Alright so the Armor Modifications subclass feature at level 9 breaks up your armor into four unique parts; the chest, helmet, boots and armor weapon. It also allows you to infuse two extra items, as long as those items are part of your armor.
Can you use the Replicate Magic Item infusion and create, say, Winged Boots (at level 10 of course) and count it as your armor boots and thus use one of your two extra armor infusions?
Basically every Armorer will want free winged boots and enhanced weapon at level 10. Spell refueling ring and cloak of protection are also close to mandatory. You’ll probably want enhanced defense but it depends whether you’ve found or crafted a magic shield or mithral armor. Personally I love the homunculus.
Yessss. Sweet. Found myself thinking about infiltrator armorers lately. This makes me happy.
Personally I love Iron Man. And War Machine. Less of a trek fan but I can dig it. But I'm actually way more into an "items of the gods" style crafter and smith when it comes to flavoring my artificers. Knowledge passed on by a Haphaestus style deity. Or simply craftsmanship that has been elevated to the extreme by cross pollination with arcane knowledge. I'm not much for the Eberron-esque steam punkiness. But I could probably get there for a Ravnica campaign as that is one of my favorite planes in all of magic. I'd roll up a crackpot izzet goblin engineer with a steam-weird powered mech suit in a heartbeat.
Armorer cant use any magic items that are helmets, gauntlets or boots other than infusions. Well there might be a possible way but it depens on the armor you use and how much AC you are willing to sacrifice. Since it is explained that the Arcane Armor is fullsuit body armor only infsuions work for this slots.
For your Armor Slot you have to choos:
Armor Slot:
Arcane Propulsion Armor (You cant pick this or you screw you self over this needs a huge redesigne)
Enhanced Defense
Mind Sharpener
Resistant Armor
Armor of Magical Strength
Head/Helmet Slot:
Helm of Awareness
Boots Slot:
Boots of the Winding Path
Gauntlet Slot:
Enhanced Weapon
Radiant Weapon
The problem comes with the suit of armor and what is part of a suit of armor.
Depending on what you choos you need atleast 2 attument slots for your armor.
And what you creat is a magic item that isnt that great.....
Plate Arcane Armor:
AC:18
You have advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. You can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. 2 bonus to Armor Class while wearing (armor) and +2 to damage and attack rolls.
That is what you get for palying armorer. this is the trade off for not being able to use any magic helmet. you arnt able to use any magic boots or magic gauntlets.
This subclass needs badly overhall and we need more infufsion options at the moment raw this subclass is a joke.
Armorer cant use any magic items that are helmets, gauntlets or boots. Well there might be a possible way but it depens on the armor you use and how much AC you are willing to sacrifice.
For your Armor Slot you have to choos:
Armor Slot:
Arcane Propulsion Armor (You cant pick this or you screw you self over this needs a huge redesigne)
Enhanced Defense
Mind Sharpener
Resistant Armor
Armor of Magical Strength
Head/Helmet Slot:
Helm of Awareness
Boots Slot:
Boots of the Winding Path
Gauntlet Slot:
Enhanced Weapon
Radiant Weapon
The problem comes with the suit of armor and what is part of a suit of armor.
Depending on what you choos you need atleast 2 attument slots for your armor.
And what you creat is a magic item that isnt that great.....
Plate Arcane Armor:
AC:18
You have advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. You can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. 2 bonus to Armor Class while wearing (armor) and +2 to damage and attack rolls.
That is what you get for palying armorer. this is the trade off for not being able to use any magic helmet. you arnt able to use any magic boots or magic gauntlets.
This subclass needs badly overhall and we need more infufsion options at the moment raw this subclass is a joke.
That's just wrong. You're reading the mechanics incorrectly. Up until level 9, you do have to choose between a magical helmet, gauntlets, boots, or armor (one of them can be magical, but not all of them at once), but once you get to level 9 you are absolutely able to have all of them be magical.
Reread the mechanics. You're reading/interpreting them wrong.
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Please check out my homebrew, I would appreciate feedback:
Armorer cant use any magic items that are helmets, gauntlets or boots. Well there might be a possible way but it depens on the armor you use and how much AC you are willing to sacrifice.
