How To Use The Amulet Of Health To Alter Con?

In this text, the author discusses the concept of the Amulet of Health, a rare item that increases a PC’s Constitution score by 19 while wearing it. The Belt of Dwarvenkind (very rare) DMG p 155 increases Con score by 2, giving 1 extra HP per level. The Amulet of Health (rare) DMG p 150 sets the player’s Constitution score to 19, which is 19 while wearing the amulet.

Some effects reduce stat scores, so magical items that increase to 19 give an advantage there. If something reduces your Constitution by 1 point, it doesn’t bother you. However, the Amulet of Health is a rare item that requires attunement and can be edited in your equipment to set its Constitution score to 19.

An example would be a player with a CON 15 (+2 modifier) wearing an amulet of health that brings their CON up to 19 (+4 modifier). This player would gain Hit.

The Amulet of Health is a rare item that requires attunement and can be edited in your equipment to set its Constitution score to 19. It has no effect on a player’s Constitution if it is already 19 or higher.

The author also mentions that if your Constitution modifier changes, your hit point maximum changes as well, as if you had the new modifier from the 1st level.

In summary, the Amulet of Health is a rare item that increases a PC’s Constitution score by 19 while wearing it. The Belt of Dwarvenkind and the Amulet of Health both have unique effects on the player’s Constitution.


📹 Artificer Infusions you should ALWAYS take

Artificer 5e Infusions Guide for Dungeons and Dragons! What infusions should you ALWAYS take and what should you avoid?


How do you get full health in Zelda?

In The Legend of Zelda: Tears of the Kingdom, Link’s health and stamina can be enhanced by completing Shrines and praying at Goddess Statues. Each completed shrine rewards Link with a Light of Blessing, and every four completed shrines and Blessing Lights provide health or stamina upgrades. Two possible upgrades for Link in the Goddess Statues are Heart Container, which increases the number of hearts by one, and Stamina Vessel, which increases the stamina gauge by one part of a Stamina wheel.

How to increase con dnd?
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How to increase con dnd?

In Dungeons and Dragons, increasing your Constitution score can boost hit points and increase survivability. Half-Feats like Tavern Brawler, Chef, and Durable can increase Constitution and provide additional benefits. Exclusive feats like Orcish Fury, Infernal Constitution, and Dwarven Fortitude offer unique advantages based on your character’s species. Boosting your health bar is useful regardless of your class, as everyone can use extra hit points.

However, you still need to focus on your ability score and feats for additional tricks. A “Half-Feat” increases one of your ability scores by one point, increasing your Constitution bonus if it’s an even number.

What is health amulet?

The Health Amulet is a distinctive item that was introduced in Loomian Legacy – Veils of Shadow. It is currently available for purchase at the Colosseum Marketplace for 100 Battle Tokens.

How can you boost your body Constitution?
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How can you boost your body Constitution?

To boost your constitution, choose foods that promote qi and blood circulation, such as brown rice, dried orange peel, brinjal, and black fungus. Avoid cool or warm foods and maintain a low-salt, low-fat diet. Stay warm and comfortable, avoid cold exposure, and exercise work-life balance. Engage in moderate-to-high-intensity activities, especially for younger individuals. Establish amiable personal relationships and be generous to others.

Physical traits include skinny, dull skin, poor physiological features, introverted, worrisome, paranoid, often unhappy, mood swings, and pathological tendencies. Boost your constitution by choosing foods that regulate qi flow, avoid cold or hard-to-digest foods, and avoid taking coffee or tea at night. Try infusion teas like rose, peppermint, or buddha’s hand for better qi regulation. Cultivate optimism, passion for life and nature, make friends, enjoy good entertainment, and keep an open mind for better mood management. Engage in moderate-to-high-intensity activities for better qi and blood circulation.

Is amulet of health retroactive?

The amulet is retroactive in its effects, conferring upon the wearer a series of HP levels, from level 1 to 19, in accordance with the conditions set forth in the item’s description. Upon removal, the amulet reverts to its original state. The narrative is centered on Ricalison the Great, who is depicted as having conquered the world through the use of dancing lights.

What is the 23 con item in Baldur’s Gate 3?

The Amulet of Greater Health is a rare amulet found in the third act of Baldur’s Gate 3. It boosts the wearer’s Constitution and gives them an advantage on Saving Throws and checks that use Constitution. To obtain it, one must make a deal with Halsik, head to Flymm’s Cobblers, and obtain a book detailing Gortash’s dealings with Helsik. Present the book to her and ask her for information on entering the House of Hope. After entering the House of Hope, talk to the Archivist to obtain the amulet. The amulet is on a pedestal on the southwest side of the room.

How does an amulet of health work?

An Amulet of Health is a powerful item that sets a wearer’s Constitution score to 19, if they attune to it. It was purchased by Bells Hells from Yunis in Bassuras after Jiana Hexum recommended it for their quest to destroy the Malleus Key. The amulet was initially priced at 7000 gold pieces, but a discount was given due to the number of items purchased. The item has no effect if the wearer’s Constitution is 19 or higher without it.

How much is an amulet of health?

The Amulet of Health is a magical item that has the effect of increasing the wearer’s Constitution score to 19. The amulet is crafted from a gemstone of a beautiful brown-yellow hue, set in a long chain of a dull, gunmetal gray metal. The item is priced at 7, 000 gold pieces.

How do you get a health amulet?

The Health Amulet, which is available for purchase at the Colosseum Marketplace, enables Loomians to recuperate one sixteenth of their maximum health at the conclusion of each turn. It has no applications outside of the context of battle. The mean number of victories achieved by the average dreggo with Luxoar is 1 every 3 raids. In contrast, the mean number of victories achieved with the Health Amulet is 3 every 3 raids.

