Is there anyway to get a + to AC on your armor and a + to attack/damage on your gauntlets with the Armorer before level 9?
It also mentions it covers your entire body. Does that mean you cant wear any magical equipment you find in your adventure, and your only option is to infuse everything manually at level 9?
The description of infusions speak of "non-magical items" to be infused. So technically, this means you can't infuse armor that is already magical and you can't infuse armor more than once before ninth level.
However, some DMs may be lenient and let you put a weapon infusion on armor that already has an armor enchantment.
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Is there any way for an armorer to get a bonus spell attack/damage? The only way I can see is to infuse a wand/rod/staff and use that as your focus for some reason.
Is there any way for an armorer to get a bonus spell attack/damage? The only way I can see is to infuse a wand/rod/staff and use that as your focus for some reason.
Only by magic items; the all-purpose tool is the main option for an Artificer, otherwise there's the wand of the war mage available to all spellcasters, though that one only boosts spell attacks (not spell save DC).
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The armorer just seems poorly designed when compared to the battle smith. At the end of the day the AC ceiling for the artificer only goes up by 1 from the heavy armor proficiency, but that is easily compensated by the fact that the battle smith can just have independent magic helmet/armor/gauntlets/boots/weapon at the same time without conflict. The companion having the reactionary taunt is also arguably more useful as a tank than the armorer who can only taunt enemies he hits. The armor modifications feature should have been a level 3 feature that gave you more infusion slots at level 9.
When it comes to the battle smith I have found the easiest way to get spell attack boost is to tear off my arm, replace it with a prosthetic, and then hope the DM will allow me to take a wand sheath so I can keep using a 2 handed weapon. Using a wand like a normal wizard feels a little out of place for an artificer and it is a shame they don't have alternative options, but I guess its fair since they focus more on support magic. At level 14 an artificer can ignore magic item requirements anyway but that's a long time to wait and I don't need these fleshy arms anyway.
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Is there anyway to get a + to AC on your armor and a + to attack/damage on your gauntlets with the Armorer before level 9?
It also mentions it covers your entire body. Does that mean you cant wear any magical equipment you find in your adventure, and your only option is to infuse everything manually at level 9?
The description of infusions speak of "non-magical items" to be infused. So technically, this means you can't infuse armor that is already magical and you can't infuse armor more than once before ninth level.
However, some DMs may be lenient and let you put a weapon infusion on armor that already has an armor enchantment.
+ Instaboot to murderhobos + I don't watch Critical Role, and no, I really shouldn't either +
Follow up question related to the first 2.
Is there any way for an armorer to get a bonus spell attack/damage? The only way I can see is to infuse a wand/rod/staff and use that as your focus for some reason.
Only by magic items; the all-purpose tool is the main option for an Artificer, otherwise there's the wand of the war mage available to all spellcasters, though that one only boosts spell attacks (not spell save DC).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
So there is essentially no way to get a spell attack bonus without having a hand being devoted to holding a tool?
I dont think they would be able to use wand of the war mage since they can only use artisan's tools, or an item they have infused.
The armorer just seems poorly designed when compared to the battle smith. At the end of the day the AC ceiling for the artificer only goes up by 1 from the heavy armor proficiency, but that is easily compensated by the fact that the battle smith can just have independent magic helmet/armor/gauntlets/boots/weapon at the same time without conflict. The companion having the reactionary taunt is also arguably more useful as a tank than the armorer who can only taunt enemies he hits. The armor modifications feature should have been a level 3 feature that gave you more infusion slots at level 9.
When it comes to the battle smith I have found the easiest way to get spell attack boost is to tear off my arm, replace it with a prosthetic, and then hope the DM will allow me to take a wand sheath so I can keep using a 2 handed weapon. Using a wand like a normal wizard feels a little out of place for an artificer and it is a shame they don't have alternative options, but I guess its fair since they focus more on support magic. At level 14 an artificer can ignore magic item requirements anyway but that's a long time to wait and I don't need these fleshy arms anyway.