Okay I'm pulling this from the rules so I can get a clearer picture of what this all means.
Whenever you finish a long rest, you can touch up to 3 nonmagical objects, imbuing each of them 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 4 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.
Does that mean I have to refresh my infusions each time I do a long rest or am I missing something cause the app and website never seems to reset them after I finish a long rest
You don't need to refresh them each morning... you only need to touch a new object if you have either gained a new Infusion use, or if you want to change one of your infusions out for another one.
So, if you give an Improved Weapon to your party's fighter, and through some shenanigans they end up stuck in the feywild for a few days without the rest of your party. As long as you don't infuse a new item while they're gone, they'll have an Improved Weapon.
Ok. So I've got improved weapon, improved defense, and Spell refueling ring currently. Does that mean I have to give up one of them if I wanted to use a different one like say, homunculus servant?
Ok. So I've got improved weapon, improved defense, and Spell refueling ring currently. Does that mean I have to give up one of them if I wanted to use a different one like say, homunculus servant?
Yes, exactly. That's basically why you have twice as many Infusions Known than you have Infused Items... there's nothing wrong with just having two that you always have active, but it's nice to be able to have a few utility infusions in your back pocket just in case you need them.
For example, in my current campaign as an Artificer I pretty much always have Repeating Shot prepared, but for my second infusion it tends to vary between Improved Defense and Alchemy Jug, depending on how dangerous of a scenario I'm anticipating for the day. If the group is traveling through the desert, I keep Alchemy Jug active if only for the fresh water, or if nothing else, using it to stock up on Acid once a day (a vial of acid is worth 25gp). However, if our party anticipates combat, I usually put Improved Defense on one of my allies.
If nothing else, think of it like prepared casters' spells: even if in theory your character needs to refresh them every day, in practice you'll just leave the sheet as-is until you decide after a Long Rest that you want to swap some around. There's no need to address the matter during play unless something is being changed.
Ok. So I've got improved weapon, improved defense, and Spell refueling ring currently. Does that mean I have to give up one of them if I wanted to use a different one like say, homunculus servant?
Yes, exactly. That's basically why you have twice as many Infusions Known than you have Infused Items... there's nothing wrong with just having two that you always have active, but it's nice to be able to have a few utility infusions in your back pocket just in case you need them.
For example, in my current campaign as an Artificer I pretty much always have Repeating Shot prepared, but for my second infusion it tends to vary between Improved Defense and Alchemy Jug, depending on how dangerous of a scenario I'm anticipating for the day. If the group is traveling through the desert, I keep Alchemy Jug active if only for the fresh water, or if nothing else, using it to stock up on Acid once a day (a vial of acid is worth 25gp). However, if our party anticipates combat, I usually put Improved Defense on one of my allies.
Water? NEVER. It's all about the Mayonnaise!
2 gallons is enough calories to support about 15 people or so. Oh, that wonderful mayo!
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Okay I'm pulling this from the rules so I can get a clearer picture of what this all means.
Whenever you finish a long rest, you can touch up to 3 nonmagical objects, imbuing each of them 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 4 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.
Does that mean I have to refresh my infusions each time I do a long rest or am I missing something cause the app and website never seems to reset them after I finish a long rest
You don't need to refresh them each morning... you only need to touch a new object if you have either gained a new Infusion use, or if you want to change one of your infusions out for another one.
So, if you give an Improved Weapon to your party's fighter, and through some shenanigans they end up stuck in the feywild for a few days without the rest of your party. As long as you don't infuse a new item while they're gone, they'll have an Improved Weapon.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Ok. So I've got improved weapon, improved defense, and Spell refueling ring currently. Does that mean I have to give up one of them if I wanted to use a different one like say, homunculus servant?
Yes, exactly. That's basically why you have twice as many Infusions Known than you have Infused Items... there's nothing wrong with just having two that you always have active, but it's nice to be able to have a few utility infusions in your back pocket just in case you need them.
For example, in my current campaign as an Artificer I pretty much always have Repeating Shot prepared, but for my second infusion it tends to vary between Improved Defense and Alchemy Jug, depending on how dangerous of a scenario I'm anticipating for the day. If the group is traveling through the desert, I keep Alchemy Jug active if only for the fresh water, or if nothing else, using it to stock up on Acid once a day (a vial of acid is worth 25gp). However, if our party anticipates combat, I usually put Improved Defense on one of my allies.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
If nothing else, think of it like prepared casters' spells: even if in theory your character needs to refresh them every day, in practice you'll just leave the sheet as-is until you decide after a Long Rest that you want to swap some around. There's no need to address the matter during play unless something is being changed.
Water? NEVER. It's all about the Mayonnaise!
2 gallons is enough calories to support about 15 people or so. Oh, that wonderful mayo!