In DnD 5e, artificers can infuse items with offensive enchantments to improve the damage-dealing potential of their party. The Infuse Item feature allows them to turn mundane objects into magical ones, and the infusions can be thought of as enchantments. Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.
At the end of a long rest, you can touch as many nonmagical items as you can apply infusions to, giving them the ability to create a replicable magic item. Artificer infusions create semi-permanent magic items, giving you a ton of powerful options. By the 20th level, you get a total of just 6 infused items, but you’ll learn to infuse common items with magical power, enhancing them in various ways. You can create +1 (and eventually +2 at level ten) weapons and any magic item created by an artificer may be treated as if it were an infused item, e.g., it can be used as a spell focus.
Artificers gain the ability to bestow items with magical properties at the 2nd level, which are called “infusions” and range from +1 to +2. In DnD 5e, there are no rules for enchanting an already-enchanted item, and when you create a magic item, you create a specific item.
📹 Artificer Infusions are super fun! – Advanced Guide to Infusions in D&D 5e
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Can artificers craft magic items faster?
The efficiency of artisans in creating items is contingent upon the crafting input levels. Increased values result in accelerated item creation. A variety of factors are taken into account, including the crafting environment, the condition of the tools used, and the assistance provided by non-player characters (NPCs) or other players. Nevertheless, the absence of actual skill checks may be perceived as a shortcoming. The final result is a utilitarian item that reflects the appropriate expenditure of funds.
Can an artificer make a wand of magic missile?
An artificer can create a magic item without access to the necessary spells, but must perform a successful Use Magic Device check (DC 20 + caster level) to emulate each spell required. For example, to create a first-level wand of magic missile, a check result of 21 or higher is required. To create a bottle of air, a check result of 27 or higher is needed. The artificer must check for each prerequisite for each item, and if they fail, they can try again each day until the item is complete. If the artificer fails to emulate a power, they can make one final check, but if it fails, the creation process fails, resulting in the loss of time, money, and XP spent on crafting the item.
Can artificers invent things?
Artificers can create various party roles, with some subclasses allowing players to customize their roles further. Alchemists can be healers or support roles, Armorers are tanks, and Artillerists and Battle Smiths are DPS classes. The availability of firearms and their form in the adventure is a major reason for choosing Artificers. They are proficient in designing, constructing, and infusing firearms with arcane power.
Firearms don’t have to be conventional projectile weapons, but rather combustion-based weapons like gunpowder. Artificers can build cannons, catapults, bazookas, or grenade launchers. This allows them to take on various forms in the D&D universe.
Can an artificer build a gun?
An Artificer can acquire a Pistol from a nearby blacksmith or craft one themselves, infusing it with Repeating Shot and grabbing a Shield to become a potent long-ranged combatant. They can also bring a weapon of their choice to a blacksmith to be enhanced into their Weapon +1, +2, or +3 Variants. Weapon +1 and its variants can overcome resistance to non-magical damage, and the Artificer gains a bonus to Attack Rolls and Damage Rolls.
Can artificers replicate magic items?
Artificer infusions offer a versatile way to replicate magic items, with a growing list of options as you gain levels. By 20th level, you will have 12 infused items, with Replicate Magic being the only one that can be selected multiple times. However, infusions cannot stack on the same item and cannot be applied to spells like Magic Weapon or Elemental Weapon, as they affect the target nonmagic weapon and make it a magic weapon.
Each infusion applies to an existing item and makes it magical, so it’s important to be cautious when using spells like Magic Weapon. Additionally, each infusion can only be in effect once at a time, so you can’t just throw an Enhanced Defense infusion on everything your party wears.
Can I infuse a magic item as an artificer?
At the second level, artisans are able to imbue items with magical properties, known as “infusions.” These infusions range in their effects, from providing minor mechanical benefits to creating a mechanical servant. Nevertheless, it is possible that JavaScript may be disabled or blocked by an extension, or that the browser in question does not support cookies.
