Trying to cook up a character, but items which were present weeks ago now are not.
I can't tell all of what is missing (because they aren't there) but the Palm Pistol and all returning/repeating shot weapons seem to be gone.
Edit: the 'Returning weapon' page is still present on google, but seems to have been removed from the site.
These things weren't playtest content, were they? It seems like such a staple magical effect. The fact that content is being removed is irritating, especially if we're expected to purchase it again later.
Yeah, and the Artificer (which is now out of playtest) can still use those infusions.
Returning Weapon, at the very least, is still on their infusion list. It just can't be added to your character sheet.
I've had to take a Javelin+1 and rename it, but i wish I could refer back to the actual proper Returning Javelin's description, to remind myself if it takes a bonus action to recall the weapon, or something.
Returning weapon is such a staple that it should have been introduced in the base ruleset.
Then again, the base ruleset didn't even have feats, so...
While the Artificer was in its playtest cycle, we implemented the infusion system by creating a number of magic items, to simulate it.
With the release of Eberron: Rising from the Last War, the Artificer was officially published and the D&D Beyond team developed a more comprehensive system for infusions, that integrates with the character sheet and doesn't rely on asking you to add fake magic items.
If you own, or have access to via sharing, either Wayfinders Guide to Eberron, or the aforementioned Eberron: Rising from the Last War, you can create an Artificer character and use the infusion system to apply the artificer infusions to equipment the character has.
Yeah, and the Artificer (which is now out of playtest) can still use those infusions.
Returning Weapon, at the very least, is still on their infusion list. It just can't be added to your character sheet.
I've had to take a Javelin+1 and rename it, but i wish I could refer back to the actual proper Returning Javelin's description, to remind myself if it takes a bonus action to recall the weapon, or something.
If you are playing an artificer, you can scroll to the bottom of your equipment and be able to add an infusion to your items. (I don't think there is a system yet for an artificer giving the item to other party members).
While the Artificer was in its playtest cycle, we implemented the infusion system by creating a number of magic items, to simulate it.
With the release of Eberron: Rising from the Last War, the Artificer was officially published and the D&D Beyond team developed a more comprehensive system for infusions, that integrates with the character sheet and doesn't rely on asking you to add fake magic items.
If you own, or have access to via sharing, either Wayfinders Guide to Eberron, or the aforementioned Eberron: Rising from the Last War, you can create an Artificer character and use the infusion system to apply the artificer infusions to equipment the character has.
Actually, I have both of those books, and one of the infusions in the Artificer's list is Returning Weapon. So it's an official part of the published version of the class. But it cannot be added to your character-sheet, because the returning weapon series of magic items was removed.
Also, I wouldn't say that the published artificer release has a 'more comprehensive system for infusions' because it seems to be lacking any kind of enchanted weapon beyond the vanilla +1, and the moontouched sword (glows in the dark)
Yes, the item-list is technically longer, but half the things on it are common magic items from XGTEe, which are speifically written so as to not empower your character in any meaningful way, which is why common magic items cost 50gp and a couple of days work for a single character to build.
Granted, some of those items are fun and flavourful, and in my Artificer's downtime, i'm probably going to slap together some stuff like a Cloak of Billowing for the bard, or a Veteran's Cane for the old soldier, but i'm not going to waste one of my two infusions on it, because those are a core part of my class that I rely on to keep pace with the other members.
I expect that the entire class is balanced around the idea that you'll have access to two magical items very quickly, so choosing an item that was specifically written to not actually be very useful, like a rope that mends itself, clothes that change colour, or a shield with a face on it, then your character would turn out weaker than intended.
The ones that were 'faked up' for the UA version of the artificer were also +1 weapons, but had once-per-day blind effect, negation of the Loading Property, or returning a dropped/thrown weapon to your hand. You know, combat applicable effects.
Any way you look at it, the current list of weapon or armour infusions is less comprehensive, because while it's technically longer, the majority of the items in it are just fluff. Perfect items to be found in a chest, given as quest rewards or crafted if there's downtime about and you have nothing better to do, but not something worth spending an infusion on. They're basically toys.
Sure, my belief that an artificer's infusions should be spent on something combat-capable, and therefore that there should be more combat-worthy items in their list is just my opinion, but the published version of the artificer can still select Returning Weapon as an option. That's a fact.