For your Armor Slot you have to choos:
Armor Slot:
Arcane Propulsion Armor (You cant pick this or you screw you self over this needs a huge redesigne)
Enhanced Defense
Mind Sharpener
Resistant Armor
Armor of Magical Strength
Head/Helmet Slot:
Helm of Awareness
Boots Slot:
Boots of the Winding Path
Gauntlet Slot:
Enhanced Weapon
Radiant Weapon
The problem comes with the suit of armor and what is part of a suit of armor.
Depending on what you choos you need atleast 2 attument slots for your armor.
And what you creat is a magic item that isnt that great.....
Plate Arcane Armor:
AC:18
You have advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. You can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. 2 bonus to Armor Class while wearing (armor) and +2 to damage and attack rolls.
That is what you get for palying armorer. this is the trade off for not being able to use any magic helmet. you arnt able to use any magic boots or magic gauntlets.
This subclass needs badly overhall and we need more infufsion options at the moment raw this subclass is a joke.
That's just wrong. You're reading the mechanics incorrectly. Up until level 9, you do have to choose between a magical helmet, gauntlets, boots, or armor (one of them can be magical, but not all of them at once), but once you get to level 9 you are absolutely able to have all of them be magical.
Reread the mechanics. You're reading/interpreting them wrong.
If you choos plate male the suit of armor covers your body.
IF you would have a plus 3 plate armor. You wouldnt be able to use any magic helmet magic boot or magic gauntlet.
This is a big problem for the artificer armorer in the long run.
Except from level 9 on you can infuse your boots separately and there's absolutely nothing that prevents you from using Winged Boots then. I suggest you read the armorer features again. Maybe even in your native language if that helps you understanding it better (sorry I couldn't help but notice your broken english).
Again iam not talking about infusions iam talking about magic items and how the game mechanic works with suit of armor yes you can for go one of your infsuion slots to creat a magic item but iam talking dungeon / monster droping looting magic items. the winged boots can be used as a finused item but the magic item it self you couldnt use or any other magic boots.
My point was on higher levels you end up as armorer with a self crafted magic suit of armor that lacks behind every other magic item out there.
The problems comes that if you get a great magic armor from your dm depending on what type of armor (suit of armor) you arnt able to use any of your class features.
But it is ok if you dont wont understand how broken the armorer is. read up in the players hand book and in the dmg rules for armor what a suit of armor is which armor types count as suit of armor and what they contain. and than maybe you understand the big problem for the late game.
As a DM we most of the time roll on the random tables after big encounters its more fun that way for my players.
And you are right you never know as a player what the dungeom master might give you but most of the magic armors out there do something sim.
For a class that is designed arround a special armor and attuning to many magic items it is still strange that you not only miss out of 4 groups of magic items but also have a 9th level feature that only exist to fix a rule oversight wich comes with what is a suit of armor.
If they would have give us more infusions or rep magic items as a special armorer featur that would be fine but putting most of them only on a suit of armor is bad game designe.
Not to mention even if you don't use the infusions someone in you party is likely to. I doubt every member of your party is going to have a full set of magic items.
Armorer cant use any magic items that are helmets, gauntlets or boots. Well there might be a possible way but it depens on the armor you use and how much AC you are willing to sacrifice.
For your Armor Slot you have to choos:
Armor Slot:
Arcane Propulsion Armor (You cant pick this or you screw you self over this needs a huge redesigne)
Enhanced Defense
Mind Sharpener
Resistant Armor
Armor of Magical Strength
Head/Helmet Slot:
Helm of Awareness
Boots Slot:
Boots of the Winding Path
Gauntlet Slot:
Enhanced Weapon
Radiant Weapon
The problem comes with the suit of armor and what is part of a suit of armor.
Depending on what you choos you need atleast 2 attument slots for your armor.
And what you creat is a magic item that isnt that great.....
Plate Arcane Armor:
AC:18
You have advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. You can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. 2 bonus to Armor Class while wearing (armor) and +2 to damage and attack rolls.
That is what you get for palying armorer. this is the trade off for not being able to use any magic helmet. you arnt able to use any magic boots or magic gauntlets.
