Per the artificer rules…
If the item requires attunement, you can attune yourself to it the instant you infuse the item.
Okay. Nice. Great. Except… how does it work when the item is given to another character?
Let’s picture these scenarios: Scenario one. My artificer has created an Resistant Armor, choosing poison. This armor has been given to our paladin, who attuned to it. Now, next long rest, I want to create an Resistant Armor, choosing force. The rules are silent on whether I can attempt to create an infusion I already have existing (as opposed to infusing random other infusions until that one de-infuses) or in fact use the item the previous copy of that infusion is already on. Let’s assume I can.
… but I don’t want to attune to the resulting infusion, so does that mean that, as soon as we finish the long rest, we must immediately do a short rest so the paladin can attune to the armor?
In fact, it doesn’t even end there!
If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
Notably, there doesn’t seem to be a process to voluntarily end one of my infusions. Let’s suppose my current infusions are Repeating Weapon, Replicate Magic Item: Alchemy Jug and the aforementioned Resistant Armor: Force. I want to replace the jug with a Mind Sharpener. The only process for this seems to be infusing my chosen item with the Mind Sharpener, causing the Repeating Weapon to end…. then reapply the Repeating Weapon…. which ends the Resistant Armor, requiring me to reapply that, and us to take another short rest to reattune to it!
Is all the above correct, or is there something I’m missing?
Does the extra 1d6 fire damage to “grasped” weapons granted by the Gauntlets of Flaming Fury effect the Thunder Gauntlets from the Armorer Artificer subclass if the Gauntlets of Flaming Fury are the Thunder Gauntlets?
Magic tattoos all say things akin to the following:
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
They each appear on the skin, they are applied by being held to the skin. Can the metal body of a warforged use it? If so, the only other item I am aware of that has race specific requirements is the dwarven thrower.
It dawned on me that warforged aren’t considered constructs in 5e (at least I don’t think there is a distinction made for what player characters are). However, I think it should be considered that what would bar constructs from being able to use the tattoos is that the tattoos specifically say how you apply it to the skin, or how it appears on the skin. I think this would be the same disqualifying factor for warforged, or for other ‘constructs.’
The rule on Bonus Action Casting Time states:
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
This would ordinarily prevent you from casting a levelled spell and a bonus action spell on the same turn; however, the Artificer’s Spell-Storing Item states:
[…] While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. […]
Furthermore, the following question’s highest-scoring answer states:
- Do class or subclass features that relate to spellcasting apply when producing a spell's effect from an Artificer's Spell-Storing Item?
[…] The user never casts the spell either. They merely use a (special, unnamed) action to produce the spell’s effects. They don’t cast it and don’t get to modify it with their features which care about them casting a spell. […]
And the Sage Advice Compendium even states (page 3):
Q. Which action is used to activate a Spell-Storing Item?
A. Activating a Spell-Storing Item uses the Use an Object action.
Does this mean that a caster could use a Spell-Storing Item, creating the effects of any 1st or 2nd level Artificer spell with a casting time of 1 action, and then use their bonus action to cast any (bonus action) spell?
As a DM in an upcoming group where we’re running one shots I had a passing thought that could be problematic. Artificers take time to build items/weapons/whatever, in a campaign setting there’s down time, days and evenings for them to create an item but that’s not the case in a one shot.
If an artificer walks in with 6 goggles of night they created it could really throw off a game balance. If they hand out 4 caps of water breathing it could make one of the dungeon challenges stupidly simple and really throw some wrenches into my plans.
I really don’t want to limit the types of characters in my games and I don’t want to ask everyone for every single magic item they have on their character but I also don’t want to set up a jungle trek with pit falls and mobs to have someone give everyone a broom of flying and they cruise over everything reach the end and go ‘tada’…
The talk is to have these one shots kinda blend together and create a world that has these jobs in it but there’s not specific ‘time line’ or ‘down time’ between one shots. Sssooo the artificer class could theoretically create 4 caps of water breathing and muck up plans for a DM. Or create the brooms of flying and give them away to their fellow characters.
Am I over-thinking this? Or can some DMs maybe give me some insight into how to handle this/ideas/get over it you baby. I mean I’d take the last option too but I’m hoping there might be some more clever thoughts. 😛
If the consensus is ‘shut up and deal with it’ I’ll take it but you can’t blame a person for asking for input.
Edit ~ This is DND 5e in reference to UA Artificer.
My character is being hunted down by 3 Rakshasa. The character is aware they possess limited magic immunity which reads as follows:
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. [Basic Rules, p. 341]
As a level 11 Artificer, I can store spells into a Spell-Storing Item.
At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast […].
While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. […] [ERLW p. 58]
Since the item is just "producing the spell’s effect" should it be treated as a magical effect instead of a 1st or 2nd level spell?
Is the Rakshasa immune to the spells produced by the item? Or would they just have advantage against saving throws?
I know the Steel Defender uses your initiative and goes immediately after you. What I’m not sure about is what is can actually do on its turn.
Does a Steel Defender get a full turn?
- Free Action (Item interaction)
- Bonus Action
I know it has the stat block that tells you what action it can take but it does not say anything about having or not having a bonus action and what it can do with that.
It also does not specify interactions
SD uses bonus action to activate boots of speed and now has the ability to move 80′ around the battlefield potentially using up AoO of enemies and positioning itself at a choke point Then takes the Dodge Action
Now we have a speedy Gonzales that can get up next to people and provide Cover, Help or be a damage sponge before zipping over the the other side to block a charging enemy that appeared from around that corner you never checked
Party member about to die SD pulls out HP potion out of bag (item interaction) and Dashes (action) to party member Party members turn take potion and drink it.
Basically a mobile Vending machine that can run in hand out potions and use its reaction to impose disadvantage.
Suppose I am an 11th-level Artificer with a +5 intelligence modifier, and I use my Spell-storing Item feature to store Continual Flame, whose material component is "ruby dust worth 50 gp, which the spell consumes". However, it’s not clear whether producing the spell from the item requires this or any components at all:
While holding the object [in which the spell is stored], a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier.
The usage of the item appears consistent with the usual rules for casting spells from items: activating the item to cast the spell is an action, but that action is distinct from the "Cast a Spell" action and doesn’t require components. However, if this is the case, it seems that I can use Spell-Storing Item to produce 10 Continual Flame torches (or Arcane Locks) per day without spending any money at all. Does this work as described, or is there some reason that the spell-storing item would require the costly component in order to cast the spell?
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
At 3rd level, you learn how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced >to 0 hit points or after 1 hour. You can dismiss it early as an action.
Now, my question is, is an eldritch cannon counted as an enemy or not?
For example, the artificer’s "Radiant Weapon" infusion gives +1 to attack and damage. Does it count as a magic weapon?