What is a house rule you tried at your table, only to have it unbalance the game / fail miserably?

The artificer can make their own magic items. They will not count towards their list of infusions if they learn how to create them. This includes Homebrew magic items that are of course reviewed by the DM.

This allowed one of my players to make multiple bags of holding and Flame tongue long/short swords without realizing that there was a reason artificers had a limit to how many infusions they could have at a time so something like this wouldn't happen. It got out of hand quickly and I then realized I was a fool who didn't understand how the artificer class worked. In the end the player had fun with that character but they had pumped out way too many magic items than they knew what to do with.

Another was allowing the same artificer to make their Steel Defender into a wearable armor. This gave them about 20 AC after they modified it. Combine this with the shield spell and you have an almost unhittable tank. That was not all, I allowed them to spell store runes on said armor that would expel charges. They of course stored spells like fly and haste. This made the most broken artificer and I let it happen. He was a whirlwind of damage and almost nothing could hit him, I wish I didn't allow it because only high CR creatures had a chance at killing him. I learned my lesson and ended up hating the Artificer class.

/r/DMAcademy Thread