This subclass needs badly overhall and we need more infufsion options at the moment raw this subclass is a joke.
I've been theory crafting with this class and I'm confused by your post. So I'll post quotes directly on how I think they play together. First up is:
Arcane Armor
3rd-level Armorer feature
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
Notice the suit of armor bit. That's important. Next up:
Armor Modifications
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.
So I absolutely can infuse any of the pieces of the suit of armor I'm wearing and any suit I'm wearing becomes the Arcane Armor as we saw in the first tidbit. Keep following:
Arcane Propulsion Armor
Prerequisite: 14th-level artificer Item: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
The wearer’s walking speed increases by 5 feet.
The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches.
The armor can’t be removed against the wearer’s will.
If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
So, the Arcane Propulsion Armor is in fact a suit of armor which satisfies the Arcane Armor requirement because it's just an infusion on a piece of armor. Now, we've already established that Arcane Armor at level 9 is separate pieces. Therefore, the Arcane Propulsion Armor is counted as separate pieces by the time you can use it seeing that it's a level 14 infusion. Therefore, you could wear that, boots, and a helm if you wanted and have them all infused. In fact, as part of the Arcane Armor requirement, two of the infusions have to be used for that suit of armor if you'd like to increase your maximum number of infusions by 2 which makes them freebies so why not? I mean, even if you're trying to argue the defense of straight AC bonus that a magic item might give there's always:
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Yes, this has 1 AC less than a +3 item, but the benefits of OTHER magic items with it as freebies is worth it. Especially considering the artificer can also infuse a cloak to be a Cloak of Protection and make up that single point of AC lost.
If you use Arcane Propulsion Armor you cant use any other infusions on your Armor even with Armor Modifications.
The basic rule for what is a suit of armor prevent that. Since Arcane Propulsion Armor covers your body you cant put any infusions say for example on the gauntlets since they now count as magic items and overrule Armor Modifications. RAW thats sadly something we cant change.
I wished this would work differently and iam sure a lot of dms would rule other wise but raw it doesnt work with other infusions since the Armor blocks all 4 slots.
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Alright so the Armor Modifications subclass feature at level 9 breaks up your armor into four unique parts; the chest, helmet, boots and armor weapon. It also allows you to infuse two extra items, as long as those items are part of your armor.
Can you use the Replicate Magic Item infusion and create, say, Winged Boots (at level 10 of course) and count it as your armor boots and thus use one of your two extra armor infusions?
Sure. Nothing would prevent that from happening. Let's you be Iron Man, too.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Iron Man smells though. Don’t be Iron Man. Be Spock. He used rocket boots to save Kirk from a fall down El Capitan
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Basically every Armorer will want free winged boots and enhanced weapon at level 10. Spell refueling ring and cloak of protection are also close to mandatory. You’ll probably want enhanced defense but it depends whether you’ve found or crafted a magic shield or mithral armor. Personally I love the homunculus.
Yessss. Sweet. Found myself thinking about infiltrator armorers lately. This makes me happy.
Personally I love Iron Man. And War Machine. Less of a trek fan but I can dig it. But I'm actually way more into an "items of the gods" style crafter and smith when it comes to flavoring my artificers. Knowledge passed on by a Haphaestus style deity. Or simply craftsmanship that has been elevated to the extreme by cross pollination with arcane knowledge. I'm not much for the Eberron-esque steam punkiness. But I could probably get there for a Ravnica campaign as that is one of my favorite planes in all of magic. I'd roll up a crackpot izzet goblin engineer with a steam-weird powered mech suit in a heartbeat.
Armorer cant use any magic items that are helmets, gauntlets or boots other than infusions.
Well there might be a possible way but it depens on the armor you use and how much AC you are willing to sacrifice.Since it is explained that the Arcane Armor is fullsuit body armor only infsuions work for this slots.For your Armor Slot you have to choos:
Armor Slot:
Head/Helmet Slot:
Boots Slot:
Gauntlet Slot:
The problem comes with the suit of armor and what is part of a suit of armor.
Depending on what you choos you need atleast 2 attument slots for your armor.