Can an artificer infuse their own armor?
Upon reaching the ninth level, the artificer is able to utilize the Infuse Items feature to modify their Arcane Armor. This armor is now regarded as a distinct entity, rather than a singular item. This encompasses the chest piece, boots, helmet, and the armor’s distinctive weapon. Please be advised that your browser does not support cookies.
Can artificers enchant magic items?
Enchanting is a downtime skill that requires a background in working with magical items, typically from an Artificer or Wizard. This skill can be used to craft specific enchanted objects or items found in the Dungeon Master’s Guide. Enchanting workspaces must include a worktable, an enchanter’s kit, tinker’s tools, and a runic circle. Enchanting is not allowed within magically Consecrated or Desecrated spaces, and certain enchantments may have more specific workspace requirements. Access to facilities, materials, and spells is required for crafting.
Can artificers make tattoos?
Tattooist artificers use magical tattoos to aid allies and hinder enemies, using needles and inks to create temporary or permanent tattoos. They are renowned for their expertise and artistry. At the third level, proficiency in calligrapher’s supplies is gained, and if already present, a different set of tools is chosen. The sapping sting cantrip is also learned. Additionally, magical items can be replicated using the Replicate Magic Item infusion at specified levels.
What are the limitations of artificer infusions?
The rules impose a limit of two, three, four, five, or six infusions per long rest, with each infusion involving a single object. It is not permissible for a single object to contain more than one infusion at any given time. JavaScript may be disabled or blocked by an extension, and the browser in use does not support cookies.
📹 Top 10 Artificer Infusions in DnD 5E
Artificer infusions are basically like enchantments, but the artificer class is able to put on pieces of equipment in order to give the …
Artificer is one of my favourite classes to play, and this right here is a major reason why. There are so many interesting options for Infusions, with interesting synergies. And they’re not just limited to what synergizes with your own build, but you can hand them off to other players, as well. Spellwrought Tattoo Tech is a great example of things you can hand off to any member of the party. Even something as simple as “We have a Ranged Monk build in the party with no spellcaster levels, let’s hand off a Spellwrought Bless for them to Concentrate on, since they’re never going to be in melee range”. This isn’t even rules dubious, this is entirely mechanics as intended, but changes the whole party dynamic and power level massively.
Alchemy jug can make a quite a bit of mayo per day. A bag of holding can hold a frankly absurd amount of mayo. A familiar can carry a bag of holding to a location and leave it. Once you infuse a new object the old bag of holding reverts to being non magical, disgorging the contents into the space, but then it is subject to the whims of gravity. Most castles tend to have rafters, which can easily hold a bag, but not really easily hold 500 POUNDS of rancid mayo.
One thing I like is all infusions are prototypes so most DM’s agree an infusion can count as a blueprint requirement for making magic items. In a constant storyline campaign this isn’t too useful, but in a quest focused campaign where you keep returning to the guildhall for downtime, this means you just need time and money to make better items or versions of items that don’t use your infusions. I even once got to make a order of the silver dragon shield because my character knew draconic and had a weapon of warning infusion as well as enhanced defense. Also we were lvl 13 by that point.
Artificer is a really cool class that can customize what they can do day by day like few other classes can. Especially Armorer which can go from frontline fighter to super sneaky in full armor and the Battle Smith who gets a customizable assistant to help you with whatever you need. Combine with the magic multi tool or the new Elf Trance ability and you can ensure that you have whatever tool proficiency you need for a situation (Carpentry and Masonry tools give you advantage on stealth over wood planks or bricks).
Custom ‘Replicate Magic Item’ infusion ideas. Casting Runes – a set of rune stones that allow you to cast Augury(a common example of a bonus spell or some other Diviniation type of magic) as a ritual. A great flavor piece for a lot of characters. The Lingering Mask – a blank looking face mask that when used as a material component for a Disguise Self/Alter Self spell it extends the duration of the spell by X. (Niche roleplay but quite nice for those characters). Arcane Metronome – provides advantage on Peformance rolls to anyone making a music based perfomance check and is within 30′.
