Yea - find the others under features and click them. In the pop-out window click "Customize" and then tick "Display as attack". For some reason the flame cannon is the only one that is displayed as an attack by default.
How do you add extra infusions in the character sheet. You can only have 6 total infused item at the 20th level, but the Armorer should be able to infuse 8 at the 20th level the two being on two of your arcane armor features
How do you add extra infusions in the character sheet. You can only have 6 total infused item at the 20th level, but the Armorer should be able to infuse 8 at the 20th level the two being on two of your arcane armor features
You can ovverride infusions; if you already have for infusions, go to Inventory > Infusions, and click an infusion that isn't active to bring it up. Under "item to be infused it'll say "Currently at infusion limit" and the "create infusion" button will be greyed out, but at the top there's a button that says "override infusions" so you can do it that way. That's how you have to do artificer; just add two extra infusions over your limit, clicking "override limit" each time.
The problem is there isn't even good workarounds for some of these problems.
For instance, I was trying to infuse my Thunder Gauntlets. DNDB already added two entries to my attack block (one using str, one using int). But the infusion drop down for weapons needs an actual weapon.
So I tried to create a homebrew weapon so it can be selected. But all weapons need to be based off an existing weapon; so the closest would be the greatclub with 1d8 damage. But you can't modify the damage type (to thunder) nor can a weapon be changed to use INT as the bonus modifier so it will never have the correct bonuses.
I CAN add a custom attack on the character sheet which allows the different damage types and bonuses, but it's not an item so it can't be infused.
It's just a huge limitation of the homebrew creation tools. They offer some modifications in one place and a different set somewhere else. They need to allow truly customization.
So the way I got around this (it's not perfect but it works) is to just add a custom attack bonus to the Thunder Gauntlets/ Lightning Launcher that are created in your character sheet; click on it under "Actions" to bring it up, click "Customise", and give it +1 or +2 bonuses to attack and damage.
Then I added the Enhanced Weapon infusion to a dagger, and just renamed the dagger "Enhanced Weapon Placeholder for Lightning Launcher", so that way it's accurately tracking the Infusions in the Infusions section. I agree that it's annoying that I had to do that, and that we shouldn't need a workaround, but it's a pretty simple workaround that works fine for me.
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.
Is there a way to do this so you can infuse difrent parts of the armor you Are Wearing for the armore subclass of the artificer because is a huge buff for the class and the mecanics of this subclass :) and why cant you enhanced the lighting launcher on the enhanced weapon
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.
Is there a way to do this so you can infuse difrent parts of the armor you Are Wearing for the armore subclass of the artificer because is a huge buff for the class and the mecanics of this subclass :)
So the way it works in dndbeyond is you don't really add them to the armour in dndbeyond; you just create them as infusions from the infusions section of your inventory, and you just have to know which infusion is part of the armour and which isn't. So for example you just remember that that the gauntlets of ogre strength, winged boots and armour of fire resistance infusions are all infused on different parts of the same suit of plate armour.
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.
Is there a way to do this so you can infuse difrent parts of the armor you Are Wearing for the armore subclass of the artificer because is a huge buff for the class and the mecanics of this subclass :)
So the way it works in dndbeyond is you don't really add them to the armour in dndbeyond; you just create them as infusions from the infusions section of your inventory, and you just have to know which infusion is part of the armour and which isn't. So for example you just remember that that the gauntlets of ogre strength, winged boots and armour of fire resistance infusions are all infused on different parts of the same suit of plate armour.
But what about enhanced weapon for the lighting launchers how do I aply that to them ???
Yeah someone else asked above; the short answer is that it's bugged, but there is a workaround so that a) it tracks it properly as an active infusion and b) you get the appropriate bonus on your character sheet. So the way I got around this (kind of annoying that you have to do this but it works) is:
Step 1: Add a custom attack bonus to the Lightning Launcher that is on your character sheet; click on it under "Actions" to bring it up, click "Customise", and give it the appropriate +1 or +2 bonus to attack and damage.
Step 2: Add the Enhanced Weapon infusion to some random weapon (I just used a dagger) and then just rename the weapon "Enhanced Weapon Placeholder for Lightning Launcher", so that way it's accurately tracking the Infusions in the Infusions section.
