OK, I began by speaking of, "The infusion of spellwrought tattoos by D&D 5e Artificers ..." If that is in place then, if logic continued on its direct course
...then all artificers would be hunted down and exterminated by wizards to prevent them from horning in on the wizards' familiar monopoly.
Hey, coming up with these wild world-building scenarios is kinda fun.
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)
OK, I began by speaking of, "The infusion of spellwrought tattoos by D&D 5e Artificers ..." If that is in place then, if logic continued on its direct course
...then all artificers would be hunted down and exterminated by wizards to prevent them from horning in on the wizards' familiar monopoly.
Hey, coming up with these wild world-building scenarios is kinda fun.
In that case we can modify to "The infusion of spellwrought tattoos by D&D 5e Artificers ..." has the potential to set the magical communities at war because of wizards wanting to stop other practitioners from using their abilities. That could work.
It seems to me that you could pretty easily rule that a Spellwrought Tattoo isn't an option for Replicate Magic Item, on the grounds that you have to "touch a non-magical object and imbue it with one of your artificer infusions", and the Tattoo is not an object. There's a needle involved, but the magic item isn't Spellwrought Needle, is it?
Nor is the person receiving the Tattoo an object. Perhaps you could do it to a corpse, except the description for the Tattoo says that you apply it to yourself. So you'll need to find a way to infuse items while being dead. And even if you do, you can only infuse yourself, not others.
There is no reason to homebrew/houserule anything. RAW, each Artificer can only learn the Replicate Spellwrought Tattoo Infusion once, and can only use it once per day. This thread’s entire line of thought is predicated on an Artificer being able to do something they cannot do RAW. Ergo, the problem being discussed does not exist.
It seems to me that you could pretty easily rule that a Spellwrought Tattoo isn't an option for Replicate Magic Item, on the grounds that you have to "touch a non-magical object and imbue it with one of your artificer infusions", and the Tattoo is not an object. There's a needle involved, but the magic item isn't Spellwrought Needle, is it?
Nor is the person receiving the Tattoo an object. Perhaps you could do it to a corpse, except the description for the Tattoo says that you apply it to yourself. So you'll need to find a way to infuse items while being dead. And even if you do, you can only infuse yourself, not others.
OK, I began by speaking of, "The infusion of spellwrought tattoos by D&D 5e Artificers ..." If that is in place then, if logic continued on its direct course
...then all artificers would be hunted down and exterminated by wizards to prevent them from horning in on the wizards' familiar monopoly.
Hey, coming up with these wild world-building scenarios is kinda fun.
In that case we can modify to "The infusion of spellwrought tattoos by D&D 5e Artificers ..." has the potential to set the magical communities at war because of wizards wanting to stop other practitioners from using their abilities. That could work.
Dearest Martha. I see no end in sight to what scribes in our unit are calling the Familiar War.
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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)
There is no reason to homebrew/houserule anything. RAW, each Artificer can only learn the Replicate Spellwrought Tattoo Infusion once, and can only use it once per day. This thread’s entire line of thought is predicated on an Artificer being able to do something they cannot do RAW. Ergo, the problem being discussed does not exist.
In regard to the multiple tattoos part of my scenario i conjectured that, "Locations like the Yawning Portal might rapidly become sites for tattoo parlours to spring up with artificers popping in to trade their lightning-fast inkworks." This was based on the idea that there might be money to be made in providing spellwought tattoos among infusions offered,
OK, I began by speaking of, "The infusion of spellwrought tattoos by D&D 5e Artificers ..." If that is in place then, if logic continued on its direct course
...then all artificers would be hunted down and exterminated by wizards to prevent them from horning in on the wizards' familiar monopoly.
Hey, coming up with these wild world-building scenarios is kinda fun.
In that case we can modify to "The infusion of spellwrought tattoos by D&D 5e Artificers ..." has the potential to set the magical communities at war because of wizards wanting to stop other practitioners from using their abilities. That could work.
Dearest Martha. I see no end in sight to what scribes in our unit are calling the Familiar War.
When the enemy faction intercepted this communication they didn't know what to make of it at first. "They have a mother named Martha too?" And just like that lasting peace spread across the globe. #goodwriting
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.
