When I try to add infusions to the separate pieces of my armor ie the chest, boots, helmet and special weapon, I don't see the helmet and special weapon as an option in the infusions. Is this a bug, am I confused, or has this not yet been implemented on D&D Beyond?
I was thinking that's the case, I'm only just starting with the character but decided to see how the higher level features functioned on D&D Beyond. I worry that the extra 2 infusions you get for the arcane armor will not be able to be applied leaving us with the basic 6 at higher levels. If you are watching D&D Beyond staff I'm sure you're working on this, but a response would of been nice.
I am also running into this issue. As a workaround I am trying to just add items that can be infused and making notes as to what they actually are. Looking forward to this fix.
There is no basic "helm" in the SRD or any supplement so it is not implemented and thus cannot be purchased or infused. This isn't a bug, and has been a thorn for Artificers since the UA expanded infusions. It's a problem with the RAW and WotC needs to address it. This impacts the Helm of Awareness infusion.
As for Armor Modifications, it sort of works for the UA version of the Armorer in D&DBeyond if you still have one saved. It doesn't define the slot just allows you to pick two more infusions. This again suffers from the same problem as the helm as described above, the discrete parts of the armor do not exit in the SRD or any supplement so they cannot just add them. I am curious as to the what work around they will implement, but right now Artificers illustrate some bugs in the SRD when it comes to tool integration.
The work around is more a matter of coding the website for the armorer artificer subclass, like how the infusions themselves on a character have their own tab from which they are applied to items, a tab could be created for the arcane armor to then have its infusions be applied or perhaps a subsection of the infusions tab dedicated to the arcane armor as it is not an item, it is an item that is modified by a class feature into multiple items, therefore the srd is not part of the problem.
Well the issue is that DnDBeyond cannot just add items to the game. They're not allowed to change the rules and basic items are part of the SRD and cannot be manipulated. This creates a problem when trying to do discrete infusions. So while they can add an Armor Modifications section, I don't think they'll be able to split up the infusions by location since it would require items be added to the basic items list.
I don't think they need to over-complicate things by splitting the armor into parts; just allow 4 infusions on one set of armor. I doesn't seem like that would be so hard to code.
I don't think they need to over-complicate things by splitting the armor into parts; just allow 4 infusions on one set of armor. I doesn't seem like that would be so hard to code.
That is what they did with the UA, made a little difficult to tract what was infused where, but currently even with the official Tasha's the toolset doesn't prevent you from infusing more items than you are allowed.
4 infusions on one set of armor could work also, but that's still just a matter of coding. Azhri not showing some form of representation of the feature within the characters equipment is lazy they need to do something otherwise the feature will not work as fully intended on D&D Beyond.
The armor modifications at level 9 for the armorer artificer. You can add infusions to pieces of your armor that don't technically exist. The only workaround I can think of is adding multiple chest pieces. Instead of adding 4 things to 1 suit of armor.
We're aware that it's not currently possible to add infusions to the armorer's built-in weapons "Lightning Launcher" and "Thunder Gauntlets"
For infusions that exist on "helm" and "boots" go ahead and just select "helm" or "boots" for the target of the infusion - in this case, these are the helm and boots of the arcane armor, if you wish them to be.
Maybe I'm just doing it incorrectly or don't know the rules well enough. When I select Enhanced defense (+1 armor) the only options it gives me is the chest piece I'm wearing or to add one I don't own. There are no helm or boots options.
Maybe I'm just doing it incorrectly or don't know the rules well enough. When I select Enhanced defense (+1 armor) the only options it gives me is the chest piece I'm wearing or to add one I don't own. There are no helm or boots options.
That's correct - Enhanced Defense is applicable to a suit of armor.
The feature states that (emphasis mine):
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.
If you look at the infusion "Enhanced Defense" it states that the requirement is "Item: A suit of armor or a shield" which the chest piece of your armor counts as.
You can, for example, use the "Helm of Awareness" infusion (item: A helmet) on the helmet of your armor and "Boots of the Winding Path" on the boots of your armor. This means that, as those items are part of your Arcane Armor, they are included in the benefits stated in the Arcane Armor feature (can't be removed against your will, doff or don as an action etc).
