I'm working on building a 10th level Armorer and kinda stumped myself while building it. I will link a few quotes and reference them by number:
1. "Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls."
2.
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
You can use the arcane armor as a spellcasting focus for your artificer spells.
The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces."
3. "You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor."
So here's where I'm running into issues. Would I be able to infuse the Arcane Armor with replicated magic items (2)? An example being Winged Boots. My train of thought is that while the infusion (2) normally requires a nonmagic item, the 9th level class feature (3) foregoes that. So long as there isn't another modification to the boot slot this should be allowed, correct?
Also, Beyond doesn't seem to allow for the armor's special weapon to be infused (3) on the character sheet, unless I am missing something.
I'm working on building a 10th level Armorer and kinda stumped myself while building it. I will link a few quotes and reference them by number:
1. "Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls."
2.
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
You can use the arcane armor as a spellcasting focus for your artificer spells.
The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces."
3. "You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor."
So here's where I'm running into issues. Would I be able to infuse the Arcane Armor with replicated magic items (2)? An example being Winged Boots. My train of thought is that while the infusion (2) normally requires a nonmagic item, the 9th level class feature (3) foregoes that. So long as there isn't another modification to the boot slot this should be allowed, correct?
Also, Beyond doesn't seem to allow for the armor's special weapon to be infused (3) on the character sheet, unless I am missing something.
Any insight would be appreciated.
As you quoted, the rules allow that after 9th level you can apply your artificer infusions to separate parts of the arcane armor, including boots. The only limitation I see is that you cannot apply multiple infusions to one item - so, "winged boots" and "slippers of spider climb" cannot be worn simultaneously by the same person, even if you count only one as a piece of your arcane armor. But, you could certainly infuse two different pairs of shoes for one day and "change your shoes" as an action from one to the other, or simply infuse another teammate's boots with one of your replications. If you're trying to include a "replicate magic item infusion" as one of your two bonus armor infusions (for the sake of counting your total simultaneous infusions), this is more up to interpretation by your DM, in my opinion. An example of that would be if, at lvl 10, you had learned only magic item replication infusions, except for one (say, resistant armor), but then wanted to count one of the replicated magic items ("winged boots") as the second of your two bonus armor infusions. I DO think this example is allowed within the rules, whether or not that was the intention. And I only mention that MAYBE not being the intention because they specifically created the "boots of the winding path" and "Helm of Alertness" infusions to seemingly fill those newly available item infusion slots. But, they seem to wish to allow for the flexibility of which an arcane armorer artificer would sensibly be capable, especially given the fact that they purposefully grant you two significant variations of your own arcane armor. This armor is your MAIN CLASS FEATURE and even acts as your spell-casting focus, so it makes perfect sense that Wizards rewards creativity by encouraging you to apply any combinations of the infusions you've chosen to learn to any piece of the arcane armor that could reasonably accept that magical trait - and then change it around again on the next day!
And unfortunately Dndbeyond still hasn't managed to solve the inability to add weapon infusions to the arcane armor's weapons, such as the lightning launcher. But, you can always just manually add a +2 to hit bonus and damage bonus on that weapon's customization options in the character sheet for the "enhanced weapon infusion." Doesn't help you keep track, but you could then also select another weapon in your inventory for the infusion (to keep track of how many are applied), without actually equipping that weapon.
All in all, I love this subclass so far - it rewards creativity, provides flavorful utility for the team support, and seems to balance the character pretty well to the party concerning the magic item attunement slots and infusions (which is tricky). It's nice to have a more flavorful option of "tank", especially based on intelligence, but without requiring the armorer to necessarily tank up all the time. I'm THOROUGHLY enjoying playing a gnomish arcane trickster (3 lvls) turned artificer armorer (10 lvls). You can even play the role of a legit bomb squad-style trap defuser, expertly manipulating your thieve's tools at some distance while wearing magic plate armor and a shield!
I'm working on building a 10th level Armorer and kinda stumped myself while building it. I will link a few quotes and reference them by number:
So here's where I'm running into issues. Would I be able to infuse the Arcane Armor with replicated magic items (2)? An example being Winged Boots. My train of thought is that while the infusion (2) normally requires a nonmagic item, the 9th level class feature (3) foregoes that. So long as there isn't another modification to the boot slot this should be allowed, correct?
Also, Beyond doesn't seem to allow for the armor's special weapon to be infused (3) on the character sheet, unless I am missing something.
Any insight would be appreciated.
I am running into the same walls. Hope bumping this thread up with a new post helps.
Yes, of course. (With all the usual caveats and whatnot concerning infusions and armorer, which I'll not repeat here.)
As you quoted, the rules allow that after 9th level you can apply your artificer infusions to separate parts of the arcane armor, including boots. The only limitation I see is that you cannot apply multiple infusions to one item - so, "winged boots" and "slippers of spider climb" cannot be worn simultaneously by the same person, even if you count only one as a piece of your arcane armor. But, you could certainly infuse two different pairs of shoes for one day and "change your shoes" as an action from one to the other, or simply infuse another teammate's boots with one of your replications.
If you're trying to include a "replicate magic item infusion" as one of your two bonus armor infusions (for the sake of counting your total simultaneous infusions), this is more up to interpretation by your DM, in my opinion. An example of that would be if, at lvl 10, you had learned only magic item replication infusions, except for one (say, resistant armor), but then wanted to count one of the replicated magic items ("winged boots") as the second of your two bonus armor infusions.
I DO think this example is allowed within the rules, whether or not that was the intention. And I only mention that MAYBE not being the intention because they specifically created the "boots of the winding path" and "Helm of Alertness" infusions to seemingly fill those newly available item infusion slots.
But, they seem to wish to allow for the flexibility of which an arcane armorer artificer would sensibly be capable, especially given the fact that they purposefully grant you two significant variations of your own arcane armor. This armor is your MAIN CLASS FEATURE and even acts as your spell-casting focus, so it makes perfect sense that Wizards rewards creativity by encouraging you to apply any combinations of the infusions you've chosen to learn to any piece of the arcane armor that could reasonably accept that magical trait - and then change it around again on the next day!
And unfortunately Dndbeyond still hasn't managed to solve the inability to add weapon infusions to the arcane armor's weapons, such as the lightning launcher.
But, you can always just manually add a +2 to hit bonus and damage bonus on that weapon's customization options in the character sheet for the "enhanced weapon infusion." Doesn't help you keep track, but you could then also select another weapon in your inventory for the infusion (to keep track of how many are applied), without actually equipping that weapon.
All in all, I love this subclass so far - it rewards creativity, provides flavorful utility for the team support, and seems to balance the character pretty well to the party concerning the magic item attunement slots and infusions (which is tricky). It's nice to have a more flavorful option of "tank", especially based on intelligence, but without requiring the armorer to necessarily tank up all the time.
I'm THOROUGHLY enjoying playing a gnomish arcane trickster (3 lvls) turned artificer armorer (10 lvls). You can even play the role of a legit bomb squad-style trap defuser, expertly manipulating your thieve's tools at some distance while wearing magic plate armor and a shield!
D&D Beyond still hasn’t fixed the gauntlet problem. I’m still waiting for them to fix forest gnome illusionist bug as well.