OK, I began by speaking of, "The infusion of spellwrought tattoos by D&D 5e Artificers ..." If that is in place then, if logic continued on its direct course
...then all artificers would be hunted down and exterminated by wizards to prevent them from horning in on the wizards' familiar monopoly.
Hey, coming up with these wild world-building scenarios is kinda fun.
In that case we can modify to "The infusion of spellwrought tattoos by D&D 5e Artificers ..." has the potential to set the magical communities at war because of wizards wanting to stop other practitioners from using their abilities. That could work.
Dearest Martha. I see no end in sight to what scribes in our unit are calling the Familiar War.
But for that fact that there's no competition regarding the supply of familiars, unless wizards want to risk sharing around a rare item ring of spell storing.
There is no reason to homebrew/houserule anything. RAW, each Artificer can only learn the Replicate Spellwrought Tattoo Infusion once, and can only use it once per day. This thread’s entire line of thought is predicated on an Artificer being able to do something they cannot do RAW. Ergo, the problem being discussed does not exist.
In regard to the multiple tattoos part of my scenario i conjectured that, "Locations like the Yawning Portal might rapidly become sites for tattoo parlours to spring up with artificers popping in to trade their lightning-fast inkworks." This was based on the idea that there might be money to be made in providing spellwought tattoos among infusions offered,
I understand that, but what you seem to not understand is that it doesn’t work like that.
An Artificer can only infuse an item at the end of a long rest. So the “customer” would have to basically be waiting for the Artificer to get up; shit, shower, shave and shine, and then IMMEDIATELY get inked. Then, that customer would have to cast the spell within the next 24 hours before the Artificer finishes their next long rest and inks someone else again.
A cantrip/1st-level spell in a magic item makes it common, or valued at 1d6×10gp according to Xanathar's Guide, ÷2 for a consumable item. That means an Artificer could make a maximum of 30gp/day selling their one, single tattoo per day…. And they have to deal with waking up every morning knowing there’s gonna be a creeper lurking outside the bathroom waiting for them to come out. After a week of creepers, they put between 70-210gp in their pocket….
An adventuring Artificer can make thousands of gp and find all tons of other cool swag to boot. To an adventurer, 70-210gp is asswipe money. That infusion slot would be better spent on a Homunculus Servant for themselves to help them go get some real cash.
On top of all that ☝️, an Artificer who sits around all week servicing creepers who lurk outside the bathroom is not out adventuring, which means no XP. That character will die as an unremembered, moderately wealthy 2nd level Artificer with a lifetime if creepy, boring memories. The one that stops the nonsense and sets out on the road to adventure will likely be remembered forever as a hero of legend having died as a ridiculously rich, fairly high-level Artificer with a lifetime of exciting experiences. (At least if I’m their DM the will. 😜)
If a player wants their PC to be an ink master as their downtime job, go ‘head. But their income won’t be calculated by the infusion, nosir. They get wages just like everyone else.^1,2&3
Remember, “D&D” stands for “Dungeons & Dragons,” not “Dayjobs & Downtime.”
There is no reason to homebrew/houserule anything. RAW, each Artificer can only learn the Replicate Spellwrought Tattoo Infusion once, and can only use it once per day. This thread’s entire line of thought is predicated on an Artificer being able to do something they cannot do RAW. Ergo, the problem being discussed does not exist.
In regard to the multiple tattoos part of my scenario i conjectured that, "Locations like the Yawning Portal might rapidly become sites for tattoo parlours to spring up with artificers popping in to trade their lightning-fast inkworks." This was based on the idea that there might be money to be made in providing spellwought tattoos among infusions offered,
I understand that, but what you seem to not understand is that it doesn’t work like that.
An Artificer can only infuse an item at the end of a long rest. So the “customer” would have to basically be waiting for the Artificer to get up; shit, shower, shave and shine, and then IMMEDIATELY get inked. Then, that customer would have to cast the spell within the next 24 hours before the Artificer finishes their next long rest and inks someone else again.
A cantrip/1st-level spell in a magic item makes it common, or valued at 1d6×10gp according to Xanathar's Guide, ÷2 for a consumable item. That means an Artificer could make a maximum of 30gp/day selling their one, single tattoo per day…. And they have to deal with waking up every morning knowing there’s gonna be a creeper lurking outside the bathroom waiting for them to come out. After a week of creepers, they put between 70-210gp in their pocket….