When I try to add infusions to the separate pieces of my armor ie the chest, boots, helmet and special weapon, I don't see the helmet and special weapon as an option in the infusions. Is this a bug, am I confused, or has this not yet been implemented on D&D Beyond?
Seeing the same issue, doesn't seem like it's been implemented yet. Makes it tricky to manage the infusions properly.
I was thinking that's the case, I'm only just starting with the character but decided to see how the higher level features functioned on D&D Beyond. I worry that the extra 2 infusions you get for the arcane armor will not be able to be applied leaving us with the basic 6 at higher levels. If you are watching D&D Beyond staff I'm sure you're working on this, but a response would of been nice.
I am also running into this issue. As a workaround I am trying to just add items that can be infused and making notes as to what they actually are. Looking forward to this fix.
There is no basic "helm" in the SRD or any supplement so it is not implemented and thus cannot be purchased or infused. This isn't a bug, and has been a thorn for Artificers since the UA expanded infusions. It's a problem with the RAW and WotC needs to address it. This impacts the Helm of Awareness infusion.
As for Armor Modifications, it sort of works for the UA version of the Armorer in D&DBeyond if you still have one saved. It doesn't define the slot just allows you to pick two more infusions. This again suffers from the same problem as the helm as described above, the discrete parts of the armor do not exit in the SRD or any supplement so they cannot just add them. I am curious as to the what work around they will implement, but right now Artificers illustrate some bugs in the SRD when it comes to tool integration.
The work around is more a matter of coding the website for the armorer artificer subclass, like how the infusions themselves on a character have their own tab from which they are applied to items, a tab could be created for the arcane armor to then have its infusions be applied or perhaps a subsection of the infusions tab dedicated to the arcane armor as it is not an item, it is an item that is modified by a class feature into multiple items, therefore the srd is not part of the problem.
Well the issue is that DnDBeyond cannot just add items to the game. They're not allowed to change the rules and basic items are part of the SRD and cannot be manipulated. This creates a problem when trying to do discrete infusions. So while they can add an Armor Modifications section, I don't think they'll be able to split up the infusions by location since it would require items be added to the basic items list.
I don't think they need to over-complicate things by splitting the armor into parts; just allow 4 infusions on one set of armor. I doesn't seem like that would be so hard to code.
That is what they did with the UA, made a little difficult to tract what was infused where, but currently even with the official Tasha's the toolset doesn't prevent you from infusing more items than you are allowed.
4 infusions on one set of armor could work also, but that's still just a matter of coding. Azhri not showing some form of representation of the feature within the characters equipment is lazy they need to do something otherwise the feature will not work as fully intended on D&D Beyond.
Still not working as of yet.
This is an old thread - what is it that you feel isn't working?
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
The armor modifications at level 9 for the armorer artificer. You can add infusions to pieces of your armor that don't technically exist. The only workaround I can think of is adding multiple chest pieces. Instead of adding 4 things to 1 suit of armor.
We're aware that it's not currently possible to add infusions to the armorer's built-in weapons "Lightning Launcher" and "Thunder Gauntlets"
For infusions that exist on "helm" and "boots" go ahead and just select "helm" or "boots" for the target of the infusion - in this case, these are the helm and boots of the arcane armor, if you wish them to be.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Maybe I'm just doing it incorrectly or don't know the rules well enough. When I select Enhanced defense (+1 armor) the only options it gives me is the chest piece I'm wearing or to add one I don't own. There are no helm or boots options.
That's correct - Enhanced Defense is applicable to a suit of armor.
The feature states that (emphasis mine):
If you look at the infusion "Enhanced Defense" it states that the requirement is "Item: A suit of armor or a shield" which the chest piece of your armor counts as.
You can, for example, use the "Helm of Awareness" infusion (item: A helmet) on the helmet of your armor and "Boots of the Winding Path" on the boots of your armor. This means that, as those items are part of your Arcane Armor, they are included in the benefits stated in the Arcane Armor feature (can't be removed against your will, doff or don as an action etc).
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Oh well thats where I'm going wrong then, thank you. I assumed your armor had 4 slots to infuse. As in your chest.
The other issue its, this:
You dont have a spot for the extra infusions from what I can see, unless I am missing something
Yeah, you have to click the Override Infusion Limit button
Why am I not seeing this button? Where is it by chance?