Knowing an infusion and using an infusion are 2 different things - especially for artificers.knowing means they know how to create the infusion when they want to use it - has nothing to do with actually using it (right now) - that is what the using an infusion is for - how many infusions can you actually have active at once. The clue here is that the infusions fade away when you die, so they are tied to your life force in some way. Artificers are not magic factories they are actually very limited to maintain game balance with the other classes. So an armorer at L20 knows 15 infusions, can have 8 active including the 2 extras on an armor (almost certainly their own). So starting with themselves that means: 1) infused chest piece of armor (unless the party is so magic heavy that there are extra suits of magic armor after everyone else is so equipped). 2) infused helmet of choice 3) infused boots of choice 4) infused gauntlets of choice (say ogre power for convenience) 1-4 then integrated into their arcane armor (battle version for the moment so they get the thunder gauntlets which would now be thunder gauntlets of ogre power and you couldn’t infuse them further) 5) infused melee weapon of choice 6) infused missile weapon of choice 7) infused item of choice ( probably everyone’s fav - bag of holding 8) infused item of choice (maybe a cloak of protection)
and they can’t actually make anything for another party member unless it’s one of the last 2 items
In the infiltration suit it’s a little different as the lightning launcher is not a specific part of the arcane armor. In that case I can see using something like the enhance weapon infusion to grant a +1 to the attack roll and damage instead of using it on the melee weapon. I can see a DM pointing out that the lightning launcher is pretty much inherently a magic item which would mean it couldn’t be infused but I can also see them allowing it to be infused so check with your DM on that - he overrules all of us at his table.
Ok, so I have been messing around with an Artificer for a while, and I see a lot of confusion about the 9th level class ability.
While it isn't exactly a straightforward solution (and as some have said it is often easier to keep track of some of these things on paper than DnDB) I have a, solution that works for me.
When you reach level 9 and you have to "Split" your armour apart into it's various parts, I find the easiest method of doing this to literally add items to represent them to your inventory, for example you can add a basic Helm, and give it the Helm of Awareness infusion, basic boots can be added and made into the Boots of the Winding Path, then rename, equip and attune to them as you would normally.
When it comes to your suit's "Special Weapon" though you have to be a little bit more creative, add any basic weapon to you inventory (it really doesn't matter what it is), I add a club, give it the Enhanced Weapon infusion and rename it, but do not display it as an attack (or equip it, that isn't necessary). I then simply go to the Attacks section of the sheet and give my Gauntlets the +2 bonus to Attack and Damage in the Customisation section. Now I have all the infusions for my expanded armour, on the online sheet their benefits are displayed and taken into account.
You have to effectively "ignore" your first two infusion uses as 9th level gives you two special ones that can only be used on your armour but these do not appear on the sheet.
Here is my tester sheet as an example where hopefully you can see what I have done and hopefully this will make sense to people and be of use :)
Then perhaps even add a spare sack and put all those infused items from the battle suit into the sack in your inventory and rename the sack as "Artificer Armour" ... because i like tidy char sheets :o)
This topic is over 4 years old now, and I am trying to build a homebrew armor with infusions attached to share with a party member, and it seems like this is still not an option.
Any ideas I am not seeing on how to do this, or has the team really not added "Modifiers">"Bonus">"Infusion", or included Infusions in the spell table for equipment modifiers. Or add the Actions tab to Items, like how Feats and Classes have? That last seems like it is a no brainer development wise, and it seems like a lot of the armor and weapons have on Action abilities from the adventure and expanded sourcebooks... which are currently hardcoded? However it seems like since it is an option for many sets, why not let the homebrewers use those features?
This topic is over 4 years old now, and I am trying to build a homebrew armor with infusions attached to share with a party member, and it seems like this is still not an option.
Any ideas I am not seeing on how to do this, or has the team really not added "Modifiers">"Bonus">"Infusion", or included Infusions in the spell table for equipment modifiers. Or add the Actions tab to Items, like how Feats and Classes have? That last seems like it is a no brainer development wise, and it seems like a lot of the armor and weapons have on Action abilities from the adventure and expanded sourcebooks... which are currently hardcoded? However it seems like since it is an option for many sets, why not let the homebrewers use those features?
What's the plan?
no official solve. solutions include creating homebrew magic items with all the effects desired or throwing the infusions on multiple items if possible. This does not appear to be an issue that will ever be officially addressed which sucks especially given the reprint in TCoE and official publishing of Armorer.