How does an amulet work?
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How does an amulet work?

Amulets, sacred objects of mainstream religion, are believed to have no power of their own without faith in Jesus and being blessed by a clergyman. They are often part of folk religion or paganism, while talismans and amulets have interchangeable meanings. Amulets are objects with the power to avert evil influences or ill luck, typically made from durable materials like metal or hard-stone. They can also be applied to paper examples.

The use of amulets was widespread among ancient Egyptians, used for protection and reaffirming the fundamental fairness of the universe. The oldest amulets found date back to the predynastic Badarian Period and persisted until Roman times. Pregnant women would wear amulets depicting Taweret, the goddess of childbirth, to protect against miscarriage. The god Bes, with the head of a lion and the body of a dwarf, was believed to be the protector of children. After giving birth, a mother would remove her Taweret amulet and put on a new one representing Bes.


📹 Baldur’s Gate 3 – OP CON Amulet exploit, Heal party members outside of combat

Found a small exploit with the Amulet of Greater Health found in Raphael’s Home in Hell while stealing the orphic hammer.


How To Use The Amulet Of Health To Alter Con
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  • Here’s my own take and insights on some infusions you might not have seen the use for: 1. armor of magical strength- this is specifically for grapplers. 2. boots of the winding path- screams “booming blade with me fernando.” 3. helm of awareness- i think you underrated this one. winning initiative is always good for action economy. definitely something to pick up once you have spare infusion slots. 4. spell-refueling ring- you’re right here RAW and RAI. JC has already clarified that pact slots and spell slots are interchangeable in his font of sorcery tweets. this is excellent for warlocks indeed. 5. bag of holding- this is not only great for the bag of holding bomb combo but for the “superhero changing room” wherein you create a bunch of glyphs of wardings and store them inside the bag of holding then step in and trigger all those buffs and step out a superhero when you’re in dire straits. with that said, this spell is another commonly banned spell by most DMs that i encounter. A couple of other inputs on the replicate magic item: 1. The developers have mentioned in a podcast that the intent on replicate magic item is really to exclude on potions (alchemist) and scrolls (scribe) as they didn’t want to step on the design space of those 2 subclasses. 2. The developers have also clarified that consumable/1-use items are intended as they have pointed out specifically the consumable/1-use items in Xanathar to be eligible (both in the podcast and the actual ability text) such as the bead of nourishment, pot of awakening, bead of refreshment, etc.

  • Headband of Intellect infusion really changed the game for my current campaign. The party’s melee DPS got taken over by an intellect devourer. After they got his body back and rezzed him the artificer slapped the headband on him as a psychic hardhat. The item locks your int at 19, which means not only do you get half decent int saves it also makes you immune to the int damage and subsequent takeover. As long as you’re attuned your int is 19, period. It also completely changed the character from being the good natured himbo to the burgeoning strategist and leader. The player started using his abilities in more clever ways, started layong out plans and traps, directing his comrades, etc. The artificer actually stopped having to be the party dad and started acting more like a bruiser, happy yo be free of the defacto leadership role. Completely flipped the party dynamic. That said, it’s all roleplay and unless you’re going against mind flayers it’s probably pretty useless. But still, it made things fun.

  • 2:28 Armor of magical strength has a hilariously special place in my heart. I was playing a tortle Artificer, and another party member (A bugbear) had the idea of throwing me like a weapon while I was in my shell. Okay, So I put armor of magical strength on my shell, our DM agreed with my explanation that since the armor made the wearer stronger, it should also make me harder to slow down midair, and thus deal more damage. In the end, I got chucked at enemy’s for the entire campaign. I was a living beyblade, and it was perfect.

  • Here is a fun option, play as a Harengon Artificer and get the following infusions – Feather Token, Boots of Striding and Springing, Ring of Jumping, and Armor of Magical Strength. Then combine all of them at lvl 10 over 2 turns to grapple a enemy and rabbit hop 90 feet(half of your 180foot jump height) into the air with them before letting go. At which point since your going to fall more then 20 feet the Feather token will automatically activate to give you feather fall. However your target won’t be that lucky and will face 9d6 of fall damage for a max of 54 damage.

  • As a guardian armorer focusing on high AC & survivability, my favorite infusions are: *Homunculus Servant – It gives you a use for you Bonus action at lower levels and at level 11, it can start using your spell storing item. Shatter (or heat metal for non armorers) and Aid are a couple of my favorite spells to have stored. *Enhanced Defense (Repulsion Shield is strictly better from LVLs 6 to 9) – I carry a shield, so this is a +3 (+4 at 10th level) to my AC. A no-brainer when AC boosts are so hard to come by in dnd. *Enhanced Weapon (Radiant Weapon is strictly better from LVLs 6 to 9) – This lets me use my gauntlets with a bonus. This will probably be your bread and butter, but if somehow you get an artifact weapon at later levels, it might be worth it to replace this with a Belt of Hill Giant Strength or Gauntlets of Ogre Power to use the STR-based weapon. Battle Smiths are lucky that they get to use their INT for ANY magic weapon. *Replicate Magic Item (Winged Boots)- LVL 10 – No-action, no-concentration fly speed up to 4 hours a day… yes! Your wizard will be jealous. *Replicate Magic Item (Cloak of Protection/Ring of Protection) – LVL 10/14 – A static +1 to AC and Saving throws, and they stack. *Resistant Armor – You get to pick the resistance type when you infuse the item each day, so if you know what you’re fighting, you can save spell slots by not having to cast Absorb Elements. *Amulet of Health – depending on what your starting stats were, you might have to invest a lot of ASI’s to get your CON (and hitpoints) up.

