Okay, I've got a question. How does the Artificers "Magic Item Adept" work? Can you create items from scratch using the ability? As to my understanding it makes it easier for you to create the items you picked as your Infusion. For example, if I were to pick the infusion "Replicate Magic Item" and create an item, it would make it easier for me to craft that particular item. Or does it allow you to create additional magical items outside of your infusions? If so, how would that work. As always, thank you in advance for your help.
There are rules for crafting items in the Dungeon Masters Guide as well as Xanathar's Guide to Everything. Anyone can craft items with the right combination of skills and tools, but Artificers can learn to do it cheaper and faster. That feature has nothing to do with the Artificer infusions.
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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!
It’s a bit funky, because the ability kind of assumes a DM who allows you the craft magic items in the first place. Not all of them do. So it might be useless to you that you can make them faster, if your DM doesn’t allow you to make them at all. Attuning to a 4th item, however, can always be useful.
The Magic Item Adept ability has 2 component, 1 for adventuring, 1 for downtime/retirement. The adventuring benefit is that you can attune to an additional magic item. The downtime/retirement benefit is that you can craft magic items of uncommon rarity or less at 1/2 the price, and 1/4 the time, consult DM for crafting rules if they are allowing it in their campaign (some campaigns are simply Kick-door & Kill-thing, not Ledgers & Logistics.) You typically need a formula to make magic items, by and large I find that whatever you have as an infusion you are counted as having a formula for - though you only get the 1/2 price and 1/4 time if it is uncommon or common. If DM is not allowing downtime, think of it as a retirement benefit if your character survives - making mad money if in a big enough city or market.
Okay, I've got a question. How does the Artificers "Magic Item Adept" work? Can you create items from scratch using the ability? As to my understanding it makes it easier for you to create the items you picked as your Infusion. For example, if I were to pick the infusion "Replicate Magic Item" and create an item, it would make it easier for me to craft that particular item. Or does it allow you to create additional magical items outside of your infusions? If so, how would that work. As always, thank you in advance for your help.
There are rules for crafting items in the Dungeon Masters Guide as well as Xanathar's Guide to Everything. Anyone can craft items with the right combination of skills and tools, but Artificers can learn to do it cheaper and faster. That feature has nothing to do with the Artificer infusions.
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!
It’s a bit funky, because the ability kind of assumes a DM who allows you the craft magic items in the first place. Not all of them do. So it might be useless to you that you can make them faster, if your DM doesn’t allow you to make them at all. Attuning to a 4th item, however, can always be useful.
The Magic Item Adept ability has 2 component, 1 for adventuring, 1 for downtime/retirement. The adventuring benefit is that you can attune to an additional magic item. The downtime/retirement benefit is that you can craft magic items of uncommon rarity or less at 1/2 the price, and 1/4 the time, consult DM for crafting rules if they are allowing it in their campaign (some campaigns are simply Kick-door & Kill-thing, not Ledgers & Logistics.) You typically need a formula to make magic items, by and large I find that whatever you have as an infusion you are counted as having a formula for - though you only get the 1/2 price and 1/4 time if it is uncommon or common. If DM is not allowing downtime, think of it as a retirement benefit if your character survives - making mad money if in a big enough city or market.