Hi, I'm playing a level 2 Artificer and have just selected my infusions. I created an Armor of Gleaming Breastplate (1st Infusion Choice) and then would like to make that my Armor or Magical Strength (2nd Infusion). However, it's not seeing it as an option. What should I do? Thank you!
Hi, I'm playing a level 2 Artificer and have just selected my infusions. I created an Armor of Gleaming Breastplate (1st Infusion Choice) and then would like to make that my Armor or Magical Strength (2nd Infusion). However, it's not seeing it as an option. What should I do? Thank you!
The text for "Infusing an Item" specifies a non-magical object, so if you make the Armor of Gleaming, you can't target it with the Armor of Magical Strength, as the armor is now magical from your first infusion.
Ok, this is awesome but I think I'm missing something. I have a battlesmith artificer, and he has a plus 2 light crossbow, im trying to add the repeating shot to that crossbow, and it doesn't show up when go to choose the thing I want to infuse. Does it ONLY have to be nonmagical or am I just an idiot
Ok, this is awesome but I think I'm missing something. I have a battlesmith artificer, and he has a plus 2 light crossbow, im trying to add the repeating shot to that crossbow, and it doesn't show up when go to choose the thing I want to infuse. Does it ONLY have to be nonmagical or am I just an idiot
You can only infuse non-magical items.
Infusing an Item Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. [...]
I've just hit level 6 and I'm having a few issues, can anyone assist me please?
1. I should be able to infuse a third item now, but I can't, it says I'm at my limit.
2. I'm trying to do the Enhanced Arcane Focus, but it won't let me select tinkers tools as my arcane focus (even Artifier uses tools as their arcane focus)
3. I can get around #1 by overriding my infusion limit, and #2 by just creating a wand. However I have to attune to the wand in order for my spellcasting modifier to go up
I've just hit level 6 and I'm having a few issues, can anyone assist me please?
1. I should be able to infuse a third item now, but I can't, it says I'm at my limit.
2. I'm trying to do the Enhanced Arcane Focus, but it won't let me select tinkers tools as my arcane focus (even Artifier uses tools as their arcane focus)
3. I can get around #1 by overriding my infusion limit, and #2 by just creating a wand. However I have to attune to the wand in order for my spellcasting modifier to go up
I'm not sure about #1 without looking at your character sheet - but #2 and #3 are easy - they just take a bit of reading.
The Enhanced Arcane Focus infusion can only but put on a Rod Staff or Wand - and requires attunement - as shown below.
maybe you can help me... i can not attune a rod, wand or staff... i can't even equip the rod or wand, and have no option on any of them to infuse for enhanced arcane focus.
what am i missing?
.... UPDATE: i realized there was a limit to the amount of infusions per lvl and already had the armor and weapon infused *bonk
Just a heads up, the Spell-Refueling Ring infusion states it requires an action to use, however it’s listed in the reaction section. Maybe it got missed? Anyways, have a great day everyone! :)
I've just hit level 6 and I'm having a few issues, can anyone assist me please?
1. I should be able to infuse a third item now, but I can't, it says I'm at my limit.
2. I'm trying to do the Enhanced Arcane Focus, but it won't let me select tinkers tools as my arcane focus (even Artifier uses tools as their arcane focus)
3. I can get around #1 by overriding my infusion limit, and #2 by just creating a wand. However I have to attune to the wand in order for my spellcasting modifier to go up
I'm not sure about #1 without looking at your character sheet - but #2 and #3 are easy - they just take a bit of reading.
The Enhanced Arcane Focus infusion can only but put on a Rod Staff or Wand - and requires attunement - as shown below.
Enhanced Arcane Focus
Item: A rod, staff, or wand (requires attunement)
It makes zero sense for an artificer to use wizard attunable items and not their own. That should be errata'd in as a 'tool' as well. Just an opinion as I found the same deal.
Rollback Post to RevisionRollBack
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.
Thank you for the super clear explanation! :-D
Knowing an infusion and using an infusion are 2 different things - especially for artificers.knowing means they know how to create the infusion when they want to use it - has nothing to do with actually using it (right now) - that is what the using an infusion is for - how many infusions can you actually have active at once. The clue here is that the infusions fade away when you die, so they are tied to your life force in some way. Artificers are not magic factories they are actually very limited to maintain game balance with the other classes. So an armorer at L20 knows 15 infusions, can have 8 active including the 2 extras on an armor (almost certainly their own). So starting with themselves that means:
1) infused chest piece of armor (unless the party is so magic heavy that there are extra suits of magic armor after everyone else is so equipped).
