So I don't know if this has been brought up, but if the whole purpose of the Arcane Armor feature for the Armorer Artificer is to be able to apply your chosen 'model' bonuses to a piece of armor, why is there no way to actually concretely apply it? I know this seems nit-picky, but it's kind of an essential feature of the subclass that isn't reflected in the Character Sheet UI.
I'm no programmer, and I'm obviously not a Dev, but it seems to me that the simplest/best way to do it would be to create a feature similar to the 'Dedicated Weapon' Monk Class Feature - giving the player the utility to treat a non-monk weapon as a Monk weapon for expanded character dynamic. Or alternatively, a Inventory component similar to a single-instance Attunement-type slot.
There might be a better way to address this, and I don't know enough about the system to realize it, but in the interest of player support and feature integration, I thought I should bring this to attention.
Yeah, it would be nice if the character sheet did that. It'd likely take a hacky workaround for them to implement in DDB as it currently exists, which (among other similar reasons with other features) is why they're working on a revamp of the system.
What you can do for the time being is customize your armor to indicate that it's Arcane Armor. Not much, but it's something.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
There's yet a bigger problem related to this though, that I ran into recently when I tried to create a Lvl 20 Armorer for an Arena tournament.
When you first make your Arcane Armor, it has the following property:
You can use the arcane armor as a spellcasting focus for your artificer spells.
And at 9th level, the Armorer gets the following:
Armor Modifications
9th-level Armorer feature
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.
But I can't find any way to add things like Enhanced Arcane Focus to the armor, which should be possible since the armor is now my spellcasting focus. Or Enhanced Weapon to the gauntlets, because the site doesn't recognize them as weapons.
My character's list of Features & Traits lists Arcane Armor as an action, but it doesn't show up in the Actions list. There needs to be such an action, which then converts the separate pieces of armor you're wearing (chest piece, helm, gauntlets and boots) into Arcane Armor pieces, each capable of accepting separate infusions.
Couldn't you just create the infusion using the fusion creator then rename the infused item to be names as such as it is a different part of the armor?
So I don't know if this has been brought up, but if the whole purpose of the Arcane Armor feature for the Armorer Artificer is to be able to apply your chosen 'model' bonuses to a piece of armor, why is there no way to actually concretely apply it? I know this seems nit-picky, but it's kind of an essential feature of the subclass that isn't reflected in the Character Sheet UI.
I'm no programmer, and I'm obviously not a Dev, but it seems to me that the simplest/best way to do it would be to create a feature similar to the 'Dedicated Weapon' Monk Class Feature - giving the player the utility to treat a non-monk weapon as a Monk weapon for expanded character dynamic. Or alternatively, a Inventory component similar to a single-instance Attunement-type slot.
There might be a better way to address this, and I don't know enough about the system to realize it, but in the interest of player support and feature integration, I thought I should bring this to attention.
Yeah, it would be nice if the character sheet did that. It'd likely take a hacky workaround for them to implement in DDB as it currently exists, which (among other similar reasons with other features) is why they're working on a revamp of the system.
What you can do for the time being is customize your armor to indicate that it's Arcane Armor. Not much, but it's something.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
There's yet a bigger problem related to this though, that I ran into recently when I tried to create a Lvl 20 Armorer for an Arena tournament.
When you first make your Arcane Armor, it has the following property:
And at 9th level, the Armorer gets the following:
Armor Modifications
9th-level Armorer feature
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.
But I can't find any way to add things like Enhanced Arcane Focus to the armor, which should be possible since the armor is now my spellcasting focus. Or Enhanced Weapon to the gauntlets, because the site doesn't recognize them as weapons.
My character's list of Features & Traits lists Arcane Armor as an action, but it doesn't show up in the Actions list. There needs to be such an action, which then converts the separate pieces of armor you're wearing (chest piece, helm, gauntlets and boots) into Arcane Armor pieces, each capable of accepting separate infusions.
Couldn't you just create the infusion using the fusion creator then rename the infused item to be names as such as it is a different part of the armor?
Infusion is a separate feature which does have its own feature mechanic within the CS.
@stoutstein: But the Arcane Armor specifically says that it is now usable as your Arcane Focus, so that doesn't make sense.
Yes, that is what I wound up doing. Just took a while to figure out how to do it. The system is not very intuitive. Needs instructions.