And what you creat is a magic item that isnt that great.....
Plate Arcane Armor:
AC:18
You have advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. You can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. 2 bonus to Armor Class while wearing (armor) and +2 to damage and attack rolls.
That is what you get for palying armorer. this is the trade off for not being able to use any magic helmet. you arnt able to use any magic boots or magic gauntlets.
This subclass needs badly overhall and we need more infufsion options at the moment raw this subclass is a joke.
That's just wrong. You're reading the mechanics incorrectly. Up until level 9, you do have to choose between a magical helmet, gauntlets, boots, or armor (one of them can be magical, but not all of them at once), but once you get to level 9 you are absolutely able to have all of them be magical.
Reread the mechanics. You're reading/interpreting them wrong.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
You miss read my post.
You cant use Winged Boots at that level.
Thats my point.
RAW you cant interchange a suit of armor.
If you choos plate male the suit of armor covers your body.
IF you would have a plus 3 plate armor. You wouldnt be able to use any magic helmet magic boot or magic gauntlet.
This is a big problem for the artificer armorer in the long run.
Again iam not talking about infusions iam talking about magic items and how the game mechanic works with suit of armor yes you can for go one of your infsuion slots to creat a magic item but iam talking dungeon / monster droping looting magic items. the winged boots can be used as a finused item but the magic item it self you couldnt use or any other magic boots.
My point was on higher levels you end up as armorer with a self crafted magic suit of armor that lacks behind every other magic item out there.
The problems comes that if you get a great magic armor from your dm depending on what type of armor (suit of armor) you arnt able to use any of your class features.
But it is ok if you dont wont understand how broken the armorer is. read up in the players hand book and in the dmg rules for armor what a suit of armor is which armor types count as suit of armor and what they contain. and than maybe you understand the big problem for the late game.
ITs also fine if you dont agree :)
As a DM we most of the time roll on the random tables after big encounters its more fun that way for my players.
And you are right you never know as a player what the dungeom master might give you but most of the magic armors out there do something sim.
For a class that is designed arround a special armor and attuning to many magic items it is still strange that you not only miss out of 4 groups of magic items but also have a 9th level feature that only exist to fix a rule oversight wich comes with what is a suit of armor.
If they would have give us more infusions or rep magic items as a special armorer featur that would be fine but putting most of them only on a suit of armor is bad game designe.
Not to mention even if you don't use the infusions someone in you party is likely to. I doubt every member of your party is going to have a full set of magic items.
I've been theory crafting with this class and I'm confused by your post. So I'll post quotes directly on how I think they play together. First up is:
Notice the suit of armor bit. That's important. Next up:
So I absolutely can infuse any of the pieces of the suit of armor I'm wearing and any suit I'm wearing becomes the Arcane Armor as we saw in the first tidbit. Keep following:
So, the Arcane Propulsion Armor is in fact a suit of armor which satisfies the Arcane Armor requirement because it's just an infusion on a piece of armor. Now, we've already established that Arcane Armor at level 9 is separate pieces. Therefore, the Arcane Propulsion Armor is counted as separate pieces by the time you can use it seeing that it's a level 14 infusion. Therefore, you could wear that, boots, and a helm if you wanted and have them all infused. In fact, as part of the Arcane Armor requirement, two of the infusions have to be used for that suit of armor if you'd like to increase your maximum number of infusions by 2 which makes them freebies so why not? I mean, even if you're trying to argue the defense of straight AC bonus that a magic item might give there's always:
Yes, this has 1 AC less than a +3 item, but the benefits of OTHER magic items with it as freebies is worth it. Especially considering the artificer can also infuse a cloak to be a Cloak of Protection and make up that single point of AC lost.
If you use Arcane Propulsion Armor you cant use any other infusions on your Armor even with Armor Modifications.
The basic rule for what is a suit of armor prevent that. Since Arcane Propulsion Armor covers your body you cant put any infusions say for example on the gauntlets since they now count as magic items and overrule Armor Modifications. RAW thats sadly something we cant change.
I wished this would work differently and iam sure a lot of dms would rule other wise but raw it doesnt work with other infusions since the Armor blocks all 4 slots.