An adventuring Artificer can make thousands of gp and find all tons of other cool swag to boot. To an adventurer, 70-210gp is asswipe money. That infusion slot would be better spent on a Homunculus Servant for themselves to help them go get some real cash.
On top of all that ☝️, an Artificer who sits around all week servicing creepers who lurk outside the bathroom is not out adventuring, which means no XP. That character will die as an unremembered, moderately wealthy 2nd level Artificer with a lifetime if creepy, boring memories. The one that stops the nonsense and sets out on the road to adventure will likely be remembered forever as a hero of legend having died as a ridiculously rich, fairly high-level Artificer with a lifetime of exciting experiences. (At least if I’m their DM the will. 😜)
If a player wants their PC to be an ink master as their downtime job, go ‘head. But their income won’t be calculated by the infusion, nosir. They get wages just like everyone else.^1,2&3
Remember, “D&D” stands for “Dungeons & Dragons,” not “Dayjobs & Downtime.”
A busy section of an artificer's day can surely start at any stage. Or are you saying, for instance, that an artificer, say, can't have breakfast etc. before starting on the work of infusions? And I can't see why an artificer couldn't prepare needles or other items ready for trade.
I had read the provision, "Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item." and taken this to mean that you gained the ability at the end of the long rest."
The rules for wizard say, "You regain all expended spell slots when you finish a long rest." From this point you can cast spells but you don't have to do so immediately."
None-the-less I can see your interpretation which seems straightforward.
Whenever they get them, whether they are PCs or NPCs, artificers will have valuable infusions.
Maybe this has been covered or maybe I’m just thinking of it wrong but if an artificer infused a needle for a tattoo and sells it, the needle becomes the ink which then becomes the tattoo. So the infusion transfers from one state to the next and ends up as a tattoo. So an adventurer can go off adventuring and either
1. the adventurer doesn’t use the tattoo right away and the artificer is unable to use the infusion again until the adventurer uses it (which could be weeks/months) so that infusion slot is wasted all that time as the infusion is still on the tattoo. Or
2. the artificer infuses another needle the next day and the adventurer’s tattoo disappears unused and a useless waste of money.
as far as familiars go I know people really like familiars but I really don’t see the issue as they can be dispatched easily by the enemy if they become a problem during combat.
Maybe this has been covered or maybe I’m just thinking of it wrong but if an artificer infused a needle for a tattoo and sells it, the needle becomes the ink which then becomes the tattoo. So the infusion transfers from one state to the next and ends up as a tattoo. So an adventurer can go off adventuring and either
1. the adventurer doesn’t use the tattoo right away and the artificer is unable to use the infusion again until the adventurer uses it (which could be weeks/months) so that infusion slot is wasted all that time as the infusion is still on the tattoo. Or
2. the artificer infuses another needle the next day and the adventurer’s tattoo disappears unused and a useless waste of money.
as far as familiars go I know people really like familiars but I really don’t see the issue as they can be dispatched easily by the enemy if they become a problem during combat.
One Area of Effect spell will usually flatten all the Familiars in the party if the bad guys go first.
Maybe this has been covered or maybe I’m just thinking of it wrong but if an artificer infused a needle for a tattoo and sells it, the needle becomes the ink which then becomes the tattoo. So the infusion transfers from one state to the next and ends up as a tattoo. So an adventurer can go off adventuring and either
1. the adventurer doesn’t use the tattoo right away and the artificer is unable to use the infusion again until the adventurer uses it (which could be weeks/months) so that infusion slot is wasted all that time as the infusion is still on the tattoo. Or
2. the artificer infuses another needle the next day and the adventurer’s tattoo disappears unused and a useless waste of money.
as far as familiars go I know people really like familiars but I really don’t see the issue as they can be dispatched easily by the enemy if they become a problem during combat.
One Area of Effect spell will usually flatten all the Familiars in the party if the bad guys go first.
A familiar that has been inked with a spellwrought tattoo could happily maintain a spell like bless while sitting in a pocket or similar.