Does that not make Returning Weapon a piece of official content?
Yeah, and the Artificer (which is now out of playtest) can still use those infusions.
Returning Weapon, at the very least, is still on their infusion list. It just can't be added to your character sheet.
I've had to take a Javelin+1 and rename it, but i wish I could refer back to the actual proper Returning Javelin's description, to remind myself if it takes a bonus action to recall the weapon, or something.
If you are playing an artificer, you can scroll to the bottom of your equipment and be able to add an infusion to your items. (I don't think there is a system yet for an artificer giving the item to other party members).
Huh, now I feel kinda daft.
I swapped from UA artificer to normal, and I've never seen that section of my character-sheet before.
Regardless, any item you can create with an infusion needs to be available as a regular magic item too, both so you can trade it around to other players and because by lore infusions are prototypes. Anything you can cook up overnight as an infusion should be craftable as a permanent magic item by your player character, if they spend the time and resources.
For most items that's not a problem, because everything they can make it already in the list, but returning weapon is a magic item that seems to only exist as an infusion.
If I were a betting man, I'd wager that WotC forgot that it wasn't a 'real' item, and included it in the published version of the class without realising that it doesn't technically exist. So now it's in limbo.
Still, if they acknowledged the item in a text of a class-feature, and were even kind enough to put the item's full description into text (and they did) then that'd be good enough for me to shrug and say 'It's published, I guess. It's written here in black and white' and then add it to the equipment list.
I swapped from UA artificer to normal, and I've never seen that section of my character-sheet before.
Regardless, any item you can create with an infusion needs to be available as a regular magic item too, both so you can trade it around to other players and because by lore infusions are prototypes. Anything you can cook up overnight as an infusion should be craftable as a permanent magic item by your player character, if they spend the time and resources.
For most items that's not a problem, because everything they can make it already in the list, but returning weapon is a magic item that seems to only exist as an infusion.
If I were a betting man, I'd wager that WotC forgot that it wasn't a 'real' item, and included it in the published version of the class without realising that it doesn't technically exist. So now it's in limbo.
Still, if they acknowledged the item in a text of a class-feature, and were even kind enough to put the item's full description into text (and they did) then that'd be good enough for me to shrug and say 'It's published, I guess. It's written here in black and white' and then add it to the equipment list.
I mean, this case isn't an issue with WotC, but D&D Beyond (which is owned by a separate company) and how they've chosen to implement infusions. It'll need to be tweaked to allow non-artificers to have items infused by artificers.
I swapped from UA artificer to normal, and I've never seen that section of my character-sheet before.
Regardless, any item you can create with an infusion needs to be available as a regular magic item too, both so you can trade it around to other players and because by lore infusions are prototypes. Anything you can cook up overnight as an infusion should be craftable as a permanent magic item by your player character, if they spend the time and resources.
For most items that's not a problem, because everything they can make it already in the list, but returning weapon is a magic item that seems to only exist as an infusion.
If I were a betting man, I'd wager that WotC forgot that it wasn't a 'real' item, and included it in the published version of the class without realising that it doesn't technically exist. So now it's in limbo.
Still, if they acknowledged the item in a text of a class-feature, and were even kind enough to put the item's full description into text (and they did) then that'd be good enough for me to shrug and say 'It's published, I guess. It's written here in black and white' and then add it to the equipment list.
I mean, this case isn't an issue with WotC, but D&D Beyond (which is owned by a separate company) and how they've chosen to implement infusions. It'll need to be tweaked to allow non-artificers to have items infused by artificers.
As I understand it, the issue is that D&D Beyond doesn't include items (outside of UA) unless they've been officially published. Returning Weapon never was official, and was essentially a large-scale homebrew that D&DBeyond shared with us all for use with the AU artificer class.
Except that it's mentioned (with name and stats) in the infusion text of the official Artificer class, which IS officially published. If it was included in a published book, then it's now an official item... maybe?
The infusions list here contains, Returning, Repeating Shot, Repulsion Shield Radiant Weapon... It's all there, all the items I wanted on the list. They're just not available in the character generator, either as 'equipment' weapons, or as infusions I can pick.
