"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 (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one."
Based on that, it seems you can't choose to end the infusion simply by choice, without giving up the knowledge of the infusion or cycling though the order of oldest infusion.
Because they're described as prototype permanent magic items, it seems to me that this is intended.
Well i have a reason why you shouldn't be able to do that... "If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space." Throwing the bag of holding in front of whatever you don't like and ending the infusion. Had you put some kegs in there you just made a nuke. Lot's of small needles or even swords and throwing above the bbeg and ending the infusion creates a spiketrap. Also a more logical solution is that if you can only infuse items at the end of a long rest it is only logical you couldn't end it mid day. Not that there wouldn't situations you wouldn't want to do that but oh well
Well i have a reason why you shouldn't be able to do that... "If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space." Throwing the bag of holding in front of whatever you don't like and ending the infusion. Had you put some kegs in there you just made a nuke. Lot's of small needles or even swords and throwing above the bbeg and ending the infusion creates a spiketrap. Also a more logical solution is that if you can only infuse items at the end of a long rest it is only logical you couldn't end it mid day. Not that there wouldn't situations you wouldn't want to do that but oh well
Not particularly seeing the downside, that seems fun.
DM could rule that you can't keep explosives in it safely, that's fine. As for the swords, first the DM has to let you collect that many, and then, I personally would rule that the damage of a haphazardly dropped sword is not that great, even if it hits edge or point on, which the balance would make unlikely.
As a player, I have too much other cool stuff in my Bag to use it ephemerally like that. :-)
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Hello everyone,
curious if there are other ways to end an infusion on an item than the following contexts, both taken from the class description,
"If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies."
"The infusion also vanishes if you give up your knowledge of the infusion for another one."
Are there ways to, say, end an infusion by deciding to do so, akin to a spell effect that the spell caster decides to end on will?
"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 (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one."
Based on that, it seems you can't choose to end the infusion simply by choice, without giving up the knowledge of the infusion or cycling though the order of oldest infusion.
Because they're described as prototype permanent magic items, it seems to me that this is intended.
Infuse more stuff until the one you don’t want infused anymore drops off.
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Is there actually a good reason why the Artificer can't end a particular infusion at will?
Seems to me it would be perfectly fine to allow that.
Obviously you can end it by making a different item, but that's only immediately after a long rest.
Well i have a reason why you shouldn't be able to do that...
"If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space."
Throwing the bag of holding in front of whatever you don't like and ending the infusion. Had you put some kegs in there you just made a nuke. Lot's of small needles or even swords and throwing above the bbeg and ending the infusion creates a spiketrap. Also a more logical solution is that if you can only infuse items at the end of a long rest it is only logical you couldn't end it mid day. Not that there wouldn't situations you wouldn't want to do that but oh well
Not particularly seeing the downside, that seems fun.
DM could rule that you can't keep explosives in it safely, that's fine. As for the swords, first the DM has to let you collect that many, and then, I personally would rule that the damage of a haphazardly dropped sword is not that great, even if it hits edge or point on, which the balance would make unlikely.
As a player, I have too much other cool stuff in my Bag to use it ephemerally like that. :-)