2) infused helmet of choice
3) infused boots of choice
4) infused gauntlets of choice (say ogre power for convenience)
1-4 then integrated into their arcane armor (battle version for the moment so they get the thunder gauntlets which would now be thunder gauntlets of ogre power and you couldn’t infuse them further)
5) infused melee weapon of choice
6) infused missile weapon of choice
7) infused item of choice ( probably everyone’s fav - bag of holding
8) infused item of choice (maybe a cloak of protection)
and they can’t actually make anything for another party member unless it’s one of the last 2 items
In the infiltration suit it’s a little different as the lightning launcher is not a specific part of the arcane armor. In that case I can see using something like the enhance weapon infusion to grant a +1 to the attack roll and damage instead of using it on the melee weapon. I can see a DM pointing out that the lightning launcher is pretty much inherently a magic item which would mean it couldn’t be infused but I can also see them allowing it to be infused so check with your DM on that - he overrules all of us at his table.
Wisea$$ DM and Player since 1979.
Then perhaps even add a spare sack and put all those infused items from the battle suit into the sack in your inventory and rename the sack as "Artificer Armour" ... because i like tidy char sheets :o)
Life's hard - get a helmet!
This topic is over 4 years old now, and I am trying to build a homebrew armor with infusions attached to share with a party member, and it seems like this is still not an option.
Any ideas I am not seeing on how to do this, or has the team really not added "Modifiers">"Bonus">"Infusion", or included Infusions in the spell table for equipment modifiers. Or add the Actions tab to Items, like how Feats and Classes have? That last seems like it is a no brainer development wise, and it seems like a lot of the armor and weapons have on Action abilities from the adventure and expanded sourcebooks... which are currently hardcoded? However it seems like since it is an option for many sets, why not let the homebrewers use those features?
What's the plan?
no official solve. solutions include creating homebrew magic items with all the effects desired or throwing the infusions on multiple items if possible. This does not appear to be an issue that will ever be officially addressed which sucks especially given the reprint in TCoE and official publishing of Armorer.
Is there already an update on this topic?
Many thanks in advance.
Hi, I'm playing a level 2 Artificer and have just selected my infusions. I created an Armor of Gleaming Breastplate (1st Infusion Choice) and then would like to make that my Armor or Magical Strength (2nd Infusion). However, it's not seeing it as an option. What should I do? Thank you!
The text for "Infusing an Item" specifies a non-magical object, so if you make the Armor of Gleaming, you can't target it with the Armor of Magical Strength, as the armor is now magical from your first infusion.
Got it. Thank you so much!
Ok, this is awesome but I think I'm missing something. I have a battlesmith artificer, and he has a plus 2 light crossbow, im trying to add the repeating shot to that crossbow, and it doesn't show up when go to choose the thing I want to infuse. Does it ONLY have to be nonmagical or am I just an idiot
You can only infuse non-magical items.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
I've just hit level 6 and I'm having a few issues, can anyone assist me please?
1. I should be able to infuse a third item now, but I can't, it says I'm at my limit.
2. I'm trying to do the Enhanced Arcane Focus, but it won't let me select tinkers tools as my arcane focus (even Artifier uses tools as their arcane focus)
3. I can get around #1 by overriding my infusion limit, and #2 by just creating a wand. However I have to attune to the wand in order for my spellcasting modifier to go up
I'm not sure about #1 without looking at your character sheet - but #2 and #3 are easy - they just take a bit of reading.
The Enhanced Arcane Focus infusion can only but put on a Rod Staff or Wand - and requires attunement - as shown below.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
maybe you can help me... i can not attune a rod, wand or staff... i can't even equip the rod or wand, and have no option on any of them to infuse for enhanced arcane focus.
what am i missing?
.... UPDATE: i realized there was a limit to the amount of infusions per lvl and already had the armor and weapon infused *bonk
Just a heads up, the Spell-Refueling Ring infusion states it requires an action to use, however it’s listed in the reaction section. Maybe it got missed? Anyways, have a great day everyone! :)
On the Armorer Artificer is there a way to infuse your special weapons before level 9?
You can infuse an item after a long rest, as an action.
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.
It makes zero sense for an artificer to use wizard attunable items and not their own. That should be errata'd in as a 'tool' as well. Just an opinion as I found the same deal.
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.
Why does it make zero sense? Wand-slingers were a thing in Eberron.