I am building a rouge/artificer in case my main hero dies. Looking into infused items it reads this way
Infused itemsUA
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune to the item.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 3 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.
I love how one item you can infuse is a bag of holding. The bag can hold a limit of 500lbs. Nothing more. Well this game break would only cost 250 gp. I bought 250 units of ball bearings, they each weigh 2 lbs and you get 1,000. That's a beautiful total of 250,000 ball bearings. Now technically I can infuse two items at my current level so the first item is a brand new bag of holding and you need a second item made ahead of time first.
Now the fun, set up the trap ideal location I think is on top of a stairwell. When the enemy rushes towards you infuse a new item by touching it, the rules have no time limit. When you infuse this new item the bag of holding reverts to a regular bag and 500 lbs of ball bearings come falling down the stairs from a shredded bag it contains and watch your dm die a little inside.
Well yes, I suppose that would work. But I think you can only infuse after a long rest, so unless it's a very convenient timing situation to set off the trap, it wouldn't work to well. But at the same time, providing the DM is okay with the player un-infusing an item at will without touch (and you established this before you wanted to pull this nasty prank) you could turn off the infusion at the right time and spring the trap.
It also says "You can infuse more than one nonmagical object at the end of a long rest;" though, specifying the point of time when you do the infusion.
The way I read it myself is after finishing a long rest you can infuse one item. It does not say immediately after finishing.
It says "whenever you finish a long rest," not "after you finish a long rest." "Whenever" specifically means at the time being discussed, not arbitrarily later. The above poster is correct in their assessment of the timing.
Also, where are you going to readily be able to find 250000 ball bearings for sale? If your DM lets you buy that, anything after that point is their own fault.
Infusions are done at the moment a long rest ends; "Whenever you finish a ___ rest" is a standardized phrase used frequently in feature descriptions. It is presumed that part of your downtime during a long rest is spent tinkering with stuff, and 'touching' the object at the end of a long rest just represents the successful completion of what you were working on.
Besides... why wouldn't you just open the bag and dump out all the ball bearings yourself? Gravity still works.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Or infuse two bag of holdings, set up a tripwire to drop one into the other. Enjoy your daily blackhole trap.
Now that is a creative trap!
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I am building a rouge/artificer in case my main hero dies. Looking into infused items it reads this way
Infused itemsUA
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune to the item.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 3 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.
I love how one item you can infuse is a bag of holding. The bag can hold a limit of 500lbs. Nothing more. Well this game break would only cost 250 gp. I bought 250 units of ball bearings, they each weigh 2 lbs and you get 1,000. That's a beautiful total of 250,000 ball bearings. Now technically I can infuse two items at my current level so the first item is a brand new bag of holding and you need a second item made ahead of time first.
Now the fun, set up the trap ideal location I think is on top of a stairwell. When the enemy rushes towards you infuse a new item by touching it, the rules have no time limit. When you infuse this new item the bag of holding reverts to a regular bag and 500 lbs of ball bearings come falling down the stairs from a shredded bag it contains and watch your dm die a little inside.
Well yes, I suppose that would work. But I think you can only infuse after a long rest, so unless it's a very convenient timing situation to set off the trap, it wouldn't work to well. But at the same time, providing the DM is okay with the player un-infusing an item at will without touch (and you established this before you wanted to pull this nasty prank) you could turn off the infusion at the right time and spring the trap.
The timing of that trap sounds tricky to me.
You can only infuse an item at the end of a Long Rest.
That would make setting the trap a little awkward as triggering it has to coincide with ending your long rest.
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The way I read it myself is after finishing a long rest you can infuse one item. It does not say immediately after finishing.
It also says "You can infuse more than one nonmagical object at the end of a long rest;" though, specifying the point of time when you do the infusion.
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It says "whenever you finish a long rest," not "after you finish a long rest." "Whenever" specifically means at the time being discussed, not arbitrarily later. The above poster is correct in their assessment of the timing.
I agree, it is whenever you finish a long rest, which is a point in time, immediately after the long rest is completed.
Also, where are you going to readily be able to find 250000 ball bearings for sale? If your DM lets you buy that, anything after that point is their own fault.
Infusions are done at the moment a long rest ends; "Whenever you finish a ___ rest" is a standardized phrase used frequently in feature descriptions. It is presumed that part of your downtime during a long rest is spent tinkering with stuff, and 'touching' the object at the end of a long rest just represents the successful completion of what you were working on.
Besides... why wouldn't you just open the bag and dump out all the ball bearings yourself? Gravity still works.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Or infuse two bag of holdings, set up a tripwire to drop one into the other. Enjoy your daily blackhole trap.
Now that is a creative trap!
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
For a single artificer an infusion can only be in one item at a time. But this checks out for a team of two artificers.
Fair, although is the many handed pouch still a thing... Because that was also an extradimensional space;-)
no it is not
Dang, that was a neat item even without black hole cheese. Oh well
So I looked into it, at 10th lvl you can make Quiver of Ehlonna which you can drop into the bag of holding for the 10 ft black hole once a day ;)