This may be a silly question, and maybe I am reading the RAW incorrectly, but here is my question/bug. I am playing as a 9th level Artificer. I went to change an infusion per the "Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one." However, the infusions available to me seem to be locked at certain levels... i.e. I have 4 choices of "Choose a level 2 option" and 2 choices of "Choose a level 6 option". So when I remove a choice I made at level 2, I cannot make that infusion choice based on my current level. Here is my character and any assistance with this would be appreciated.
I can't find the enhanced Arcane Focus in the equipment page to add to my inventory. Do I need to look somewhere else or was this just missed in the addition?
I can't find the enhanced Arcane Focus in the equipment page to add to my inventory. Do I need to look somewhere else or was this just missed in the addition?
There is an infusion section of equipment tab now. Click on your infusion, choose what to infuse, infuse it, don't forget to attune new item if needed. *Only works on artificer, can't currently be shared to party.
1. I am unable to locate either the "arcane turret" or the "eldritch cannon" in the "Extras" menu, under any category. The ones (turrets) that I added upon character creation are NOT scaling as I level up and I can not find any updated versions.
2. Is there some tool to implement the extra d8 damage bonus awarded by using the "Arcane Firearm" feature, or is this just something the player is supposed to remember?
3. The artificer class details page says I am supposed to have "6" known infusions at level 9. I only have 5
1. I am unable to locate either the "arcane turret" or the "eldritch cannon" in the "Extras" menu, under any category. The ones (turrets) that I added upon character creation are NOT scaling as I level up and I can not find any updated versions.
2. Is there some tool to implement the extra d8 damage bonus awarded by using the "Arcane Firearm" feature, or is this just something the player is supposed to remember?
3. The artificer class details page says I am supposed to have "6" known infusions at level 9. I only have 5
THANK YOU
It sounds to me like you are using the UA (unearthed Arcana) artificer and not the official/published artificer, as 1) arcane turret is a UA term that was replaced with eldritch canon when the artillerist was official published and 2) UA artificers get 5 infusions at level 9, while official/published artificers get 6.
That said, even with an official/published artificer, you won't find the eldritch canon in extras. The "extras" section requires monster stat blocks, and creating monster stat blocks for these kinds of things began to create other problems for the system as options like this multiplied. Instead, the details for eldritch canon attacks and HP, etc. are found in the actions tab, in the bonus actions section. The "uses" tracker under each type of canon is actually a hit point tracker. It's a kludge, but it does provide the attack info in the right place and it does let you track hit points.
As for arcane firearm, It looks like the player just has to remember, but I might be missing something as I'm not an artificer expert
Be aware that if you switch from UA artificer to official artificer, you can't switch back, as the UA has been archived. (That might be why the turrets aren't scaling for you). If you have the character slots, you might want to use a new slot to recreate your character with the official artificer, so that you have the option to go back to the UA one if you want.
Thank you so much for your reply, I figured it had something to do with that, (the UA issue) but when I went to recreate my character, there was NO artificer option. I should have access to it as I have access to Player's Handbook, Volo's Guide to Monsters, and Xanathar's Guide to Everything. Do I need to add another source book?
Also, side note when I created my original character, there was a "Human Variant: Mark of Making Human" option that I also can not seem to find. Is there a way to access that as well?
Thank you so much for your reply, I figured it had something to do with that, (the UA issue) but when I went to recreate my character, there was NO artificer option. I should have access to it as I have access to Player's Handbook, Volo's Guide to Monsters, and Xanathar's Guide to Everything. Do I need to add another source book?
Also, side note when I created my original character, there was a "Human Variant: Mark of Making Human" option that I also can not seem to find. Is there a way to access that as well?
To have Artificer, you need either Eberron: Rising From the Last War or Tasha's Cauldron of Everything. I think "Mark of Making Human" is from Eberron, but not sure.
Edit: You can purchase just the subclass by itself instead of the entire sourcebook if you don't need the whole thing.