  • Returning weapon is just enhanced weapon with benefits. Few characters of the lower tiers actually use all of their attunements. If you are playing an artificer and know what you want ahead of time, most backgrounds offer a language/instrument option. Just take wind instruments and you are set for Pipes of Haunting. They are AoE concentrationless fear with a good mid-game DC of 15. One of the more powerful and underrated magic items because of those qualities. I have played a couple clerics who got these and they were a godsend – letting me mix in other useful actions while concentrating on bless, etc. I feel like anyone who thinks a ring of free action is meh has never faced a challenging DM. Either for you or your fighter, paralysis, grappling, movement speed reduction – are crippling, and not uncommon.

  • If you start playing at level 2 or above and play an elf or another race who similarly has a long life span, you can grab Potter’s Tools proficiency and the Replicate Magic Item: Pot of Awakening infusion. You can then claim to have spent the last 60 years of your long life crafting pots and planting shrubs in the pot of awakening which will give you an army of 730 Awakened Shrubs!

  • One thing to note about the elemental resistance infusion: You will know more attunements than you can use at any one time, and I don’t think this is a bad one to have in your back pocket. You aren’t locking in the damage type, so if you know tomorrows quest is going to face a certain element, say hunting a red dragon, you can get the resistance to fire just for that day.

  • You should look up the Armorer Artificer from Tasha’s, provided that you are infusing different pieces of the armor you can put multiple infusions on your armor. They can also have more infused items than other Artificers as long as those extra infusions are put on their armor. Since Artificers can also attune to more items than any other class, this works very well.

  • I had an idea to infuse a net with Returning Weapon, but its usefulness depends on how Returning Weapon actually works, since I don’t think it’s specified. If it makes the item teleport back to your hand, it’s useless because the net will immediately unrestrain whoever it lands on. If it flies back to your hand though, it would actually be pretty cool because it would drag the now restrained target back to you, probably making them fall prone in the process.

  • Currently playing a Hill Dwarf Battlesmith who uses a Returning Light Hammer and Shield, why you may ask? I’m the only spellcaster, the only person who can frontline, and our entire party up until 3 sessions ago was Melee, needed the ability to switch hit, well needed the ability to do everything apparently.

  • Hold person/monster, web, entangle, slow and similar are such strong spells that there are youtube websites out there made entirely to worship them. Ring of free action makes you immune to them and gives a free pass on dificult terrain as a treat. I would put that a little above than just a niche pick.

  • I like Battle Smith with Crossbow Expert with hand crossbow with repeating shot. This lets you get the bonus action shot while using a shield. At level 5 that’s 3 shots with the hand crossbow each adding your INT bonus to attack and damage. Combined with heavy armor and you are one safe artillery. Going further with sharpshooter and look out. So yeah, Armor boost infusion, Repeating shot, Repulsive Shield. Rest would be replicate magic items. Bag of Holding, etc.

  • As well as all of these, I really would suggest talking to your DM to allow other items that are flavourful to your character or allowing you to flavour item effects from the list to your character. Eg. One of my players is an artificer chef, and has taken goggles of the night, but in-game it manifests as him feeding a recipe to the character who’d otherwise wear them. I’m also playing a tattoo artist in a different game, so with DM permission, they’ve given me access to the other tattoos in the game as I level up in addition to the normal artificer list.

  • I’ve been having a lot of fun giving a variety of infusions to my allies. I’m only keeping 1 on myself for some bonus action economy (repeating weapon). It has been turning into a really cool support character where I buff my allies while replenishing their healing potions. I also have been poisoning enemies when I think it will be tactically worth the gold investment.

  • returning weapon is actually great, it doesn’t require attunement and adds a plus one to attack and damage, with the benefit of returning the weapon to your hand. this is great for a rogue in your party as it allows them more versatility with daggers if that’s what their going for. the only reason to pick enhanced weapon instead of this is if you think you’re going up to or past 10th level which a lot of games don’t, I definitely think radiant weapon is better for anyone as this is kinda rogue specific, but you get this at level 2 instead of 6 so it’s a very good choice

  • I’m probably gonna play a Mephistopheles Bloodline Tiefling Mastermaker Artificer named Zake. They got their arm chopped off by an accident, and they made a robo arm that concentrates their hellish magic and allows them to website it into spells, and to power their fist. Their Battlefist will have the Thrown with Returning Weapon (I may flavor it as either magic, or magnets repelling and attracting the fist). Most of his spells will be flavored as flame, or as dark arcana (depends on the spell).

  • I wasn’t aware you could make the various table items without an infusion (I thought that was more for the common items). That definitely makes me feel better about having only 6 active infusions by the end of the game. It didn’t seem fair that you’d have so few slots, even if some items you made didn’t require attunement or were handed off to another party member. I’ll have to look into the rules for this crafting, but it seems like that will be exactly what I would want to balance out the lack of infusion slots. It’s odd that this is even an issue for artificers, since infusions are their core deal. I would expect around 10 active infusions, with the extra 4 being non-attunement or passing them to another person (assuming you attune to the other 6).

  • The repeating shot infusion is great for fighters using a crossbow, since it allows for them to use their extra attacks with it, due to the magically loaded piece of ammo that doesn’t require the user to do anything at all. A DM could, however, be mean and make it so the crossbow is always loaded and has a chance to go off out of combat. I doubt any would, but if your DM’s a troll, beware.

  • Glad to hear Homunculus getting the attention it deserves. It’s a must. When you give it the Artificer’s spell storing item, or manage to get a ring of spell storing, you’re essentially turning your bonus action into a second spell casting, and you can effectively hold two concentration spells at the same time. Take that, Metamagic Quickened Spell.

  • I want to say this little bit about high AC. Dex save. Int save. Wis save. Charisma Save. Give psychic resistant armor to your local barbarian. What is the most common type of damage anyways? Fire? Poison? Acid? You’re 25 AC Artificer could gain fire resistance. Or I suppose you could take 6 levels of forge cleric to gain an extra +2 AC and fire resistance, then grab thunder or cold resistant armor as the infusion.