I love how much you can do with Artificer infusions. Like I’ve found if you wanted to play a Warhammer 40k Ork in D&D, the best way to do it ironically is to go Battlesmith, use infusions to make a bow magical (or firearm if your DM allows them) and get a magic melee weapon. Take Great Weapon Master and Sharpshooter and you’re as good at melee as you are at range and your ranged weapon doesn’t need ammo. You’d just have to RP it like the character’s intelligence is so alien and hyperfocused on utility/combat that it turns around and they seem like a blithering idiot to everyone else. 😀
Surprised you didn’t add Hex to the list of spells for lvl 1 spell wrought tattoos. Hex procs of of the artillerist’s cannon and scorching ray, meaning you get an extra 4-8d6 of damage in a turn depending on high level you are and cast spells. That and 10 scorching rays from a spell storing item is huge for resource and sustained damage.
I love Spell tattoos here. As a “support main” Im trying ro find ways to cleverly have access to more spells, and this is an amazing way to do so. Combine these tattoos with spell scrolls and wands for variety. Throw on a Spell storing ring to expand spell slots… I’ve got some theorycrafting to do…
Personally 🐊, I really like the Alchemi Jug plus Catapult combo. 2 free vials of acid every day is nice. I would talk to the DM about the kind of container required for the acid, if it’s glass you can take glass tools and make bottles and vials at half cost. And, also important, is how to rule the staking of acid in one catapult attack. If you hit a target with 4 vials of acid, is it that 3d8 bludgeoning damage + 8d6 acid? Or the acid makes an AoE damaje that gets bigger the more acid you stak? Either way, i like it 😬
ive always liked the idea of using a pole of collapsing infusion as my wand since infused items count as casting implements. depending on how you consider the ruling of expanding until it fills available space you can set its length at will by placing your hand where you want it to stop. it also could be good for some things like barring doors and whatnot. basically its just worse wukong.
Kobold, can we get a article on solo boss fight strategies? Because I feel like a lot of the spells that you usually recommend become way less effective when you only have one target (specially because of legendary resistances), and I wanted to hear your thoughts! Anyway, love your vids! Have a good day! :3
To me infusions are a major disappointment. Not because they are bad or aren’t cool, but because they are here occupying the place that should make the artificer an artificer, instead of your run-of-the-mill enchanter. The fantasy of the artificer is about making magical items, but they went with putting magic in items instead so you don’t actually get to make them.
Nice one. Honestly the versatility of infusions is what made me love artificer when I first began in the hobby. Wrote like 5 different artificers on the last 2 years. Different. Yeah… Clearly not 3 armorers. At all Also, you got anything on Battlemaster optimization? I’m planning on playing one for a friend’s campaing, a ranged one (with crossbow or guns, waiting for DM confirmation) and I plan to keep straight fighter cause not the biggest fan of multiclassing. But I don’t know what maneuvers are really worth it besides Trip, menacing and precision strike, I’m lost beyond that point tbh. I was gonna ask you to do a article, but just now remembered you don’t really like covering martials. So maybe if you got any link or resource I could take a look at?
With the Infusion of Magic Items, you can pick Common ones and more if the DM approves. Pick the Pot of Awakening, create a Sentient Shrubbery friend every 30 days. Reach high level and create a Spelljam Helm with a 5th level spell for 5k gold, Create/buy/steal a Ship, Own a space ship crewed by intelligent plants that are comparable to lvl 1 commoners.
My Armorer Artificer is technically a warforged, but I favored it as a creature stuck in a mech suit. First infusion was homunculus, at which point I RP’d finding the “open” button to reveal my character was a tiny kobold (the homunculus) piloting a warforged mech-suit (which is inanimate). Also the mech suit is wearing a stuffed dragon costume, so it just looks like a big ol teddy-dragon.