Bless, for instance, has a range of 30 feet which could keep a familiar well away from an aoe epicentre.
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.
Er... no. Those aren't fallacies. Almost every official module presents NPCs that are capable of doing things that PCs cannot do. And there are tons of NPCs that only have a fraction of the capabilities of an equivalent PC. Its why monster statblocks lack PC levels. The Bard NPC, for example, can't inspire people with bardic inspiration, despite that being a basic level 1 bard feature. Its how the world works, RAW.
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.
Er... no. Those aren't fallacies. Almost every official module presents NPCs that are capable of doing things that PCs cannot do. And there are tons of NPCs that only have a fraction of the capabilities of an equivalent PC. Its why monster statblocks lack PC levels. The Bard NPC, for example, can't inspire people with bardic inspiration, despite that being a basic level 1 bard feature. Its how the world works, RAW.
That's a surprise. There are certainly plenty of wizard, cleric and druid NPCs in 5e that can cast spells.
Do they get portent dice or benign transmutations or natural recovery or divine strikes? Heck I don't even see a druid that gets wild shape (only one that I have access to gets an ability like it, but it is called something else).
A familiar that has been inked with a spellwrought tattoo could happily maintain a spell like bless while sitting in a pocket or similar.
Bless, for instance, has a range of 30 feet which could keep a familiar well away from an aoe epicentre.
Oh, so now you're tattooing the familiars created with tattoos? Is this Tattooception now?
And how is bless going to help a critter with one (1) HP survive an AoE?
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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)
Do they get portent dice or benign transmutations or natural recovery or divine strikes? Heck I don't even see a druid that gets wild shape (only one that I have access to gets an ability like it, but it is called something else).
Well that at least could indicate a possibly consistently applied ruling. It still seems a bit far fetched to make a forth wall distinction though. I wait to see an NPC artifiser able to infuse.
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Ok, so you began with a false premise. You can come to a lot of false conclusions starting with a false premise.
...then all artificers would be hunted down and exterminated by wizards to prevent them from horning in on the wizards' familiar monopoly.
Hey, coming up with these wild world-building scenarios is kinda fun.
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)
In that case we can modify to "The infusion of spellwrought tattoos by D&D 5e Artificers ..." has the potential to set the magical communities at war because of wizards wanting to stop other practitioners from using their abilities. That could work.
It seems to me that you could pretty easily rule that a Spellwrought Tattoo isn't an option for Replicate Magic Item, on the grounds that you have to "touch a non-magical object and imbue it with one of your artificer infusions", and the Tattoo is not an object. There's a needle involved, but the magic item isn't Spellwrought Needle, is it?
Nor is the person receiving the Tattoo an object. Perhaps you could do it to a corpse, except the description for the Tattoo says that you apply it to yourself. So you'll need to find a way to infuse items while being dead. And even if you do, you can only infuse yourself, not others.
There is no reason to homebrew/houserule anything. RAW, each Artificer can only learn the Replicate Spellwrought Tattoo Infusion once, and can only use it once per day. This thread’s entire line of thought is predicated on an Artificer being able to do something they cannot do RAW. Ergo, the problem being discussed does not exist.
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That works :D
Dearest Martha. I see no end in sight to what scribes in our unit are calling the Familiar War.
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)
In regard to the multiple tattoos part of my scenario i conjectured that, "Locations like the Yawning Portal might rapidly become sites for tattoo parlours to spring up with artificers popping in to trade their lightning-fast inkworks."
This was based on the idea that there might be money to be made in providing spellwought tattoos among infusions offered,
When the enemy faction intercepted this communication they didn't know what to make of it at first. "They have a mother named Martha too?" And just like that lasting peace spread across the globe. #goodwriting
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.
But for that fact that there's no competition regarding the supply of familiars, unless wizards want to risk sharing around a rare item ring of spell storing.
I understand that, but what you seem to not understand is that it doesn’t work like that.
An Artificer can only infuse an item at the end of a long rest. So the “customer” would have to basically be waiting for the Artificer to get up; shit, shower, shave and shine, and then IMMEDIATELY get inked. Then, that customer would have to cast the spell within the next 24 hours before the Artificer finishes their next long rest and inks someone else again.