Yeah someone else asked above; the short answer is that it's bugged, but there is a workaround so that a) it tracks it properly as an active infusion and b) you get the appropriate bonus on your character sheet. So the way I got around this (kind of annoying that you have to do this but it works) is:
Step 1: Add a custom attack bonus to the Lightning Launcher that is on your character sheet; click on it under "Actions" to bring it up, click "Customise", and give it the appropriate +1 or +2 bonus to attack and damage.
Step 2: Add the Enhanced Weapon infusion to some random weapon (I just used a dagger) and then just rename the weapon "Enhanced Weapon Placeholder for Lightning Launcher", so that way it's accurately tracking the Infusions in the Infusions section.
is it possible to make 2 darkvision goggle infusions the save time?
Like I said in the reply immediately preceding yours - you can only put each of your infusions into one object. In order to be able to make 2 Goggles of Night - you would need to choose to know the infusion twice - and I don't even know if DNDBeyond will let you do that (the rules aren't especially clear on allowing it either).
Not sure if this would be possible or for the best.
The infusing an item feature says that "each of your infusions can be in only one object at a time" while the artificer table provides an artificer level-dependent number of infusions known. It may be down to DM interpretation whether a potential knowing of different ways to infuse an item might count. You still know how to infuse an item and may have just spent time, perhaps creatively, revising your learning.
Personally, I don't think it would be advisable to allow two of an item to be simultaneously infused as this would make it even easier for artificers to make bag of holding bombs.
Ok i have a question your infusion stays on a weapon or armor tell you die ...? ...
They last forever. Once an item is infused it becomes a magical item ...
For the time that you're alive, they last, "... indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day)."
If the situation was different it would be possible for players to repeatedly let their 2nd level artificers die whilst loading the party with permanent magic.
It would also make an artificer into a target for anyone/thing to whom they had generously leant an infused item.
So they never plan to fix any of these issues discussed? Artificer Armorer has become my favorite class and the amount of work arounds that have to be done is just sad.
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.
Is there a way to do this so you can infuse difrent parts of the armor you Are Wearing for the armore subclass of the artificer because is a huge buff for the class and the mecanics of this subclass :)
So the way it works in dndbeyond is you don't really add them to the armour in dndbeyond; you just create them as infusions from the infusions section of your inventory, and you just have to know which infusion is part of the armour and which isn't. So for example you just remember that that the gauntlets of ogre strength, winged boots and armour of fire resistance infusions are all infused on different parts of the same suit of plate armour.
But what about enhanced weapon for the lighting launchers how do I aply that to them ???
I ended up use the custom feature in the Actions Tab to make it the way I think it works (should work?).
Tbh, though I am starting to think that Lightning Launcher isn't really eligible for an infusion. Since only non-magical items can be infused the Lightning Launcher wouldn't qualify. This is dumb design as the Armorer should absolutely be able to boost their primary attack with their primary buff. Given that the Armorer scales poorly at higher levels not having this small benefit seems like adding insult to injury.
If the weapon isn't explicitly called magical, then it's not magical. It may not functionally matter for things like certain damage resistances and immunities because the ones that care specifically about weapons only care about bludgeoning, piercing, and slashing damage. But I digress. They should be infusible. They are part of the armor. More to the point, the weapons, rather explicitly, are infusible.
Yeah it just says "Each model includes a special weapon... It counts as a simple ranged weapon". Nothing about magical. So the Thunder Gauntlets and Lightning Launcher are definitely eligible to be Infused. Easiest way is just add to add it as a custom bonus to the attack/ damage on the attack.
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Is there a way to switch your active eldritch cannon on your character sheet? Right now it only shows Flame Cannon under bonus actions.
Yea - find the others under features and click them. In the pop-out window click "Customize" and then tick "Display as attack". For some reason the flame cannon is the only one that is displayed as an attack by default.
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Thanks a bunch!
How do you add extra infusions in the character sheet. You can only have 6 total infused item at the 20th level, but the Armorer should be able to infuse 8 at the 20th level the two being on two of your arcane armor features
Yeah, that's the overall issue, armorer doesn't work properly as far as infusions go right now.
I find that DND Beyond hasn't worked on all the scenarios you can have with infusions and other parts of the Artificer class yet.
With the Homonculus SERVANT, can it actually do menial tasks like cleaning and such? Or should it be named to Homonculus familiar like thing?