... wait. I just checked my Artificer again and now I can choose the repeating shot infusion... if I tamper with his level, Radiant Weapon becomes available too. (unlocked at level six, looks like.) When I originally posted, the only options on the character-tool's infusion list were enhance weapon, enhance armour, enhance wand, and replicate magic item. Now there's other stuff too.
Where they added back in overnight, or where they always there and they just... didn't show up for me, for some reason? They're still not in the equipment list, but as long as they can be chosen as an infusion and added to my character-sheet that way, then it's fine.
That's weird.
Ok, aside from Infusion Confusion, the Palm Pistol is still gone from the equipment list, but it's page is still up.
As the only one-shot firearm, I want to introduce it to my setting en-masse, as a flintlock equivalent for pirates.
Unrelated setting/balance deets
Palm Pistol is basically worse than a hand crossbow, since the reload property means that you need to spend a turn reloading it after every shot, but it's damage die is D8, not D6, and it's thematic for pirates.
I might just houserule that away, and leave it with the Loading trait instead, like crossbows have. One shot per turn, but you can shoot every turn.
I'd say the same with the musket, but it does 2d10 damage, so... it's basically twice as strong as a heavy crossbow. That only being able to be fire every other turn makes sense, tbh. Maybe drop it to 1d10 and remove reload? Leave it with loading so you can't faff about with multiattack.
The palm pistol is a critical role item, make sure you have CR enabled in preferences.
Yeah, had to go and check that.
I know the setting was on before, cuz i've already had one on this character, but I removed it and couldn't re-add it, so I assumed it had been removed from the list, rather than my settings just getting reset somehow.
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Trying to cook up a character, but items which were present weeks ago now are not.
I can't tell all of what is missing (because they aren't there) but the Palm Pistol and all returning/repeating shot weapons seem to be gone.
Edit: the 'Returning weapon' page is still present on google, but seems to have been removed from the site.
These things weren't playtest content, were they? It seems like such a staple magical effect. The fact that content is being removed is irritating, especially if we're expected to purchase it again later.
They were playtest. Specifically, they were/are artificer infusions (not normal magic items).
Yeah, and the Artificer (which is now out of playtest) can still use those infusions.
Returning Weapon, at the very least, is still on their infusion list. It just can't be added to your character sheet.
I've had to take a Javelin+1 and rename it, but i wish I could refer back to the actual proper Returning Javelin's description, to remind myself if it takes a bonus action to recall the weapon, or something.
Returning weapon is such a staple that it should have been introduced in the base ruleset.
Then again, the base ruleset didn't even have feats, so...
While the Artificer was in its playtest cycle, we implemented the infusion system by creating a number of magic items, to simulate it.
With the release of Eberron: Rising from the Last War, the Artificer was officially published and the D&D Beyond team developed a more comprehensive system for infusions, that integrates with the character sheet and doesn't rely on asking you to add fake magic items.
If you own, or have access to via sharing, either Wayfinders Guide to Eberron, or the aforementioned Eberron: Rising from the Last War, you can create an Artificer character and use the infusion system to apply the artificer infusions to equipment the character has.
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If you are playing an artificer, you can scroll to the bottom of your equipment and be able to add an infusion to your items. (I don't think there is a system yet for an artificer giving the item to other party members).
Actually, I have both of those books, and one of the infusions in the Artificer's list is Returning Weapon. So it's an official part of the published version of the class. But it cannot be added to your character-sheet, because the returning weapon series of magic items was removed.
Also, I wouldn't say that the published artificer release has a 'more comprehensive system for infusions' because it seems to be lacking any kind of enchanted weapon beyond the vanilla +1, and the moontouched sword (glows in the dark)
Yes, the item-list is technically longer, but half the things on it are common magic items from XGTEe, which are speifically written so as to not empower your character in any meaningful way, which is why common magic items cost 50gp and a couple of days work for a single character to build.
Granted, some of those items are fun and flavourful, and in my Artificer's downtime, i'm probably going to slap together some stuff like a Cloak of Billowing for the bard, or a Veteran's Cane for the old soldier, but i'm not going to waste one of my two infusions on it, because those are a core part of my class that I rely on to keep pace with the other members.
I expect that the entire class is balanced around the idea that you'll have access to two magical items very quickly, so choosing an item that was specifically written to not actually be very useful, like a rope that mends itself, clothes that change colour, or a shield with a face on it, then your character would turn out weaker than intended.