  • Been playing an alchemist in a long running campaign (with a very strict dm that changed things so that I don’t get RMI but can study an item to replicate or buy blueprints for them but these are bonus infusions that don’t count to infusions known. So it’s a time/gold sink. Added this as it definitely could have made this unique for me.) As we have gotten lvl 8 and onwards there’s become more and more limit on viable infusion targets for the big ticket infusions because of real magic items found either filling up attunement slots on you and your team as well as limiting the number of non-magical equipment pieces that you can effectively only wear one of (pairs of boots and cloaks are the most common) Starts to make it so higher level infusions are mostly t1 or t2 utility items.

  • As an aside: since you cannot duplicate infusions or infused items (example you cannot use infusions to make 2 repelling shields) some of the “same item” but worse examples you list might be worth taking if you want more of the same option. Helm of Telepathy and Medallion of thoughts would be such a combo.

  • a 3rd level spell slot goes a long way, even for a warlock, that 3rd level version of fireball is fine, at 10th character class level, its still a level 3 fireball, just not a max caster level version of fireball a warlock would normally throw. but this ring is WAAAY better for sorcerers and meta magic feats.

  • I think you are seriously underestimateing the Pipes of Haunting. They are not great long term. But at the time they are intorduced. A large AOE Fear Effekt that will not hit friendlies! Fear is a crippleing effect. It can flip whole encounters. And given that it works on it’s own charges and has a DC good / decent for level 6 it also saves the Half Caster valueable resources. Oh also concentration free fear effect! Repulsion Shield can also be combined with enchanced Defence. Esspecially on level 6 when you don’t have that many attunement stuff yet. I have and Artificer in Icewind Dale so the Boots of the Winterlands are very good for me. Resistant armor competes with +2 AC on the Armor. The Ring of Free Action niche? Not worth it? Someone has extremly nice DMs that do not use stuff like Hold Person on them. Ever recived auto crits by heavy hitters? If the answer is yes you will seriously consider this Ring to be a potential life saver! In particular when you do not have Wisdom saveing throw prof. and oh wait Artificers do not have that one.

  • The gauntlets of ogre power and belt of giant strength may be useless normally… however… If your barbarian finds a certain magical weapon, they might weep with joy to learn you can make those items! The hammer of thunderbolts requires you to be wearing both of those items in order to use it’s full power!

  • The sad part is that vanilla +X to attack/damage rolls or AC are often much more useful long-term than the more flavorful stuff like the Hat of Disguise. I’m also kinda sad that WotC removed the automatic Returning property on +X Thrown weapons. That just made so much sense. Now the only statted item with that property is an Artifact. That’s why I adore the Returning infusion – and until lvl 10, it’s an objectively better infusion than Enhanced Weapon for weapons that can get it. You will most likely not have more than 3 Atunement items for the applicable character until that point.

  • A lot of images were from MtG and I found it fun (and slightly annoying) to look for each one I knew- Here’s what I got so far in order (Starting with the thumbnail) EDIT- I will edit to add more cards Lightning Runner (AER) League Guildmage (GRN) Nivix Cyclops (DGM) Skyblinder Staff (GTC) Anvilwrought Raptor (THS) Boros Reckoner (GTC) Divide by Zero (STX Black Dragon (AFR) Cancel (RTR) Volatile Rig (RTR) Izzet Chemister (C17) Silverquill Pledgemage (STX) Guardian Project (RNA) Acolyte of Affliction (THB) Notion Thief (DGM) Hoard Robber (AFR) Thassa’s Ire (JOU) Pyroconvergence (RTR) Ritual of the Returned (JOU) Lampad of Death’s Vigil (THB) Anthousa, Setessan Hero (PTHS) Tempted by the Oriq (STX) Verdant Mastery (STX) Green Dragon (AFR) Divination (BNG) Mizzium Meddler (PORI (Launch Promo)) Fluxcharger (DGM) Precognitive Perception (RNA) Savage Smash (RNA) Grand Master of flowers (AFR) Mending Touch (DGM) High Alert (RNA)

  • My favorite part of Repeating Shot is putting it on a Hand Crossbow and then pairing it with Crossbow Expert to still be able to get that Bonus Action attack, while also holding a shield. Make a little room for Sharpshooter, and you’ve just taken a very meta build and bumped it even higher. Definitely recommend this with the Battle Smith for that sweet, sweet SADness we all strive for. Flavor it as calculating odds for the best damage you can deal with your current strategy.

  • IMO, infusions should be stored in an ‘infusion book’. it should work like a wizard spell book. IMO i also believe that an Artificer should not be limited to how many infusions that the Artificer has in their infusion book, also like a wizard. they can swap out an infusion after a long rest. IMO collecting infusions or building your own custom infusions would be a lot of fun. 🙂

  • You buried the lead on repeating shot. Not only does it cover the loading property it also covers the ammunition property. This means that you don’t have to keep a hand free to load ammo. Thus you can wield a hand crossbow and a shield. (This is not possible with hand crossbows normally even though they are one handed weapons. Crossbow expert does NOT allow this either). Thus repeating shot gives +2 AC (with a standard shield) +1 to hit and +1 damage for a hand crossbow wielding artificer 2.

  • okay i may have missed the point, but i think you got something wrong here… no stacking the same effects? well, you can infuse your armor AND your shield with AC+ (enhance defense) because they are not the same item but two specific ones and the infusion says you can infuse both types. The rule says you CAN pick 4 infusion, but it is NOT stated that they have to be different ones. So taking 2x enhance defense (once for your shield and once for your armor) is not againced the rule. You CAN’T use a single infusion on multiple items at the same time, way they be worn by you and/ your comps, neither can you infuse a item with two effects. so basicly in my understanding you cant infuse-up a magical item to make it even stronger eigher.

