I'm trying to build an armourer and I cant find anywhere to set armor as my Arcane Armor.
Is this missing from DnDBeyond at the moment?
The armor would then be my arcane focus and at lvl 9 I would then want to infuse part of it as an improved arcane focus but the only options under that infusion are rods wands and staffs.
Is that also missing or just not possible for some reason?
As far as I can tell, you don't set your armour as Arcane Armour in D&D beyond. The Arcane armour rules get added automatically to your sheet (the system just assumes you're wearing it all the time). This is presumably due to limitations on how the system works.
You can't make your armour into an improved arcane focus, as that infusion can only be used on rods, staves or wands (which don't themselves need to be arcane focuses, despite the infusion name). So you can carry around a wand that improves your spellcasting, (or give one to a companion) but you can't build it all into the armour.
Incidentally, I worked out that once you can imbue the armour with multiple infusions, you just need to add a helm and boots to the D&D beyond sheet in order to infuse them (probably obvious but it took me ages to figure that out - I'm not always the sharpest tool in the shed). I don't think you can use infuse the armour weapons using D&D Beyond though - you'd probably need to customise the entry to show the bonus and remember you'd infused them.
I found it. No need to have added the armor to your inventory, you can add it from the Infuse menu. This is also where you would add any Replicate Magic Item equipment. You will see, however, that it does not recognize the weapons granted by Arcane Armor as able to be infused. If your GM allows it, you will have to head to your Attacks and customize it from there.
I'm not sure what they mean by 'I found it' - the infuse menu doesn't allow you to set arcane armour, it still seems to be assumed that whatever armour you're wearing is the one you've set - the only effect on your D&D Beyond sheet would be the speed drop if your strength was too low, and that doesn't happen on the sheet as soon as you get the Arcane Armour ability.
As far as I can tell, there's been no change since last year, so if you want to infuse your armour's special weapons then as thatwasrad says you just customise the Attack action for it to show any bonuses (and I suppose set the infusion on some random weapon in your inventory so it keeps track of the infusion limit).
It's easy to put a helm, boots and armor for your Lv9 Arcane Armor Infusions. But what about the Special-Weapon? You gain that as an Action on your sheet, but not as an Item. How are we supposed to infuse them? You can't create non-magic items via Homebrew....
Came in here in hopes that this was fixed/updated but it's not. I have to create several "homebrew" items to act as my infusions and keep track of them on my notes. Sad. Any update on the arcane armor UI?
The only way I found to make this work was to create the items myself. I had to create duplicates of the armor and add the different infusions to them and just noted that I couldn't attune to more items until I was high enough level. I also removed the attunement requirements for those items so that it wouldn't interfere with anything else.
Playing an artificer without a system that makes this easy for the player is quite taxing. I don't mind the extra work since I DM and do this stuff anyways, but for players who are looking to just play something different and are not comfortable with this, it can be quite the challenge.
Best thing I've done for one of my players and for myself as well, was just used roll 20 since its easier to apply these changes in real time w/o having to wait for items to update on dnd beyond.
Sseems kinda ridiculous that roll20 can keep up with WotC’s changes better than WotC can. You’d think this stuff would have been beta’d and ready to roll out on DnDB by the time they released the books.
Your mistake is assuming WotC cares about it's customers. At all. Which it doesn't. I've heard endlessly how management for WotC basically refers to us as walking talking wallets that unfortunately have opinions, desires, and worst of all, expectations of them. I am eternally disappointed that the creators of D&D Beyond sold us out to those disgusting creatures posing as humans called Executives.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi all.
I'm trying to build an armourer and I cant find anywhere to set armor as my Arcane Armor.
Is this missing from DnDBeyond at the moment?
The armor would then be my arcane focus and at lvl 9 I would then want to infuse part of it as an improved arcane focus but the only options under that infusion are rods wands and staffs.
Is that also missing or just not possible for some reason?
Thanks all.
As far as I can tell, you don't set your armour as Arcane Armour in D&D beyond. The Arcane armour rules get added automatically to your sheet (the system just assumes you're wearing it all the time). This is presumably due to limitations on how the system works.