A cantrip/1st-level spell in a magic item makes it common, or valued at 1d6×10gp according to Xanathar's Guide, ÷2 for a consumable item. That means an Artificer could make a maximum of 30gp/day selling their one, single tattoo per day…. And they have to deal with waking up every morning knowing there’s gonna be a creeper lurking outside the bathroom waiting for them to come out. After a week of creepers, they put between 70-210gp in their pocket….
An adventuring Artificer can make thousands of gp and find all tons of other cool swag to boot. To an adventurer, 70-210gp is asswipe money. That infusion slot would be better spent on a Homunculus Servant for themselves to help them go get some real cash.
On top of all that ☝️, an Artificer who sits around all week servicing creepers who lurk outside the bathroom is not out adventuring, which means no XP. That character will die as an unremembered, moderately wealthy 2nd level Artificer with a lifetime if creepy, boring memories. The one that stops the nonsense and sets out on the road to adventure will likely be remembered forever as a hero of legend having died as a ridiculously rich, fairly high-level Artificer with a lifetime of exciting experiences. (At least if I’m their DM the will. 😜)
If a player wants their PC to be an ink master as their downtime job, go ‘head. But their income won’t be calculated by the infusion, nosir. They get wages just like everyone else.^1,2&3
Remember, “D&D” stands for “Dungeons & Dragons,” not “Dayjobs & Downtime.”
^1(https://www.dndbeyond.com/sources/phb/adventuring#PracticingaProfession)
^2(https://www.dndbeyond.com/sources/dmg/between-adventures#RunningaBusiness)
^3(https://www.dndbeyond.com/sources/xgte/downtime-revisited#Work)
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A busy section of an artificer's day can surely start at any stage. Or are you saying, for instance, that an artificer, say, can't have breakfast etc. before starting on the work of infusions?
And I can't see why an artificer couldn't prepare needles or other items ready for trade.
I had read the provision, "Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item." and taken this to mean that you gained the ability at the end of the long rest."
The rules for wizard say, "You regain all expended spell slots when you finish a long rest." From this point you can cast spells but you don't have to do so immediately."
None-the-less I can see your interpretation which seems straightforward.
Whenever they get them, whether they are PCs or NPCs, artificers will have valuable infusions.
Maybe this has been covered or maybe I’m just thinking of it wrong but if an artificer infused a needle for a tattoo and sells it, the needle becomes the ink which then becomes the tattoo. So the infusion transfers from one state to the next and ends up as a tattoo. So an adventurer can go off adventuring and either
1. the adventurer doesn’t use the tattoo right away and the artificer is unable to use the infusion again until the adventurer uses it (which could be weeks/months) so that infusion slot is wasted all that time as the infusion is still on the tattoo. Or
2. the artificer infuses another needle the next day and the adventurer’s tattoo disappears unused and a useless waste of money.
as far as familiars go I know people really like familiars but I really don’t see the issue as they can be dispatched easily by the enemy if they become a problem during combat.
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One Area of Effect spell will usually flatten all the Familiars in the party if the bad guys go first.
A familiar that has been inked with a spellwrought tattoo could happily maintain a spell like bless while sitting in a pocket or similar.
Bless, for instance, has a range of 30 feet which could keep a familiar well away from an aoe epicentre.
Er... no. Those aren't fallacies. Almost every official module presents NPCs that are capable of doing things that PCs cannot do. And there are tons of NPCs that only have a fraction of the capabilities of an equivalent PC. Its why monster statblocks lack PC levels. The Bard NPC, for example, can't inspire people with bardic inspiration, despite that being a basic level 1 bard feature. Its how the world works, RAW.
That's a surprise. There are certainly plenty of wizard, cleric and druid NPCs in 5e that can cast spells.
Do they get portent dice or benign transmutations or natural recovery or divine strikes? Heck I don't even see a druid that gets wild shape (only one that I have access to gets an ability like it, but it is called something else).
Oh, so now you're tattooing the familiars created with tattoos? Is this Tattooception now?
And how is bless going to help a critter with one (1) HP survive an AoE?
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)
Well that at least could indicate a possibly consistently applied ruling.
It still seems a bit far fetched to make a forth wall distinction though.
I wait to see an NPC artifiser able to infuse.