As an Artificer, you gain access to a variety of infusions. However, upon reaching level 9, you receive an additional 2 infusions that are specifically tailored for your armor:
-- 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 Item 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. --
It's important to note that to access these two additional infusions, you'll need to exceed your normal infusion limit and isn't integrated as a feature in the charactersheet..
Regarding the Artificer Armorer's special weapon, it's worth mentioning that you cannot select this weapon as an infusion in the character sheet. The Armorer's feature specifies that the special weapon is part of the armor, functioning as a simple ranged weapon. Therefore, the 'Enhanced Weapon' infusion should indeed work with the Lightning Launcher, but it cannot be selected:
-- Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. --
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
As an Artificer, you gain access to a variety of infusions. However, upon reaching level 9, you receive an additional 2 infusions that are specifically tailored for your armor:
--
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 Item 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.
--
It's important to note that to access these two additional infusions, you'll need to exceed your normal infusion limit and isn't integrated as a feature in the charactersheet..
Regarding the Artificer Armorer's special weapon, it's worth mentioning that you cannot select this weapon as an infusion in the character sheet. The Armorer's feature specifies that the special weapon is part of the armor, functioning as a simple ranged weapon. Therefore, the 'Enhanced Weapon' infusion should indeed work with the Lightning Launcher, but it cannot be selected:
--
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
--