. Multiple tattoos can be applied to a person and Jeremy Crawford further added that tattoos can overlap.
I guess that between this and Coffeelocks 5e is now completely unplayable.
In all seriousness, I really don't see how this scenario could play out in an actual game. Is this a thing that is currently happening in your campaign or something?
She/Her Player and Dungeon Master
One respondent surprised me by replying to say that they liked the idea of a world with loads of familiars, but I'd personally agree with you that the scenario would present difficulties for play. It's just the way that I think that a world would logically develop if artificers were able to infuse spellwrought tattoos.
Jeremy said that, but the items themselves each say how much of the body they take up, so his advice is a ruling not a rule. It is certainly reasonable that any DM advises that two half-body tattoos are all that you can have (even if you were to let them both be on the left half of your body).
On the other hand RAW, the needle becomes the tattoo ("To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like.") and the tattoo disappears when the spell is used ("Once the spell ends, the tattoo vanishes from your skin."). There is no mechanism for removing a spellwrought tattoo. So once you use the spellwrought tattoo item, it disappears and is unrecoverable. You cannot tattoo more than one individual with one item, which means any artificer could only hand out one of each spell that they know as a tattoo a day. And they can't replace that infusion used later in the day - that only happens at the end of a long rest.
So, essentially, other than your 1 familiar (which is a ritual, mind you), you are really only gaining a first level spell slot per infusion; instead of some lasting benefit.
If the needle is used to create a magical tattoo, isn't the duration of the magical tattoo and any spell triggered by it also limited by the fact that it is an infusion.
So if the artificer re-uses that infusion "slot", then any spell currently running due to a magical tattoo will have its magic removed?
That's the point I'm trying to get across.
I think that's potentially a reasonable solution. What do you think?
Spellwrought tattoo says "... Once the tattoo is there, you can cast its spell, requiring no material components. 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.
Find Familiar says: "CASTING TIME 1 Hour Ritual;... DURATION Instantaneous; SCHOOL Conjuration;... DAMAGE/EFFECT Summoning
You gain the service of a familiar, a spirit that takes an animal form you choose:...
...you can communicate with it telepathically... see through your familiar's eyes and hear what it hears...
...you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons...."
I guess a lot may depend on the way in which the telepathy and the interdimensional capability are powered.
Is the telepathy powered by an ongoing influence from the spell or does the familiar itself act in some similar way to a sentient magical item that possesses an innate ability to let you communicate with it? Is it an ongoing influence of spell that powers dismissal and summoning or is it an ability left in discrete connection to the familiar that permits its dismissal and, perhaps by some silver cord type means, it's return?
For me these questions get interesting in the context of the commonly held view that dispel magic doesn't affect familiars despite the fact it could certainly effect an ongoing spell.
The rule of thumb that instantaneous duration spells are over the moment they’re cast and cannot be dispelled is a head scratcher for spells like find familiar goodberry mighty fortress heroes feast etc. But… it’s a rule nonetheless! And clearly demonstrates that at least for some spells it is rule appropriate to distinguish between the spell itself and the spell effect. It’s a permanent relationship that is formed.
find familiar the spell ends immediately after casting, and the tattoo will not hang out and glow indefinitely. The spell effect of find familiar lasts indefinitely, arguably even beyond the death of the familiar since in the future (even years later) the character could cast find familiar again to find the same spirit.
swapping out a find familiar tattoo infusion would not in any way impact spells that had already been cast whose durations were already over, any more than it would rip sentience out of any awakened shrubs that were wandering around in the world having been grown in formerly infused pots of awakening
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I'm going to make this way harder than it needs to be.
I just rule that spell wrought tattoos are consumables and therefore not eligible for artificer infusion (they are literally the same effect as scrolls but wizards can't use them to add spells to their books)
The Forge Cleric can do the same thing at level 2.
You happen by a sanctum of forge clerics and, at most, two of the clerics can give you a +1 weapon and +1 armour.
You happen by a tech centre of artificers and each one (at level 2) could give you 2 tattoos to permit your casting of spells like shield, absorb elements, bless, or any other 1st level spell. Alternatively, two of the artificers could each infuse for you a bag of holding, if that was one of their known infusions, to let you make a cheap, handy bomb, and do the armour and weapon thing as well if that's what you wanted. Any number of spells, for any spell for which an artificer knew the infusion, any common magic item. Given enough artificers, you could get some pretty good impermanent kit.
Impermanent is the key here. You could also have the Artificers make Spell Storing rings or you could buy scrolls.
My comment was considering that the Cleric was IN the party. There is no way I'm going to take something like wholesale buying in the city into consideration.
So, you and three of your bestest buddies walk into town and want to get some cool magic tats not I don't know too many people that WOULDN'T benefits from a Shield tat for those 'Oh crap, I blew my Stealth roll and the BBEG sees me!' moments. Heck, what about Healing Word?
Now you need to find four Atrificers that are level 6 or higher (so they can give you your tats and still have at least one active Infusion to work their business with). Let's say it's a big city and you find one. How much are you willing to pay? Can you wait around for an appointment or are you willing to pay double to take the first four places in line?
I'd rather buy scrolls and potions, personally. I can see this being cool once because (for my table at least) it'd be a new thing. Like soldiers getting tats right out of boot camp together.
What a PC feature can do in the hands of an NPC is completely irrelevant.
Sure, a tech centrer of NPC artificers could hand out some fun stuff by following infusion rules. They could also hand out a bottomless, self-refilling healing potions, or a full suite of +3 weapons and armor, or an archmage's spellbook that contains every wizard spell in the game, or a magic item that grants the wielder level 20 epic boons, or a stack of stat manuals that boosts your entire party to 30 in every stat. NPCs aren't restricted by PC class rules.
NPCs can only break the game if the DM wants them too. The only things you should worry about is how features work in the hands of your players - and even then, only in practical scenarios.
I really like the idea of a crew of Artificers who stand for the proliferation of Familiars. Down with the Magicracy! Down with the wizard elites! Familiars are a right for all peoples!
If there are a small population in your world, even say, only 1 million people. It'd take a single Artificer 2740 years to give them all a familiar. A dedicated crew of a dozen artificers loyal to the cause and makes it their top priority every. single. day? 228 years.
It is fine. Nothing about it is broken in a way that will ruin any worlds. Maybe some random people might from time to time have a familiar? Okay. Not that game breaking.
Maybe this is a problem that crops up from time to time until those artificers responsible start meeting mysterious and unfortunate ends. Or just go missing altogether.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I always thought that the PCs were supposed to be Heroes, therefore the PC character classes are well designed for Heroes.
Your average population has much less skill and aptitude for learning any of the class abilities.
I guess it all depends on if DMs have any care about in-game fallacies and verisimilitude. If DMs don't care about worlds that work according to the same rules that they otherwise cause to apply then that's their choice.
By RAW those artificers, at 2nd level, could each produce 2 infusions for impermanent 1st level infusions each day at no personal cost.... or one potion of healing each at 25 gp material cost over 20 days.
(You're railroading me, in real life, by trying to tell me what to think).
If world-building wants to follow logic then these issues can become relevant should DMs want to avoid in-game fallacies.
I thought that the population of a 5e world had, in total, created just about every magic item that our PCs loot. It's a good point that you make but, if the population can do things like this, then there could be a possibility that some people could stretch to become artificers.
And if, as I say, there could be profit in becoming an artificer, then parties may be far more likely to encounter low-level artificers than, say, low-level wizards.