Can we get some sort of ETA when Tasha's common items will be added as infusions?
I've been asking for an ETA on a couple different post. Seems like they cast Silence and the moderators can't speak...
DDB has never announced ETAs for anything. It'll be done when it's done.
(Also, as a note: moderators are just that - community mods - and aren't employees of D&D Beyond. Mods have orange usernames; staff have red usernames.)
Can I get some clarification on Replicate Magic Item and infusions?
I (LVL3) have Repeating Shot and Enhanced Weapon active.
After a long rest, I turn off Repeating Shot and turn on Replicate Magic Item. Make a Bag of Holding. After ANOTHER long rest, I turn Replicate Magic Item off and turn Repeating Shot back on.
On the 3rd day, do I have a Bag of Holding, or do I have a bag? :)
I've seen some people indicate that replicated magic items remain as magic items, but that you can only make one of any given type etc (i.e. you are not a Bag of Holding Wholesaler) and I've seen people say that keeping a replicated item "magical" requires the use of one of your infusion slots. I can't seem to find clear rules, if they exist.
If an infusion is dropped from an item it becomes non-magical again - because it is the infusion itself making it magical. You would have a non-magical bag.
Anyone have a clue if the Armorer will have Thunder Gauntlets as a item for the sake of slapping on a infusion?
This and all the pieces of an Armorer's Armor added? Something to slap on the infusion on my boots/helmet/etc? Make a generic item to infuse them Armorer Helmet/Armorer Boots etc....?
Anyone have a clue if the Armorer will have Thunder Gauntlets as a item for the sake of slapping on a infusion?
This and all the pieces of an Armorer's Armor added? Something to slap on the infusion on my boots/helmet/etc? Make a generic item to infuse them Armorer Helmet/Armorer Boots etc....?
Yeah. I just tried to create an Artificer for fun, and it's so confusing and jacked up, I won't allow this class in my campaigns. It's a shame too, because I load my players with magic items, and Artificer would do well in my games. But you can't do things for the Armorer that it says you should (see quote above), and the game engine for infusions on here is just....not good. Anytime it's better to use paper and pen rather than the stuff we paid for on here is not a good sign.
Anyone have a clue if the Armorer will have Thunder Gauntlets as a item for the sake of slapping on a infusion?
This and all the pieces of an Armorer's Armor added? Something to slap on the infusion on my boots/helmet/etc? Make a generic item to infuse them Armorer Helmet/Armorer Boots etc....?
Yeah. I just tried to create an Artificer for fun, and it's so confusing and jacked up, I won't allow this class in my campaigns. It's a shame too, because I load my players with magic items, and Artificer would do well in my games. But you can't do things for the Armorer that it says you should (see quote above), and the game engine for infusions on here is just....not good. Anytime it's better to use paper and pen rather than the stuff we paid for on here is not a good sign.
Its easy to understand on paper its just D&Dbeyond doesnt have the housekeeping done yet. if you load up your players with magic items the a class that focuses on them cant be that bad can it?
the only strange part that beyond needs to fix is the level 9 feature for armorer. you just get TWO extra infusions only if they are usually attached to these four types of item. Heck theres only like two boots you even pick and you cant stack like having enhanced defence and armor or mag str.
Anyone have a clue if the Armorer will have Thunder Gauntlets as a item for the sake of slapping on a infusion?
This and all the pieces of an Armorer's Armor added? Something to slap on the infusion on my boots/helmet/etc? Make a generic item to infuse them Armorer Helmet/Armorer Boots etc....?
Yeah. I just tried to create an Artificer for fun, and it's so confusing and jacked up, I won't allow this class in my campaigns. It's a shame too, because I load my players with magic items, and Artificer would do well in my games. But you can't do things for the Armorer that it says you should (see quote above), and the game engine for infusions on here is just....not good. Anytime it's better to use paper and pen rather than the stuff we paid for on here is not a good sign.
Its easy to understand on paper its just D&Dbeyond doesnt have the housekeeping done yet. if you load up your players with magic items the a class that focuses on them cant be that bad can it?
the only strange part that beyond needs to fix is the level 9 feature for armorer. you just get TWO extra infusions only if they are usually attached to these four types of item. Heck theres only like two boots you even pick and you cant stack like having enhanced defence and armor or mag str.
boots (such as winged)
armor (+ac, armor of magical str)
helmet ( mind sharpener)
weapon (enhanced weapon,radiant)
You obviously haven't created an Artificer on here. First of all, mind sharpener can only be infused on robes or armor on here, and you can't even infuse Helm of Awareness because it says "There are no items that match the requirements for infusion." even though I have a helm on my equipment list. But then again, Helm of Awareness is listed when you create the character class, but it's not listed in TCoE, so whatever. This class is not worth the effort
Anyone have a clue if the Armorer will have Thunder Gauntlets as a item for the sake of slapping on a infusion?
This and all the pieces of an Armorer's Armor added? Something to slap on the infusion on my boots/helmet/etc? Make a generic item to infuse them Armorer Helmet/Armorer Boots etc....?
Yeah. I just tried to create an Artificer for fun, and it's so confusing and jacked up, I won't allow this class in my campaigns. It's a shame too, because I load my players with magic items, and Artificer would do well in my games. But you can't do things for the Armorer that it says you should (see quote above), and the game engine for infusions on here is just....not good. Anytime it's better to use paper and pen rather than the stuff we paid for on here is not a good sign.
