if you got a +1 Armour as Armourer can you cast Magic Weapon on the special weapon? the armour is magical but the weapons are considered simple.
Also if a Battles mith casts Magic Weapon on a non-magic one do the rules for using Int and being proficient work as long as the spell is active or must the weapon be permanently magical?
I'd say yes to both scenarios based on the wording of the spell.
"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again."
if you got a +1 Armour as Armourer can you cast Magic Weapon on the special weapon? the armour is magical but the weapons are considered simple.
I agree with AndredSkratch that both of these scenarios seem valid, though I will point out that "magic" and "simple" are not mutually exclusive with regard to weapons. Plenty of magic weapons are in the "simple weapons" category. It works because the rules don't say the weapons are magical, not because it says they're simple.
if you got a +1 Armour as Armourer can you cast Magic Weapon on the special weapon? the armour is magical but the weapons are considered simple.
A Weapon is an object. The special weapons of the Armorer is technically a class feature. Check with your DM. I certainly wouldn't be opposed to it myself, but RAW, there may be room for dispute.
Also if a Battles mith casts Magic Weapon on a non-magic one do the rules for using Int and being proficient work as long as the spell is active or must the weapon be permanently magical?
Any magic weapon works. It can be permanent, temporary from an infusion, or temporary from a spell or other feature.
There is a couple loop hole to the Battle Ready question that DDB can't support due, to the layers of item interactions it requires..... but is perfectly valid RAW.
While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can’t be used again until the next dawn.
This humble steel rod is engraved with tiny symbols representing different weapons, as well as the monogram “T.D.” A creature holding this rod can speak the name of any simple or martial weapon aloud as a bonus action, causing the rod to transform into an ordinary weapon of that type. When in the form of a ranged weapon, this rod magically creates its own ammunition, which disappears after a ranged attack hits or misses.
"if you got a +1 Armour as Armourer can you cast Magic Weapon on the special weapon?"
I assume you mean the special weapons built into the armor, like lightning launcher. If so, id aay yes. Artificers dump str amd dex and the INT based weapons built into the armor wont keep up at higher levels. Dmg has recommendations as to when to award +1, +2, and +3 weapons. These guidelines generally fall in line with whem monster AC starts outstripping proficiency bonus, ao without a magical bonus you start lagging behind.
"Also if a Battle smith casts Magic Weapon on a non-magic one do the rules for using Int and being proficient work as long as the spell is active or must the weapon be permanently magical?
I think INT only works on your class specific weapons. So if you are talking about built in artificer weapons, you should be able to cast magic weapon on your artificer weapins and srill use int.
If you mean some random non-artificer weapon you find on the ground, then i dont think magic weapon changes the ability to int. Though i havent read through all of the new ebberon book.
"Also if a Battle smith casts Magic Weapon on a non-magic one do the rules for using Int and being proficient work as long as the spell is active or must the weapon be permanently magical?
I think INT only works on your class specific weapons. So if you are talking about built in artificer weapons, you should be able to cast magic weapon on your artificer weapins and srill use int.
If you mean some random non-artificer weapon you find on the ground, then i dont think magic weapon changes the ability to int. Though i havent read through all of the new ebberon book.
They’re taking about the Battle Smith subclass’s feature that lets them use Intelligence for attack and damage rolls with magic weapons. As people have explained above, this works with any weapon that’s magic for any reason, including having had Magic Weapon cast on it.
"if you got a +1 Armour as Armourer can you cast Magic Weapon on the special weapon?"
I assume you mean the special weapons built into the armor, like lightning launcher. If so, id aay yes. Artificers dump str amd dex and the INT based weapons built into the armor wont keep up at higher levels. Dmg has recommendations as to when to award +1, +2, and +3 weapons. These guidelines generally fall in line with whem monster AC starts outstripping proficiency bonus, ao without a magical bonus you start lagging behind.
I'd have to check the numbers, but I don't think AC progression has any assumption regarding +X weapons for players. It does have assumptions about stat progression so taking half feats may cause you to fall behind. I believe 2024 still follows the 65% assumption of hit chance except for 70% at level 9 (unless they fixed level 9). Each +1 is just a straight up increase over the averages, not a necessity to keep up with the averages. If you are used to have half feats in your build rather than +2 to your primary attributes at level 4 and 8, it may feel like you need the +X to keep up, but it's not the case. As such, the INT based weapons of the Armorer have no problem keeping up with the DMG's expectations.
However, there is an issue with Armorer's Weapons and Magic Weapon. At level 9, the Armorer gets Improved Arsenal as part of Improved Armorer (I hate the names of some of the Artificer features). Improved Arsenal gives you +1 to hit and damage with the Armor's special weapons. This is explicitly not a trait of the weapons; they do not become +1 weapons. Therefore, if you allow Magic Weapon to be cast on them, the two effects would stack for +2 to hit and damage at level 9 with a 2nd level spell slot or +3 to hit and damage with a 3rd+ level spell slot (or +4 if a friend casts it on the weapons with a 6th level slot).
