Mind Sharpener 5e
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Review by Prince Phantom
Holding concentration is important in 5e, and perhaps no feature holds concentration quite as well as this infusion. No muss, no fuss, if you fail, you succeed instead 4 times per day. I’d hazard a guess that thanks to the Artificer’s innate Constitution saving throw proficiency, this one infusion might be all some Artificer players need to secure their concentration for an entire campaign.
If your campaign typically only has 1-2 combat encounters per day, 4 charges should be just enough to cover you. If you tend to have more encounters than that, you may want to also consider picking up War Caster around level 12 or so. This does become less and less reliable as enemies start making more and more attacks in higher tiers of play, as we can only use this infusion once per round as it also costs us our reaction. This means if we fail two checks in one round, we’ll drop concentration.
It’s also worth noting the merits and ease of passing this off to another party member. Note that this can go on robes as well as armor, meaning a Wizard or Sorcerer who was foolish enough to not take a level in another class for armor can still wear this. This is great for Wizards, Clerics, Druids, and Warlocks especially, as they don’t have constitution save proficiency.
Whatever you choose to do with this, it will perform admirably at most all levels of play, even if it might need a little help once enemies start making 4-5 attacks per round. Great on anyone who plans to concentrate on spells for the majority of combat, which will be most Artificers and most other casting classes for that matter.
Final Rating: 5/5
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