Its easy to understand on paper its just D&Dbeyond doesnt have the housekeeping done yet. if you load up your players with magic items the a class that focuses on them cant be that bad can it?
the only strange part that beyond needs to fix is the level 9 feature for armorer. you just get TWO extra infusions only if they are usually attached to these four types of item. Heck theres only like two boots you even pick and you cant stack like having enhanced defence and armor or mag str.
boots (such as winged)
armor (+ac, armor of magical str)
helmet ( mind sharpener)
weapon (enhanced weapon,radiant)
You obviously haven't created an Artificer on here. First of all, mind sharpener can only be infused on robes or armor on here, and you can't even infuse Helm of Awareness because it says "There are no items that match the requirements for infusion." even though I have a helm on my equipment list. But then again, Helm of Awareness is listed when you create the character class, but it's not listed in TCoE, so whatever. This class is not worth the effort
Sorry I was meaning Helm of Awareness. Not the Concentration skipper.
I have a Armorer on here. I was just saying the house keeping is easier on paper for now BECAUSE we dont have all the features active yet.
Is there a way that the Artificer infusions can be made to work with the Exandria firearms? Like tag repeating shot to use either ammunition or reload for the keyword? Just seems super wonky to not have that work.
Is there a way to give Pepperbox, and other Crit Role content, the ammunition properties? It won't allow the repeating shot infusion without it.
As you noted, the guns from the Gunslinger subclass, do not meet the requirements for the Repeating Shot infusion.
If the author issues an update/errata that changes the features of these weapons, we'll follow with that, but we are not able to modify the stats of the weapons based on a request.
No - because your infusions must be placed in objects - and your fists aren't objects.
"Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon.."
Doesn't "it" refer to the gemlike node? I would read that the Node is the simple weapon and not the fist (or one's chest if they mount it there instead). It reads to me that you should be able to infuse Lightning Launcher with Enhanced Weapon.
I was replying to someone asking if they could infuse their hands for unarmed strikes. What you are referring to would be infused gauntlets as part of being an Armourer Artificer which is fine.
DDB has never announced ETAs for anything. It'll be done when it's done.
(Also, as a note: moderators are just that - community mods - and aren't employees of D&D Beyond. Mods have orange usernames; staff have red usernames.)
Can I get some clarification on Replicate Magic Item and infusions?
I (LVL3) have Repeating Shot and Enhanced Weapon active.
After a long rest, I turn off Repeating Shot and turn on Replicate Magic Item. Make a Bag of Holding.
After ANOTHER long rest, I turn Replicate Magic Item off and turn Repeating Shot back on.
On the 3rd day, do I have a Bag of Holding, or do I have a bag? :)
I've seen some people indicate that replicated magic items remain as magic items, but that you can only make one of any given type etc (i.e. you are not a Bag of Holding Wholesaler) and I've seen people say that keeping a replicated item "magical" requires the use of one of your infusion slots. I can't seem to find clear rules, if they exist.
If an infusion is dropped from an item it becomes non-magical again - because it is the infusion itself making it magical. You would have a non-magical bag.
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).
My sad bag and I thank you.
This and all the pieces of an Armorer's Armor added? Something to slap on the infusion on my boots/helmet/etc? Make a generic item to infuse them Armorer Helmet/Armorer Boots etc....?
Yeah. I just tried to create an Artificer for fun, and it's so confusing and jacked up, I won't allow this class in my campaigns. It's a shame too, because I load my players with magic items, and Artificer would do well in my games. But you can't do things for the Armorer that it says you should (see quote above), and the game engine for infusions on here is just....not good. Anytime it's better to use paper and pen rather than the stuff we paid for on here is not a good sign.
If you want sugar coating, go buy a dessert....
Its easy to understand on paper its just D&Dbeyond doesnt have the housekeeping done yet. if you load up your players with magic items the a class that focuses on them cant be that bad can it?
the only strange part that beyond needs to fix is the level 9 feature for armorer. you just get TWO extra infusions only if they are usually attached to these four types of item. Heck theres only like two boots you even pick and you cant stack like having enhanced defence and armor or mag str.
boots (such as winged)
armor (+ac, armor of magical str)
helmet ( mind sharpener)
weapon (enhanced weapon,radiant)
You obviously haven't created an Artificer on here. First of all, mind sharpener can only be infused on robes or armor on here, and you can't even infuse Helm of Awareness because it says "There are no items that match the requirements for infusion." even though I have a helm on my equipment list. But then again, Helm of Awareness is listed when you create the character class, but it's not listed in TCoE, so whatever. This class is not worth the effort
If you want sugar coating, go buy a dessert....
Sorry I was meaning Helm of Awareness. Not the Concentration skipper.
I have a Armorer on here. I was just saying the house keeping is easier on paper for now BECAUSE we dont have all the features active yet.
question: can you infuse the lightning launcher?
Yes but there isnt a way to label this on Dndbeyond yet.
can you use the infusion “enhance weapon” on your unarmed attacks like fist?
No - because your infusions must be placed in objects - and your fists aren't objects.
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).
Is there a way to give Pepperbox, and other Crit Role content, the ammunition properties? It won't allow the repeating shot infusion without it.
Is there a way to give Pepperbox, and other Crit Role content, the ammunition properties? It won't allow the repeating shot infusion without it.
Is there a way that the Artificer infusions can be made to work with the Exandria firearms? Like tag repeating shot to use either ammunition or reload for the keyword? Just seems super wonky to not have that work.
As you noted, the guns from the Gunslinger subclass, do not meet the requirements for the Repeating Shot infusion.
If the author issues an update/errata that changes the features of these weapons, we'll follow with that, but we are not able to modify the stats of the weapons based on a request.
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Any update on fixing the extra infusions for Armorer?
"Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon.."
Doesn't "it" refer to the gemlike node? I would read that the Node is the simple weapon and not the fist (or one's chest if they mount it there instead). It reads to me that you should be able to infuse Lightning Launcher with Enhanced Weapon.
I was replying to someone asking if they could infuse their hands for unarmed strikes. What you are referring to would be infused gauntlets as part of being an Armourer Artificer which is fine.
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).