"Also if a Battle smith casts Magic Weapon on a non-magic one do the rules for using Int and being proficient work as long as the spell is active or must the weapon be permanently magical?
I think INT only works on your class specific weapons. So if you are talking about built in artificer weapons, you should be able to cast magic weapon on your artificer weapins and srill use int.
If you mean some random non-artificer weapon you find on the ground, then i dont think magic weapon changes the ability to int. Though i havent read through all of the new ebberon book.
Underline added for emphasis. The question was specifically about Battle Smiths, another Artificer subclass. Battle Smiths do not have built-in Artificer Weapons and can use their Intelligence modifier when wielding any magic weapon. They're the ones with robo-puppers.
" I don't think AC progression has any assumption regarding +X weapons for players."
I found that average monster ac starts to outpace ability score and proficiency bonus modifiers at higher levels, but this corresponds almost exactly where the dmg recommends magic weapons be added, allowing the charavter to keep pace.
I dont know that any rule books say thats why. But it matches pretty perfectly to keep the tohit bonus flattish and affected only by ability score.
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I'd say yes to both scenarios based on the wording of the spell.
"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again."
I agree with AndredSkratch that both of these scenarios seem valid, though I will point out that "magic" and "simple" are not mutually exclusive with regard to weapons. Plenty of magic weapons are in the "simple weapons" category. It works because the rules don't say the weapons are magical, not because it says they're simple.
pronouns: he/she/they
A Weapon is an object. The special weapons of the Armorer is technically a class feature. Check with your DM. I certainly wouldn't be opposed to it myself, but RAW, there may be room for dispute.
Any magic weapon works. It can be permanent, temporary from an infusion, or temporary from a spell or other feature.
How to add Tooltips.
My houserulings.
There is a couple loop hole to the Battle Ready question that DDB can't support due, to the layers of item interactions it requires..... but is perfectly valid RAW.
https://www.dndbeyond.com/magic-items/843430-gauntlets-of-flaming-fury
https://www.dndbeyond.com/magic-items/7171002-rod-of-mercurial-form (Tal’Dorei Campaign Setting Reborn ) (Uncoomon, WOunderous)
"if you got a +1 Armour as Armourer can you cast Magic Weapon on the special weapon?"
I assume you mean the special weapons built into the armor, like lightning launcher. If so, id aay yes. Artificers dump str amd dex and the INT based weapons built into the armor wont keep up at higher levels. Dmg has recommendations as to when to award +1, +2, and +3 weapons. These guidelines generally fall in line with whem monster AC starts outstripping proficiency bonus, ao without a magical bonus you start lagging behind.
"Also if a Battle smith casts Magic Weapon on a non-magic one do the rules for using Int and being proficient work as long as the spell is active or must the weapon be permanently magical?
I think INT only works on your class specific weapons. So if you are talking about built in artificer weapons, you should be able to cast magic weapon on your artificer weapins and srill use int.
If you mean some random non-artificer weapon you find on the ground, then i dont think magic weapon changes the ability to int. Though i havent read through all of the new ebberon book.
They’re taking about the Battle Smith subclass’s feature that lets them use Intelligence for attack and damage rolls with magic weapons. As people have explained above, this works with any weapon that’s magic for any reason, including having had Magic Weapon cast on it.
pronouns: he/she/they
I'd have to check the numbers, but I don't think AC progression has any assumption regarding +X weapons for players. It does have assumptions about stat progression so taking half feats may cause you to fall behind. I believe 2024 still follows the 65% assumption of hit chance except for 70% at level 9 (unless they fixed level 9). Each +1 is just a straight up increase over the averages, not a necessity to keep up with the averages. If you are used to have half feats in your build rather than +2 to your primary attributes at level 4 and 8, it may feel like you need the +X to keep up, but it's not the case. As such, the INT based weapons of the Armorer have no problem keeping up with the DMG's expectations.
However, there is an issue with Armorer's Weapons and Magic Weapon. At level 9, the Armorer gets Improved Arsenal as part of Improved Armorer (I hate the names of some of the Artificer features). Improved Arsenal gives you +1 to hit and damage with the Armor's special weapons. This is explicitly not a trait of the weapons; they do not become +1 weapons. Therefore, if you allow Magic Weapon to be cast on them, the two effects would stack for +2 to hit and damage at level 9 with a 2nd level spell slot or +3 to hit and damage with a 3rd+ level spell slot (or +4 if a friend casts it on the weapons with a 6th level slot).
Underline added for emphasis. The question was specifically about Battle Smiths, another Artificer subclass. Battle Smiths do not have built-in Artificer Weapons and can use their Intelligence modifier when wielding any magic weapon. They're the ones with robo-puppers.
How to add Tooltips.
My houserulings.
" I don't think AC progression has any assumption regarding +X weapons for players."
I found that average monster ac starts to outpace ability score and proficiency bonus modifiers at higher levels, but this corresponds almost exactly where the dmg recommends magic weapons be added, allowing the charavter to keep pace.
I dont know that any rule books say thats why. But it matches pretty perfectly to keep the tohit bonus flattish and affected only by ability score.