You can't make your armour into an improved arcane focus, as that infusion can only be used on rods, staves or wands (which don't themselves need to be arcane focuses, despite the infusion name). So you can carry around a wand that improves your spellcasting, (or give one to a companion) but you can't build it all into the armour.
Incidentally, I worked out that once you can imbue the armour with multiple infusions, you just need to add a helm and boots to the D&D beyond sheet in order to infuse them (probably obvious but it took me ages to figure that out - I'm not always the sharpest tool in the shed). I don't think you can use infuse the armour weapons using D&D Beyond though - you'd probably need to customise the entry to show the bonus and remember you'd infused them.
This needs to get fixed.
I found it. No need to have added the armor to your inventory, you can add it from the Infuse menu. This is also where you would add any Replicate Magic Item equipment. You will see, however, that it does not recognize the weapons granted by Arcane Armor as able to be infused. If your GM allows it, you will have to head to your Attacks and customize it from there.
Inventory > Infusions > No item infused > Choose > Create Infusion
Hi could you be more specific ? Can’t seem to find it…
I'm not sure what they mean by 'I found it' - the infuse menu doesn't allow you to set arcane armour, it still seems to be assumed that whatever armour you're wearing is the one you've set - the only effect on your D&D Beyond sheet would be the speed drop if your strength was too low, and that doesn't happen on the sheet as soon as you get the Arcane Armour ability.
As far as I can tell, there's been no change since last year, so if you want to infuse your armour's special weapons then as thatwasrad says you just customise the Attack action for it to show any bonuses (and I suppose set the infusion on some random weapon in your inventory so it keeps track of the infusion limit).
setting Arcane Armor to its mode is done in the Character Creator under the Class and Sub Class. Not on the character sheet.
There is an Arcane Armour tab and an Arcane Model tab. Juts toggle between the two and it updates the weapons and bonus on the character sheet.
Hope this helps
Hi there’s a misunderstanding here i believe, we are talking about getting your equipped armor set as your Arcane armour
It's still as of yet unimplemented.
https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/87774-tashas-cauldron-of-everything-issues-and-support
Why would my GM not allow me to edit a character sheet to be able to work as RAW and RAI?
It's easy to put a helm, boots and armor for your Lv9 Arcane Armor Infusions. But what about the Special-Weapon?
You gain that as an Action on your sheet, but not as an Item. How are we supposed to infuse them? You can't create non-magic items via Homebrew....
You create a magic item that acts as if the infusion was applied on it and apply the infusion to another burner item.
That is unfortunate.
Came in here in hopes that this was fixed/updated but it's not. I have to create several "homebrew" items to act as my infusions and keep track of them on my notes. Sad. Any update on the arcane armor UI?
Also… There’s a way to override the infusion limit to get the extra two infusions but there is no way to attune to those two extra infusions
The only way I found to make this work was to create the items myself. I had to create duplicates of the armor and add the different infusions to them and just noted that I couldn't attune to more items until I was high enough level. I also removed the attunement requirements for those items so that it wouldn't interfere with anything else.
Playing an artificer without a system that makes this easy for the player is quite taxing. I don't mind the extra work since I DM and do this stuff anyways, but for players who are looking to just play something different and are not comfortable with this, it can be quite the challenge.
Best thing I've done for one of my players and for myself as well, was just used roll 20 since its easier to apply these changes in real time w/o having to wait for items to update on dnd beyond.
Doesn’t WotC own DnDB?
Sseems kinda ridiculous that roll20 can keep up with WotC’s changes better than WotC can. You’d think this stuff would have been beta’d and ready to roll out on DnDB by the time they released the books.
Your mistake is assuming WotC cares about it's customers. At all. Which it doesn't. I've heard endlessly how management for WotC basically refers to us as walking talking wallets that unfortunately have opinions, desires, and worst of all, expectations of them. I am eternally disappointed that the creators of D&D Beyond sold us out to those disgusting creatures posing as humans called Executives.