  • I don’t think th Homunculus Servant+Eldritch Cannon would work in RAW. Both the Servant and the Cannon requires a bonus action to function, meaning that while the Servant does indeed offer 30ft fly speed, it cannot shoot the cannon in the same round. You’d essentially be forced to move one round and shoot the next as necessary. And at that point the cannon, with a movement of 15ft, can get just as far, and possibly get off an extra shot in the same time.

  • 1. Arcane Propulsion Armor: This may be up to a DM, but I found that pairing it with the Armorer’s Guardian Armor might be useful if you interpret the rules a certain way. Combining this with the Guardian Armor, your attacks should be able to apply the Thunder Gauntlet’s 1d8+Int Thunder Damage and application of disadvantage from range, while adding Arcane Propulsion Armor’s 1d8 force damage. You’ll also have the +5 movement bonus. This, however, means that you can’t apply an infusion to the gauntlets, as Arcane Propulsion Armor makes the gauntlets magical. As part of the Armorer’s Armor Modifications feature providing you 2 extra infusions on yourself, this could be a worthy infusion to consider. 2. Armor of Magical Strength: I’ve seen it mentioned how this is a grappler’s infusion and would like to submit an example. Have proficiency in Athletics. Achieve 14th level in the class to Infuse a Belt of Hill Giant Strength, Apply Armor of Magical Strength, and use the Artificer feature Spell Storing Item to store Enlarge/Reduce. With an Int of 20, you can now cast Enlarge/Reduce without a spell slot up to 10 times per day. You have a Strength mod of +5 thanks to your belt, and when you grapple, 6 times per day you can apply your Int bonus on top of that. Should you be unsatisfied with the roll or want to guarantee success, spend your reaction on Flash of Genius to add your Int Mod again. At 14th level with 20 Int and sized larger than your target, your grapple’s athletic checks are at advantage with +20 to the roll.

  • My ruling for the spellwrought tattoo is that you have to at least know the spell, but don’t need to have it prepped. This gives you some flexibility with the artificer list and might give benefit to taking a level of cleric or druid. It doesn’t quite make sense how a base artificer is able to make an item holding a spell like bless or goodberry without being able to cast the spell to begin with. That said, it’s still very useful.

  • We will see how things go as I actually get to play my artificer build, but the way I am looking at it is how to get those weird niche situational buffs. As mentioned, If I get a week of down time and have some gold then I can make my own permanent items on the cheap if the DM hasn’t given them to me in a loot drop already. So the really ‘good’ items we will generally want to purchase or create the real thing. But if we are approaching a dragon, or some place with an environmental hazard like cliffs, lava, or water that we don’t deal with on a regular basis, then it may be worth using a few infusion slots to get related gear without a major investment. And while a lot of items are worse versions of eachother, you can only cast a single effect on a sinlge item. Ya can’t just wake up one morning an infuse 4 cloaks of the manta ray to give the party water breathing and a swim speed, so one will get the cloak, another gets the helmet, and another gets boots of water walking.

  • you did the goggle of night dirty here. they don’t just give dark vision, they give an extra 60 feet of darkvision. most creatures that HAVE dark vision have 60 feet of dark vision, this means you, with your 120 feet, can stand outside their vision range in the dark and shoot at them with advantage every time. that’s why i took it on my dwarf gunslinger battle smith.

  • Respectfully, In regards to the “Quiver of Ehlonna”. I challenge any and all to: 1: Convince your DM to allow you to use the bag of holding as your quiver/extra weapons holder and use it in combat as such without some kind of logical penalty. Like taking a full action to grab your next javelin or arrow. Or draw/swap between your staff or long bow. 2: Convince the party that the bag of holding with all of the groups stuff in it should belong to you so that you can carry all your arows or bolts in it insted of your quiver. Maby I have only ever gamed with jerks (though I doubt it) but nobody i have ever played with would have allowed that as a DM without penalty, and NO player would have been down with that unless it was MY bag and not the groups bag 😂😂

  • I love the alchemy jug it’s a free 48 gold a day if you buy two vials and then sell 2 vials of acid. That’s a 17,520 gold per year at lvl.2. You usually don’t have 10,000 gold until lvl 8 or later depending on your DM and encounters. If you average two jugs for 8 years that would be 280,320 gp by time your lvl 10 if you lvl 1 lvl per year.

  • the one thing that confuses me about the homonculus… it’s HP. 1+int mod+level … but it has your level in d4’s and a +1 con modifier… so surely that’s at least 2 per level… example. level 6. as written, 7+int HP. (so probably 11 or 12 total.) … by it’s HD, with it’s con mod… 12 is the minimum it should have, 30 is the maximum. dafuq?

  • I have found that D&D is all about flavor. No 2 character builds have to be the same. Frankly, I like some of the niche options, obviously not all of them. Then again, I am also the guy that made a female Tiefling with pink skin and purple hair that was a Celestial Warlock, whose Otherworldly Patron was a Unicorn.

  • You missed the best part of repeating shot. This infusion creates magical ammunition if used without any, thus saving an archer build a lot of money and time looking for your spent arrows. And since the ammunition disappears after dealing the damage, you can have an invisible bullet scenerio. (Your enemies are dead by piercing attacks but no arrows/bullets found at the scene) yeah, repeating shot is my favorite infusion bar none and every artificer I make has it.

