For reference: 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.
There's a couple issues with the character sheet.
1. The 2 additional infusions aren't available. You need to manually override the infusions maximum.
2. The armor does not split in the character's inventory. At the very least, the armor's special weapons - Armor Weapons Thunder Gauntlets or Launcher Lightning Launcher - should be a selected weapon to infuse. It currently is not. There's no way to currently infuse the armor's special weapons in the sheet.
Workaround: Played around with Homebrew Creations in another case - wanted to adjust the spell selection of a sorcerous origin (RAW you can replace these spells, but there is no option to actually do that). For that I went to "create homebrew", copied the existing origin and replaced the spells I wanted.
Same should be possible for custom magic items. Try to create a homebrew custom item and overwrite the infusion limit. This could work, of the infusion is no published item.
OR copy the original magic item (i.e. winged boots), rename it to "Infusion GA: Winged Boots" [GA for Guardian Armor] and set it to "no attunement required". You got to track the max attuned items by yourself afterwards.
I believe most of the annoying special issues of unique class features can be fixed this way. Wonder why there is no official hint to this anywhere to find.
Working this now and still not resolved. I just selected leather armor for the additional armor infusion and remained it to "Helm". Didn't mess up my AC or anything. Then did a custom override for my gauntlets for enhanced weapon +1. This would really be an issue if you want a different infusion though. Had to override infusion limit as well. Bummer its been an issued for this long and still not updated.
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For reference: 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.
There's a couple issues with the character sheet.
1. The 2 additional infusions aren't available. You need to manually override the infusions maximum.
2. The armor does not split in the character's inventory. At the very least, the armor's special weapons - Armor Weapons Thunder Gauntlets or Launcher Lightning Launcher - should be a selected weapon to infuse. It currently is not. There's no way to currently infuse the armor's special weapons in the sheet.
I just ran into the same issue tonight. I really hope they get this fixed soon :(
Same issue here. Anyone find a workaround
Workaround: Played around with Homebrew Creations in another case - wanted to adjust the spell selection of a sorcerous origin (RAW you can replace these spells, but there is no option to actually do that). For that I went to "create homebrew", copied the existing origin and replaced the spells I wanted.
Same should be possible for custom magic items. Try to create a homebrew custom item and overwrite the infusion limit. This could work, of the infusion is no published item.
OR copy the original magic item (i.e. winged boots), rename it to "Infusion GA: Winged Boots" [GA for Guardian Armor] and set it to "no attunement required". You got to track the max attuned items by yourself afterwards.
I believe most of the annoying special issues of unique class features can be fixed this way. Wonder why there is no official hint to this anywhere to find.
Working this now and still not resolved. I just selected leather armor for the additional armor infusion and remained it to "Helm". Didn't mess up my AC or anything. Then did a custom override for my gauntlets for enhanced weapon +1. This would really be an issue if you want a different infusion though.
Had to override infusion limit as well. Bummer its been an issued for this long and still not updated.