I sort of abuse replicate magic item. I think it was Xanathar’s that added that crafting a magic item requires a blueprint to make in addition to the time and resources. Because of this when I take replicate magic item I then take my new knowledge of how to make said magic item and use it to make a blueprint, when I level up I swap out the magic item I know how to make and I repeat the process, essentially creating a spell book with nothing but blueprints for making magic items, which I can then make copies of because blueprints are consumed in the creation of a magic item. By the end I essentially know how to make the majority of magic items in the game without ever having had to discover a blueprint or have someone teach me.
The wording of the Artificer saying that you make magic items is part of the reason that I think that most of the Rune Knight’s abilities can be used in an antimagic field. Antimagic fields stop spells, magic items and magical effects and the RK’s abilities are not spells, to not say that they’re magic items and the only one labels as “magical” are the abilities you get after activating Giant’s Might. I use quotations around “magical” because that’s what’s used in Sage Advice when answering “Is the breath weapon of a dragon magical?” when talking about the spell antimagic field.
One thing i always say to some dms who dont want artificers on tjeir settings because ‘is too technological’ is that they are thinking inside the box, when in reality, an artificer can be a carpenter, a blacksmith, a puppeter, even a clothmaker or just a potion maker. Is all of that but learned how to use magic, same way a wizard does, which is why they use intelligence as their spellcasting stat. Even their powers, features and infusions can be seen as something non-technological and actually, ALL of their features can be compared with items from the DMG item lists in some way, so they can be played on non hightech settings easily
The artificer’s kit is just so rich for added flavor. Reading about the possibility to make spellwrought tattoos, I came up with an Armorer whose background was a magical tattoo artist that uses that knowledge to permanently infuse his arcane armor. His first two levels before hitting subclass he was slowly working on tracing runes through his armor each night before finishing his magnum opus.
I just about lost my mind when I realized you could do any 1st level spell tattoo. I’ve been playing an artificer for about 4 years now and the Dm said it’s fine for my homonculus to cast Bless from the tattoo. With my own bless I can juice up the whole party (magic initiate), or it leaves my concentration open for a wall of fire or resilient sphere. Super fun mechanic that really captures the “right tool for the job” feeling I want out of an inventor
I would allow the familiar bag of holding implosion, however, I would reiterate my table rule. Once it’s on the table it is available to the game world. The party should have some way to get back from the astral plane if they want to start doing this… oh, and be sure, they will “randomly” arrive at a fight they used this tactic to avoid.
Repeating Shot is a strange one, that is usually good but can really skyrocket in value in certain capaigns (even official ones! wink wink Rime of the Frostmaiden ) if firearms, especially if modern/futuristic, are present and the adventure designer expected the weapon to be mostly a novelity due to lack of ammunition. Insert the infinite amno code and have fun with an one handed 3d6 radiant damage ranged weapon or something
there’s a really funny rule interaction that I’d probably never use as a DM, but could be enjoyable for the right group of rules lawyers. If an artificer dies and is brought back to life their infusions should still vanish after a number of days equal to their Int mod. A very dumb read would be that this happens even if you recast your infusions, a moderate reading would be this happens if the artificer fails to refresh their infusions after death. Could be very funny to note the time of death of the artificer and then 4 days later at the same time declare all their infusions have vanished. Again, would need the right group.
I love artificers Infusions, only problem for me is, none of the other DM’s I have ever met do and always seem to hate them for one reasons or another. like, two of the reasons I have heard from friends who DM’s and hate Artificers Infusions are 1. “they are Free Magic Items for the party at 2nd level” (said by a friend who DM’s and hates Infusions with a passion since he only gives his Party a single Magic Item Each…At around 6th level and then never again) 2. “”Artificers are overpowered enough if you know what your doing, they don’t need Infusions making them better” (commonly said by another friend who spends most his Prep-time for his sessions he hosts obsessing over trying to balance encounters/puzzles around the the party and what they can do and they actually bans Infusions from their games, but still allows artificers) and, I don’t know whether I just have bad luck with people I meet, or just are in Terrible groups, but a ton of people I have met have shared similar sentiments as well as just an overall irrational dislike for artificers in general
Even as an artificer fan I need to point out the error in the first 12 seconds of the article: “alot of options” = ‘returning weapon, repeating shot, and a handful of replicate magic items’ edit: also, 7 minute mark you talk about the astral sea bomb, dud they ‘patched’ that ages ago, that isnt a thing anymore.