  • Just thought i’d share here something i learned recently about the bag of holding bomb that i can’t believe i missed before. i always assumed you need 2 artificers for the daily bag of holding bomb. apparently it can be done solo now by any level 5 artificer. step 1: have a 5 ft rope or shorter in your inventory. step 2: 1st infusion bag of holding. 2nd infusion: spellwrought tattoo: find familiar or homunculus. give your familiar or homunculus the bag of holding. step 3: cast ROPE TRICK beside the enemies you want sucked into your black hole. step 4: move away. step 5: command your familiar to climb the rope and go inside with the bag of holding. step 6: profit. now you have a once per day auto-kill without needing to beg your wizard friend to dip artificer for 2 levels. then just resummon that familiar/homunculus. 😉

  • Imagine a party consisting of all four classes of artificer. As an artificer enjoyer myself I would love to be in this kind of party. Like yeah, their social skills would not be on point, but everything else Would be phenomenal in my opinion. Especially if everyone gets proficiencies in the right tools.

  • Do you mean you can craft the uncommon items with 100 gold, not 50? XGTE says 200 for uncommon, and with artificers halving the cost after level 10, it’s 100, not 50, unless its a consumable item, then it would be 50. Commons cost an artificer 25 to craft with their discount and 12.5 for consumable commons.

  • I seriously think you’re underestimating the pipes of haunting. DC15 wis save isn’t exactly easy to make and an aoe fear effect is super strong, especially considering it lacks friendly fire. Most of the time this completely shuts down melee monsters because you can just step away and they can’t approach you. For comparison, fear is a 3rd level spell. It causes a fear effect in a 30ft cone against a wis save, causing enemies to run away. For comparison, the pipes have a better area (30ft around you is better than a cone) and lacks friendly fire in exchange for a slightly worse effect (total shutdown and run away vs ‘just’ fear). They’re roughly comparable. So for one infusion you get basically a 3rd level spell 4 times a day, as a half caster. Assuming you take it as early as you can at level 6, you don’t even have any 3rd level spells until 3 levels later and the full casters are only just getting a 3rd level 3 spell slot at this level. And as mentioned in another comment the instrument proficiency is easy to get via background, especially with tasha’s ability to swap around the proficiencies you gain.

  • My thoughts as running a sniper Quiver of Ehlonna: It has three different pockets and will never weigh more than 2 pounds perfect for holding a backup longbow for silent attacks holding both arrows and bolas for attacks/binding and bullets or sling rounds for working with someone like a halfling or gnome for extra rounds (Also ball bearing for monsters rushing at party) Repeating Shot: Should I say anything more? good for one and done attacks, as soon as you fire everyone is coming for you so a second or maybe even third shot is lovely at that point. Or put it on a crossbow for when the melee is in full for attacking to disrupt casters or minions like crows or goblins, Noone is reloading as their turn unless it is their main attack mode prob. Ruby of the war mage: My gun/longbow/crossbow becomes my spellcast focus, Nice!, since I’m not gonna be far from it especially if it is in my Quiver I always have easy access to spells and can still threaten foes without looking away to find something in an emergency also when I get spell storing it is my weapon and spell gun at the same time. Alchemy Jug: Hear me out. If your going into the I must stay in this area to find out something like, who is going in and out of this dungeon/prison/bar for more than a day unlimited water is crucial, same for the desert or mountain areas, you have acid for anyone who needs it like a goblin or halfling who uses it or to melt door locks or traps, and you have beer/wine for between missions or if you have to ‘grease the wheel’ for paying a beggar for info since he is ‘super thirsty.

  • Infusions to replicate magic items is no useful at all in lv 10+… ¿why you spend a infusion slot in quiver of ehlonna (for example), when you can create this for 125 PO… or even buy it for 500 PO max… if you are an archer, you probably buy this thing before… I think, you can obtain every common and uncommon magic item before, without need of an artificier.

  • About the comparison between homonculus servant and familiar, they are forgetting that you can do both, not just one or the other. . The headband of intellect can be good on a fighter with the arcane archer or eldritch knight archetype, or similarly to an arcane trickster rogue, as it compensate the need of those archetypes to invest in a stat the base class didn’t need to invest in before. . The horn of blasting can be used through a homonculus servant for some powerfull bombardment from the sky or to do some long-range assault and so on. If the homonculus is destroyed, it’s “only” 100 gold pieces to make it again after a long rest and 3 gold pieces to buy a horn and another long rest to infuse it.

  • well it’s either a bunch of pipes of haunting at low levels if you’re boring and just want to win, or spellwrought familiar and two bags of holding for bombing enemies and any other answer about what you SHOULD always get is probably wrong which is why I just get drunk on the alchemy jug every morning

  • Something to consider with wind instrument requiring items. With the Pipes of the Sewer for example, you make a contested Charisma roll. Because you’re using a tool, and you’re proficient in it, you’ll get your proficiency bonus to the roll. Because you’re using a tool and are an artificer, your Tool Expertise also kicks in. So, you’re looking at a +8 on your roll plus any charisma you have to charming the swarm of sewer creatures you’re making. Niche, but not exactly terrible if you happen to have the proficiency from a background or training.