When you ask me what I'm doing today and I say "Nothing" it doesn't mean I am free, It means I'm actually doing nothing.
You can ovverride infusions; if you already have for infusions, go to Inventory > Infusions, and click an infusion that isn't active to bring it up. Under "item to be infused it'll say "Currently at infusion limit" and the "create infusion" button will be greyed out, but at the top there's a button that says "override infusions" so you can do it that way. That's how you have to do artificer; just add two extra infusions over your limit, clicking "override limit" each time.
So the way I got around this (it's not perfect but it works) is to just add a custom attack bonus to the Thunder Gauntlets/ Lightning Launcher that are created in your character sheet; click on it under "Actions" to bring it up, click "Customise", and give it +1 or +2 bonuses to attack and damage.
Then I added the Enhanced Weapon infusion to a dagger, and just renamed the dagger "Enhanced Weapon Placeholder for Lightning Launcher", so that way it's accurately tracking the Infusions in the Infusions section. I agree that it's annoying that I had to do that, and that we shouldn't need a workaround, but it's a pretty simple workaround that works fine for me.
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.
Is there a way to do this so you can infuse difrent parts of the armor you Are Wearing for the armore subclass of the artificer because is a huge buff for the class and the mecanics of this subclass :) and why cant you enhanced the lighting launcher on the enhanced weapon
So the way it works in dndbeyond is you don't really add them to the armour in dndbeyond; you just create them as infusions from the infusions section of your inventory, and you just have to know which infusion is part of the armour and which isn't. So for example you just remember that that the gauntlets of ogre strength, winged boots and armour of fire resistance infusions are all infused on different parts of the same suit of plate armour.
Okay thx it was just confusing
But what about enhanced weapon for the lighting launchers how do I aply that to them ???
Yeah someone else asked above; the short answer is that it's bugged, but there is a workaround so that a) it tracks it properly as an active infusion and b) you get the appropriate bonus on your character sheet. So the way I got around this (kind of annoying that you have to do this but it works) is:
Step 1: Add a custom attack bonus to the Lightning Launcher that is on your character sheet; click on it under "Actions" to bring it up, click "Customise", and give it the appropriate +1 or +2 bonus to attack and damage.
Step 2: Add the Enhanced Weapon infusion to some random weapon (I just used a dagger) and then just rename the weapon "Enhanced Weapon Placeholder for Lightning Launcher", so that way it's accurately tracking the Infusions in the Infusions section.
Okay I Will do that thx
Not sure if this would be possible or for the best.
The infusing an item feature says that "each of your infusions can be in only one object at a time" while the artificer table provides an artificer level-dependent number of infusions known. It may be down to DM interpretation whether a potential knowing of different ways to infuse an item might count. You still know how to infuse an item and may have just spent time, perhaps creatively, revising your learning.
Personally, I don't think it would be advisable to allow two of an item to be simultaneously infused as this would make it even easier for artificers to make bag of holding bombs.
For the time that you're alive, they last, "... indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day)."
If the situation was different it would be possible for players to repeatedly let their 2nd level artificers die whilst loading the party with permanent magic.
It would also make an artificer into a target for anyone/thing to whom they had generously leant an infused item.
So they never plan to fix any of these issues discussed? Artificer Armorer has become my favorite class and the amount of work arounds that have to be done is just sad.
I ended up use the custom feature in the Actions Tab to make it the way I think it works (should work?).
Tbh, though I am starting to think that Lightning Launcher isn't really eligible for an infusion. Since only non-magical items can be infused the Lightning Launcher wouldn't qualify. This is dumb design as the Armorer should absolutely be able to boost their primary attack with their primary buff. Given that the Armorer scales poorly at higher levels not having this small benefit seems like adding insult to injury.
If the weapon isn't explicitly called magical, then it's not magical. It may not functionally matter for things like certain damage resistances and immunities because the ones that care specifically about weapons only care about bludgeoning, piercing, and slashing damage. But I digress. They should be infusible. They are part of the armor. More to the point, the weapons, rather explicitly, are infusible.
Yeah it just says "Each model includes a special weapon... It counts as a simple ranged weapon". Nothing about magical. So the Thunder Gauntlets and Lightning Launcher are definitely eligible to be Infused. Easiest way is just add to add it as a custom bonus to the attack/ damage on the attack.