After reading the infusion creation my gut leads me to believe that he must imbue his magic items at the end of the long rest similar to how a wizard would choose which spells are prepared.
He is claiming that he does not have to declare what items he is infusing until he decides to do so, no matter when that might be. He says that because the character manager lists the selection as uses, he is able to wait until he decides which item is appropriate for the situation, thus infusing it at that time.
Please tell me, as plainly as possible, when he has to declare what items he is infusing. Thank you.
"Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions," CAN. It states that infusing is optional.
"Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier" so no, it stays infused, he does not have to keep infusing it, unless he infuses too many items.
Edit: Misread the question. Yes, it is at the end of a long rest that he is able to infuse items. Improvising stuff on the spot is what spells are for.
So are you only able to have 2 items infused or only able to make 2 after a long rest? Thus making more of them over a longer period of time.
example: I make an Alchemy Jug and Bag of Holding. After the next long rest, I make my crossbow a repeating shot and Bag of Holding. Does the first 2 items no longer work? Is my infused magic spent?
So are you only able to have 2 items infused or only able to make 2 after a long rest? Thus making more of them over a longer period of time.
example: I make an Alchemy Jug and Bag of Holding. After the next long rest, I make my crossbow a repeating shot and Bag of Holding. Does the first 2 items no longer work? Is my infused magic spent?
You can only have 2 active at a time, and only 1 of each infusion.
You can have up to X infused magic items at any given time. X is indicated by your Artificer level and the Artificer table.
For example, a level 3 artificer can have 2 infused items.
If he/she tries to create additional infused items after that, the oldest items lose their infused powers.
You can know up to Y possible infusions at any given time. Y is indicated by your Artificer level and the Artificer table.
For example, a level 3 artificer knows 3 infusions.
So at any given time, an Artificer may have up to X infused magic items of any types they have chosen within Y.
For example, a level 3 artificer knows 3 infusions: Enhanced weapon (+1 to a weapon), Enhanced defense (+1 to armor), and Enhanced Wand (+1 spell casting focus). He/she can have 1 enhanced defense item and 1 enchanted wand item, or 2 enhanced weapons, or some other configuration of these.
I think there would be some EXCELLENT room here to create an Artificer con man, who infuses magic items with wonderful capabilities and sells them for cheap at the local market or in pawn shops or in sketchy back alleys of Waterdeep. The magic items pass inspections for being magical (e.g. the spell Identify). However, a few days later the Artificer has skipped town or switched identities or something, they create a new infused item to sell, and the one they just sold reverts to an ordinary bag or sword or shield or something. That would just be so sneaky.
So at any given time, an Artificer may have up to X infused magic items of any types they have chosen within Y.
For example, a level 3 artificer knows 3 infusions: Enhanced weapon (+1 to a weapon), Enhanced defense (+1 to armor), and Enhanced Wand (+1 spell casting focus). He/she can have 1 enhanced defense item and 1 enchanted wand item, or 2 enhanced weapons, or some other configuration of these.
I just want to point out you can't use the same infusion more than once at a time. So you can't have 2 enhanced weapons at once. "Each of your infusions can be in only one object at a time."
I just want to point out you can't use the same infusion more than once at a time. So you can't have 2 enhanced weapons at once. "Each of your infusions can be in only one object at a time."
You sure? I believe that means that you can't use more than one infusion in one item, but I don't see why you shouldn't be able to have two different enhanced weapons. But you wouldn't be able to enhance one weapon twice.
I just want to point out you can't use the same infusion more than once at a time. So you can't have 2 enhanced weapons at once. "Each of your infusions can be in only one object at a time."
You sure? I believe that means that you can't use more than one infusion in one item, but I don't see why you shouldn't be able to have two different enhanced weapons. But you wouldn't be able to enhance one weapon twice.
Why would they need to specify that? An infusion can only be used on a non-magic item, an infused item is magical.
It was probably to balance some of them like enhance defence. You can enhance a shield and armor to +2 your AC at level 2 (an easy 20 AC with starting equipment), and becomes +4 AC at higher levels.
I actually want to go back to the maximum number of infused items, because that was not how I understood it. I understood that you could only infuse so many items at the end of the long rest, but they stay infused otherwise, even if you infuse more at the end of your next long rest. I mean, if not, what is the point of having extra infusions you can't use.
You have 'extra' infusions because the artificer is allowed to choose which magic items would be most useful for her on a given day, the way a wizard or cleric can choose which spells they feel would be most useful on a given day. If you have two active infusions and four infusions available, then on days where you're more worried about mobility/adventuring than combat, you could put Enhanced Weapon/Defense away and take Rope of Climbing and Cloak of the Manta Ray, instead. You gain the ability to select a magic item loadout for the day, provided you take infusions that don't need to remain constantly active to achieve their core purpose (Bags of Holding being a prime example of 'cannot turn off' infusions).
Wait, so infusions need to be reinfused every long rest? I thought an infusion sticks until the artificer dies, chooses to no longer infuse that item, or infuses another item when they're at max capacity.