  • Zomg! So glad I decided not to comment on the pronunciation until I saw this article. But… I only say that to help vindicate you, my friend! As it turns out, your initial pronunciation was correct, and the first preference, by Mirriam-Webster. So, hold your head high my friend. While most of us say it differently (mainly because it pronounces the same as “artifice” that way) you were NOT wrong! 🎉

  • I’m gonna say the sending stone is kinda crap as an option. The sending stone is a single paired magic item, which means one stone can send to another, and the other can reply once. If you split the party this functionally means you can use it as a “Come get us we need help” but not as a “is everything ok over there? what do you see” since it only has one application. Using it to scout on a rogue may mean the rogue who gets jumped cant contact your party. Alternatively, you can use it like how 99% of sending stones are used. Give one to a trusted NPC you need to talk to frequently and do their bidding halfway across the sword coast with daily updates and access to information and services found in a city you are not currently in. But since both stones will turn inert if you end the infusion and the other stone can’t be re-infused without touching both, this often implies you would have to permanently gimp your character for an amount of communication a level 5 cleric throws away before bed. Also if you are considering the earrings of message you should really just get the message cantrip, cantrips are less valuable than invocations

  • You are overvaluing Winged Boots vs other items on the lv10 tier. While they are indded strong, they have a big drawback – the failsafe you mentioned only works in the duration runs out. If you get restrained in combat or otherwise your speed drops to 0 – you fall since they don’t provide hover. Also they are a PITA to track the duration and how much they regain, so most people skip that part… Anywhoo Boots of Striding and Springing have a different use case. The main thing they do is they give you 30ft of movement (back when there were races with 25 feet) and they negate encumberance rules. Especially the variant encumberance. Suddenly you can run carrying few hundret punds of gear (up to your carry limitv or even lift limit). Using variant encumberance my Dragonborn character with 16 STR is encumbered (-10 to speed) at 80lb. With the boots he can easily carry up to either 240 lb (carry limit) or 480lb (lift limit). Slippers of Climbing – while climbing might be less valuable than flying, you can’t fall with those on. If you get restrained, or even knocked out – you just fall to the surface you’re on, not hurtling down. Ring of Jumping – yeee.. I don’t know why it’s on the same tier as Boots of Striding and Springing.. Maybe so you could have Winged Boots and Ring of Jumping at the same time? Nah, makes no sense. I’d move it down a tier tbh.. Other items – Ring of Mind Shielding – the soul catch property might be important in some campaigns, where otherwise your soul would either be taken or destroyed or otherwise prevent you from “easy” resurrection.

  • Great article dude!! Thx for the breakdown, it is great and gave me a new look over some of the infusions. I’d just like to add 2 things: Ring of water walking is preferable over cap of water breathing when you’re playing in a freezing place, where getting wet might get you killed because of the cold damage, such as Icewind Dale. Also, Pipes of haunting can wreck encounters, especially at 6th level, for me it has an effect that is similar to a 3rd level spell, such as slow.

  • regardless of utility i feel flavor wise along homunculus servant is a must have. but seriously this being a hot take astounds me, people think this is worse than find familiar? Like it definitely has plenty of use and i’ve seen it used to great effect in quite a few campaigns plus RP wise it’s just a bonus companion.

  • In my personal opinion, the only thing more broken then a Artificer is a Artificer that can make full magic items that is outside their infusions slots. But that can also be said for all magic casters, the only real difference would be Artificers could do it cheeper and faster. The hang up should/would/could be infusions are more or less on the field jarry rigging and then adjusting to you (attunement) while you travel. However Making permanent magical items needs a base/lab and time to hone it so it works flawlessly. Nothing else then eat, sleep, and craft, untill the item comes online. Thanks for the list of stuff, it helps by breaking down what you actually played with that makes it easier to see what could be good at the moment over a long running campaign.

  • Armor of magical strength depends on how you play and can be a gamechanger earlygame, I always go for it as my early game pick as an Armorer for example. My playstyle with artificer is party filler since I play online dnd and the parties are usually randomized. If the party lacks frontline control to protect the backline (which is now often as more people realize frontliners are the first to go down), I go for the armor of magical strength 100% to buy as much time for the backline. Usually when I play artificer I go low on strength, so with an 8 I’m not going to be succeding most grapple or strength checks. However if I can add my int modifier to these checks as well as later down the line adding another bonus via flash of genius and a medal of muscle via common replicate magic item infusion, it can make the grapples more potent without requiring permanent heavy investment. I wouldn’t base my build off grappling, just as a earlygame option when resources are limited, HP management is important and the backline doesn’t have versatile resources. I think by raw you can make grapples do more, though if anyone reads this comment please feel free to correct me Jumping rules phb p182 “You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.” When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump.

  • only 6 at a time? …………………….. “I AM IRON GNOME” I usually run with Homunculus servant Armor of Magical Strength radiant weapon. repulsion shield. and the Replicate magic items of; Bag of holding Gauntlets of Ogre power (str is my dump stat while playing an armorer nothing like ignoring the str rule in full plate, and having an auto 19 str for a infususion) Winged boots ( concentration free flying? yes please) Helm of Telepathy/Gem of seeing (trade these 2 out as needed, usually on the helm. after getting the gem infusion at 14) that L9 armorer ability really makes this possible.

  • couple of infusion points Armorers get 2 more infusions (total 8) and you can put more infusions on the parts of your armor. So if you like to lean into this go into part of the Artificer then the armor is all you – Ironman and Captain America Falcon hooo. (Your attunments go up at level 10 so plan for that). On what to take consider the following major points- who will use it and how many can you have infused right now. You start with three attunment a but you will find things as well. Consider your party will likely have 1 slot you can add too. Also, remember that when you infuse an item you can use it as a spell focus. So that spiffy infusion you put on your boots can be how you cast. So you can attack people with the River dance or doing the College stomp (reply if you know what I am referencing ). On the Tattoos – ask your DM is he cares what spells are in the tattoo. They are going to have to make a ruling. It will be any first level spell, any spell you know or any artificer spell. If they choose the first, then it is any first level or a spell you know – it is familiars for the entire party! (And you will have a very happy party most times) If you are a Battle Smith avoid the humongous. I disagree about the artificer because it is so much better to put you little guy on the back of the fighter. (In that case the cannon gets to gain cover from the party member 😉 ).

