We're using the 2019 UA Artificer (from the DND Beyond site).
I am the DM. The PC is level 3 (getting to level 4 pretty soon) and he wants to start going into crafting magical armors because he feels its part of his class identity.
Now, I understand its generally up to me to decide what is suitable and what is not, but we try to figure a balanced way to handle this, in which he can have creative ideas and magic items still feel wondrous.
The examples I gave him, from what I understood from the PHB and DMG books, is that he either finds a formula, or creates one.
I mostly understand the other parts, we are discussing the creation of a formula. We're trying to understand the basics and go up from there for our understanding's sake with creating a common magic item.
We're trying to be as true to the "original" world of D&D as we're both pretty new and he really likes trying to "outfigure" the system; not by cheating it, but by thinking of clever ways in which to use it.
He offered two examples:
One is trying to infuse a piece of armor with Heroism spell, in a way that once a day a humanoid who wears it and expresses bravery (judged by the piece itself) it gives it 1d4 temporary hit points, or something like that.
Which sounded cool and okay with me.
The second example was infusing a pair of boots (Leather worker's tool?) with Expeditious Retreat. Which sounded really bad with me. He couldn't describe how it will do it, just that its infused with the magic and is "cast" the same way normal Expeditious Retreat is cast, which just says "This spell allows you to move at an incredible pace." He said he wants the boots to have the spell active at all times, and I figured it would make it a rare or very rare item? (which he can't create).
We're trying to go for a as "realistic" to the world approach as we can. How would you approach this?