Playing an artificer in a dichotomous campaign Booming blade+repulsion shield is a nasty combo if you wind up in melee hit them with that booming blade on your turn. on their turn, they hit you, you knock them back, and they’re kinda fucked no matter what they do. 1. you have knocked them prone, so they have to spend half their movement just to get up 2. if they don’t move, they can’t attack you or anyone else unless they have ranged options (which, why would they be in melee then?) 3. if they do move, they just took more damage
About Bag of Holding. As the inside is a pocket dimension with no large body of mass (planet) inside, there shouldn’t be gravity. Therefore weight wouldn’t exist and the only limit is the volume. Destroying a bag with 1812 liter inside would kill everything around, as the water would literally explode out of it.
Theory query… We know the stuffing pocket dimensions into pocket dimensions things with bags of holding… but these are pre-existing pocket dimensions, we know there are such pocket dimensions that one could occupy for periods of time. Now the querry is what differences would occur by creating a pocket dimension(like a bag of holding) while occupying a pocket dimension? One is created within the other, so I think that part is fine… but it couldn’t leave it’s parent pocket dimension without some similarly disruptive ramifications. A simple trip wire trap could pull a bag of holding from within another bag quite easily.
My favorite artificer build is the pointman. Infuse hand crossbow, shield, and armor. Crossbow expert feat. Battle Smith gets both multiattack (plus bonus action attack from CE) and a steel defender. Stack AC with multiple other defenses, and you can still cast spells through an infused item so you don’t even need to stow/drop the hand crossbow.
WotC made the decision to not include artificers in the 6e Player’s Handbook. I personally am waiting until Artificers get an official release for 6e before I start playing. On the plus side, during the UA for 6e, WotC decided that Artificers belong in the Expertise group alongside Rogues, Bards, and now Rangers! Personally, I thinkcharacters should get extra skills based on their Intelligence score like they did in 4e, which includes 2 skills bumped up to Expertise, but that’s just me trying to get some extra goodies for Intelligence like AC for Dex.
Also as I understand it raw, artificer infusions can be used as a spellcasting focus for any other spell casting class Ex wizard : You can use an arcane focus as a spellcasting focus for your WIZARD spells. However artificer simply say for infusions “After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.”
The only problem is that you have no good third level spell if you play artificer which feels really bad beacause usully at this level you get pretty neat stuff like fireball, conjure animals, spirits guardians, etc. Oh and the fact that the armorer is the worst at wearing magical armor just makes me so angry LIKE WTF IT’S AN ARMORER and the gauntlets doesn’t scayl in damage which sucks. Also the facs that the level 20 of an Artificer is somewhat at the same power level of a paladin aura of protection which he gets at level 6 is stupid. Infusion are cools, but I just hope that the artificer will be buff in one dnd because having proficiency in tools, which are pretty usless with the current rules, doesn’t makes up for a lack of power.
I’ve never allowed an artificer in a campaign of mine because i feel like they are undertuned most of the time but broken in ways that I’ll have to rule out. Is there something that the class seems to lack that I may be able to add without breaking the game? I hear them being half casters is an issue could they just be full casters? Maybe with some adjustments to the other psrts too though.
For spellwrought tattoos, I chose to limit it to any 1st level spell you can learn (so Artificer only unless you multiclass or take a feat). I think my player is going to still abuse it because he went for Fey Touched and took Silvery Barbs as the bonus spell. I’m allowing it for now, because I’m a baby DM and don’t want to just axe things because other DMs said it’s frustrating, but I did let him know that I see the stars aligning.