  • For a potentially interesting infusion: Replicate Magic Item: Staff of Adornment: (Common), can hold three things that each weigh less than 1lb around the staff head. • Guarantees easy access to Arcane Firearm as an artillerist at level 5. • Have the alchemy jar, buy vials, make vials of acid, hold one at the tip, hit things with the vial-tipped staff to do bludgeoning damage and acid vial damage. • Use it to hold a magical tinkering trinket of your choice.(small light/sound/smell source) • Put potions in it for some reason. Maybe: • See if your DM will let you put your Tiny Eldritch Cannon in orbit around the staff head instead of having to hold focus + shield + e.cannon Definitely up to DM • get magic stones from cantrip, put stones in staff head. Throw staff. maybe 4d8? • Since the staff itself is an infusion, try to add the enhanced arcane focus as an infusion on the item as an early way to get that.

  • Play Muscle Artificer. Play Artillerist. Take five levels, gain the Enlarge/Reduce. Take three levels of Fighter, become a Rune Knight. Being a Warforged who fights with fist is good. Being a Warforged who flavors his enlarge spell and enlarge rune knight feature to go from size large to huge, as a transformation sequence into a fire breathing, Tyrannosaurus Rex warforged? Priceless.

  • ring of water walking while a bad choice as an infusion is actually a wonderful item to have in a lot of cases due to the fact it lets you walk over any liquid surface not just water, this can be utilized to cross over say a vat of acid, or tar, lava, and if you happen to be incredibly small facing a particularly buzzy enemy… honey

  • Arcane Propulsion armor Infusion is for Armorer Artificers who have chosen the Guardian Model. Now, when they attack At Range with their gauntlets, they can trigger the ambient effect off their Thunder Gauntlets on a hit as well: ” A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.” With extra attacks, thats setting 2 enemies up with Disadvantage. Since the Thunder Gauntlets are now Simple Weapons, we can also consider Booming Blade with the Spell Sniper feat (10 ft.) to mimic the effect of a reach weapon with a significant move punish.

  • The artificer was created before spellwrought tattoos were placed in the game. Spellwrought tattoos are like scrolls and in my game are not allowed for artificers. But I do point out you need a magic needle that then becomes the tattoo and if you can find it in any official book with a stated rarity then you can get it past me. I ask for RAW and not RAI as I want it written down and provable.

  • I think infused objects become inert when out of range. An infuse bag of holding(BoH) therefore has to distort space in the current plane and cannot exist on 2 separate planes. A normal BoH could be safely held in an infuse BoH, while the portion of an infused BoH that is in a different realm other than the infuser’s realm would slowly shrink until back in the same realm. This could be used to find the edge of anti-magic or extra-planer areas as a ritual.

  • artificer is only good in magic rare games. I’m in a west march that has a magic shop that lets you buy up to rare magic items and the dms give out so much gold that you would only need to save up the gold from about 10 quests to have enough to buy the most expensive magic item in the shop. Artificers aren’t so good in that setting.

  • An artificer can ritually cast detect magic, alarm, and identify. Don’t waste your infusions on items that recreate these spells. If using spell wrought tattoos its nice to pick up good berry and find familiar and ask your DM if you can daily create the tattoo needles allowing you to have the two most helpful spells available for the party all game long. Don’t fall asleep on the alchemy jug. Ask your DM to reduce the jug’s weight, as one would like to ask that the jug be a bit like the gourd jug seen in martial arts films so your drunken fist monk can enjoy there four gallons of beer/sake and seem like a true drunken kung fu master. Flavor and DM discretion, you are bound to have a fun game.

  • Artificer kinda stinks cause RAW you can’t have magic armor or items if you want to use your infusions on them and you can only have 1 of each type at once so no stacking +2 armor and fire resistance… Or if you do have a regular +2 magic armor you can’t infuse it with fire resistance. Artificer should have 100% control over their infusions, so if i wanted +2 armor of smoldering with fire resistance all i gotta do is use 3 infusion slots.

  • something i’m curious about: doesnt item crafting as a whole devalue the artificer? Not only by allowing any class to make magic items, but also because magic items produced this way cannot receive infusions? Sounds to me like past the early game the party would already be covered in magic items and the artificer may not even have much that can receive a useful infusion around anymore

  • Fun fact, the spell tatoo is even more broken than you think if you can pick it, You see, find familiar is an first level spell, so you can deliver the entire party familias in just as many days, And if they are ravens who can say words and speak the language of their master they can arguably cast find familiar from an tatoo, which means the familars can have familiars at infinitum.

  • I always hated articles like these. ‘What to pick and not to pick’ You are essentially conditioning players to pick the ‘optimum’ thing, rather than selecting what fits their character and story. articles like these create a whole culture on Meta-gaming, where players feel emboldened to piss on anybody not doing the ‘best thing’. While that shit works in articles games, it ends up really dulling down collaborative storytelling games. How about this for alternative article. Go through every Artificer Infusion and talk about cool ways of role-playing them out and describing scenarios in which they could shine.

  • Infusions you should never take: All of them Wizards made a lackluster class that has a garbage spell list and not enough going for it to justify playing it. At best, the artificer is a ripoff of the ranger and plays just like a ranger but with a worse primary casting stat or a class that you can take a 3 level dip into for a 1 shot at level 8+. At worst, the artificer is absolutely useless.

  • It doesn’t feel like they intended Replicate Magic Item to work with Spellwrought Tattoos. If I was going to rule on the Spellwrought Tattoo as Replicate Item Infusion I would only allow you to infuse spells you know, basically the same ruling as if you wanted to craft it yourself. Additionally I would have it so you can’t stack Tattoos, if the infusion ends so does the Tattoo but it wouldn’t end active effects like Find Familiar. If you do it that way it isn’t broken, though it isn’t strong either. I would allow copying unused Spellwrought Tattoos or use spells other casters know if they assisted when the infusion is created so you would have more options.

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