All true. An artificer can voluntarily choose to end an infusion to create a new one, if they desire. The book says 'the oldest dies', but I can't imagine any DM forcing that rather than saying "pick the ones you're deactivating", since the artificer is just going to do the Infusion Shuffle until they get what they need for the day anyways.
An unidentified Halfling man has reportedly been killed when the backpack he was carrying exploded into a pile of adventuring gear and a large chest. Witnesses say he was running down the street when he stumbled forward and a the chest appeared on his back, followed by rations, torches and a climbing kit. Bystanders were unable to move the chest weighing several hundred pounds before the Halfling was crushed. Shortly after this a group of adventurers arrived claiming the items were theirs and walked of muttering obscenities about thieves.
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I have a player running an artificer.
After reading the infusion creation my gut leads me to believe that he must imbue his magic items at the end of the long rest similar to how a wizard would choose which spells are prepared.
He is claiming that he does not have to declare what items he is infusing until he decides to do so, no matter when that might be. He says that because the character manager lists the selection as uses, he is able to wait until he decides which item is appropriate for the situation, thus infusing it at that time.
Please tell me, as plainly as possible, when he has to declare what items he is infusing. Thank you.
You have to use it "Whenever you finish a long rest." As stated by the feature.
It has limited uses because you can only have a limited amount of infused items.
"Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions," CAN. It states that infusing is optional.
"Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier" so no, it stays infused, he does not have to keep infusing it, unless he infuses too many items.
Edit: Misread the question. Yes, it is at the end of a long rest that he is able to infuse items. Improvising stuff on the spot is what spells are for.
So are you only able to have 2 items infused or only able to make 2 after a long rest? Thus making more of them over a longer period of time.
example: I make an Alchemy Jug and Bag of Holding. After the next long rest, I make my crossbow a repeating shot and Bag of Holding. Does the first 2 items no longer work? Is my infused magic spent?
You can only have 2 active at a time, and only 1 of each infusion.
You can have up to X infused magic items at any given time. X is indicated by your Artificer level and the Artificer table.
You can know up to Y possible infusions at any given time. Y is indicated by your Artificer level and the Artificer table.
So at any given time, an Artificer may have up to X infused magic items of any types they have chosen within Y.
I think there would be some EXCELLENT room here to create an Artificer con man, who infuses magic items with wonderful capabilities and sells them for cheap at the local market or in pawn shops or in sketchy back alleys of Waterdeep. The magic items pass inspections for being magical (e.g. the spell Identify). However, a few days later the Artificer has skipped town or switched identities or something, they create a new infused item to sell, and the one they just sold reverts to an ordinary bag or sword or shield or something. That would just be so sneaky.
I just want to point out you can't use the same infusion more than once at a time. So you can't have 2 enhanced weapons at once. "Each of your infusions can be in only one object at a time."
Ooooohhhh is that what that meant! I was confused.
You sure? I believe that means that you can't use more than one infusion in one item, but I don't see why you shouldn't be able to have two different enhanced weapons. But you wouldn't be able to enhance one weapon twice.
Why would they need to specify that? An infusion can only be used on a non-magic item, an infused item is magical.
It was probably to balance some of them like enhance defence. You can enhance a shield and armor to +2 your AC at level 2 (an easy 20 AC with starting equipment), and becomes +4 AC at higher levels.
I actually want to go back to the maximum number of infused items, because that was not how I understood it. I understood that you could only infuse so many items at the end of the long rest, but they stay infused otherwise, even if you infuse more at the end of your next long rest. I mean, if not, what is the point of having extra infusions you can't use.
You have 'extra' infusions because the artificer is allowed to choose which magic items would be most useful for her on a given day, the way a wizard or cleric can choose which spells they feel would be most useful on a given day. If you have two active infusions and four infusions available, then on days where you're more worried about mobility/adventuring than combat, you could put Enhanced Weapon/Defense away and take Rope of Climbing and Cloak of the Manta Ray, instead. You gain the ability to select a magic item loadout for the day, provided you take infusions that don't need to remain constantly active to achieve their core purpose (Bags of Holding being a prime example of 'cannot turn off' infusions).
Please do not contact or message me.
Wait, so infusions need to be reinfused every long rest? I thought an infusion sticks until the artificer dies, chooses to no longer infuse that item, or infuses another item when they're at max capacity.
All true. An artificer can voluntarily choose to end an infusion to create a new one, if they desire. The book says 'the oldest dies', but I can't imagine any DM forcing that rather than saying "pick the ones you're deactivating", since the artificer is just going to do the Infusion Shuffle until they get what they need for the day anyways.
Please do not contact or message me.
News paper report:
An unidentified Halfling man has reportedly been killed when the backpack he was carrying exploded into a pile of adventuring gear and a large chest. Witnesses say he was running down the street when he stumbled forward and a the chest appeared on his back, followed by rations, torches and a climbing kit. Bystanders were unable to move the chest weighing several hundred pounds before the Halfling was crushed. Shortly after this a group of adventurers arrived claiming the items were theirs and walked of muttering obscenities about thieves.