The ones that were 'faked up' for the UA version of the artificer were also +1 weapons, but had once-per-day blind effect, negation of the Loading Property, or returning a dropped/thrown weapon to your hand. You know, combat applicable effects.
Any way you look at it, the current list of weapon or armour infusions is less comprehensive, because while it's technically longer, the majority of the items in it are just fluff. Perfect items to be found in a chest, given as quest rewards or crafted if there's downtime about and you have nothing better to do, but not something worth spending an infusion on. They're basically toys.
Sure, my belief that an artificer's infusions should be spent on something combat-capable, and therefore that there should be more combat-worthy items in their list is just my opinion, but the published version of the artificer can still select Returning Weapon as an option. That's a fact.
Does that not make Returning Weapon a piece of official content?
Huh, now I feel kinda daft.
I swapped from UA artificer to normal, and I've never seen that section of my character-sheet before.
Regardless, any item you can create with an infusion needs to be available as a regular magic item too, both so you can trade it around to other players and because by lore infusions are prototypes. Anything you can cook up overnight as an infusion should be craftable as a permanent magic item by your player character, if they spend the time and resources.
For most items that's not a problem, because everything they can make it already in the list, but returning weapon is a magic item that seems to only exist as an infusion.
If I were a betting man, I'd wager that WotC forgot that it wasn't a 'real' item, and included it in the published version of the class without realising that it doesn't technically exist. So now it's in limbo.
Still, if they acknowledged the item in a text of a class-feature, and were even kind enough to put the item's full description into text (and they did) then that'd be good enough for me to shrug and say 'It's published, I guess. It's written here in black and white' and then add it to the equipment list.
I mean, this case isn't an issue with WotC, but D&D Beyond (which is owned by a separate company) and how they've chosen to implement infusions. It'll need to be tweaked to allow non-artificers to have items infused by artificers.
As I understand it, the issue is that D&D Beyond doesn't include items (outside of UA) unless they've been officially published.
Returning Weapon never was official, and was essentially a large-scale homebrew that D&DBeyond shared with us all for use with the AU artificer class.
Except that it's mentioned (with name and stats) in the infusion text of the official Artificer class, which IS officially published.
If it was included in a published book, then it's now an official item... maybe?
Edit: actually, they're all here.
https://www.dndbeyond.com/classes/artificer#ArtificerInfusions-1131764
The infusions list here contains, Returning, Repeating Shot, Repulsion Shield Radiant Weapon...
It's all there, all the items I wanted on the list. They're just not available in the character generator, either as 'equipment' weapons, or as infusions I can pick.
... wait. I just checked my Artificer again and now I can choose the repeating shot infusion... if I tamper with his level, Radiant Weapon becomes available too. (unlocked at level six, looks like.)
When I originally posted, the only options on the character-tool's infusion list were enhance weapon, enhance armour, enhance wand, and replicate magic item.
Now there's other stuff too.
Where they added back in overnight, or where they always there and they just... didn't show up for me, for some reason?
They're still not in the equipment list, but as long as they can be chosen as an infusion and added to my character-sheet that way, then it's fine.
That's weird.
Ok, aside from Infusion Confusion, the Palm Pistol is still gone from the equipment list, but it's page is still up.
As the only one-shot firearm, I want to introduce it to my setting en-masse, as a flintlock equivalent for pirates.
Unrelated setting/balance deets
Palm Pistol is basically worse than a hand crossbow, since the reload property means that you need to spend a turn reloading it after every shot, but it's damage die is D8, not D6, and it's thematic for pirates.
I might just houserule that away, and leave it with the Loading trait instead, like crossbows have. One shot per turn, but you can shoot every turn.
I'd say the same with the musket, but it does 2d10 damage, so... it's basically twice as strong as a heavy crossbow.
That only being able to be fire every other turn makes sense, tbh.
Maybe drop it to 1d10 and remove reload? Leave it with loading so you can't faff about with multiattack.
The palm pistol is a critical role item, make sure you have CR enabled in preferences.
Yeah, had to go and check that.
I know the setting was on before, cuz i've already had one on this character, but I removed it and couldn't re-add it, so I assumed it had been removed from the list, rather than my settings just getting reset somehow.