Thank you so much for your reply, I figured it had something to do with that, (the UA issue) but when I went to recreate my character, there was NO artificer option. I should have access to it as I have access to Player's Handbook, Volo's Guide to Monsters, and Xanathar's Guide to Everything. Do I need to add another source book?
Also, side note when I created my original character, there was a "Human Variant: Mark of Making Human" option that I also can not seem to find. Is there a way to access that as well?
The artificer and Eberron races were printed in eberron: rising from the last war. That is likely the one you need.
The artificer was reprinted in Tasha's cauldron of everything with a new subclass. It is a book worth picking up sometime for all the other options it added to all the classes. No races in it though.
1. In the UA Artificer version, there was a feature called Arcane Armament, which gave the player (2) attacks at 5th lvl. Is this completely gone now?
2. Are artificer specialist no longer able to craft items related to their specialties at half the time and a quarter of the cost anymore? I can't seem to find that rule anywhere in the new version.
(Un-Artificer-Related) 3. Using the variant human race of "Mark of Making Human", the description says you gain a +1 to ALL ability scores. But there are no racial ability score added. **If anyone is able to help with this extra question I'd greatly appreciate it :-)
1. In the UA Artificer version, there was a feature called Arcane Armament, which gave the player (2) attacks at 5th lvl. Is this completely gone now?
2. Are artificer specialist no longer able to craft items related to their specialties at half the time and a quarter of the cost anymore? I can't seem to find that rule anywhere in the new version.
(Un-Artificer-Related) 3. Using the variant human race of "Mark of Making Human", the description says you gain a +1 to ALL ability scores. But there are no racial ability score added. **If anyone is able to help with this extra question I'd greatly appreciate it :-)
You're doing Artillerist, right? Currently only Armorer & Battle Smith get 2 attacks at level 5 (it's called Extra Attack.)
It's at level 10, Magic Item Adept, but just for common & uncommon magic items. Also not specific to specialty.
The Armorer and Battle Smith subclasses get the Extra Attack feature at 5th-level (just like lots of other characters), but the Alchemist and Artilerist get alternate features at 5th-level.
The Mark of Making variant of Humans gets +2 Int and +1 to any other Ability score. When looking at races in the character builder, it displayed the “base” features for each race which is fine for races with “Subraces” like Elves, Dwarves, etc. However, for races that have “Variants” (instead of subraces) that base information is not always applicable. What you are seeing is the fact that standard, non-variant Humans get +1 to all Ability scores, but that is not the case for the racial variants. For example, the “Variant Human” presented in the PHB also does not get +1 to all Abilitiea.
1. In the UA Artificer version, there was a feature called Arcane Armament, which gave the player (2) attacks at 5th lvl. Is this completely gone now?
2. Are artificer specialist no longer able to craft items related to their specialties at half the time and a quarter of the cost anymore? I can't seem to find that rule anywhere in the new version.
(Un-Artificer-Related) 3. Using the variant human race of "Mark of Making Human", the description says you gain a +1 to ALL ability scores. But there are no racial ability score added. **If anyone is able to help with this extra question I'd greatly appreciate it :-)
You're doing Artillerist, right? Currently only Armorer & Battle Smith get 2 attacks at level 5 (it's called Extra Attack.)
It's at level 10, Magic Item Adept, but just for common & uncommon magic items. Also not specific to specialty.
Yeah, seems there was an issue with the equipment.
As always with such things - it was fine when I tested it earlier! We'll get that sorted out right away.
edit: the equipment issues have all been sorted.
This infusion/item appears to be gone completely
Which one are you referring to?
You're doing Artillerist, right? Currently only Armorer & Battle Smith get 2 attacks at level 5 (it's called Extra Attack.) Correct, this class is built to be "a little" good at everything and NOT GREAT at anything. The one feature that was just giving them some kind of usefulness, at least in combat, is now taken away! Sorry the way these classes are compiled is consistently a bit annoying to me I apologize.
It's at level 10, Magic Item Adept, but just for common & uncommon magic items. Also not specific to specialty. Yes, but again previously we were able to craft subclass specific items at half the cost and quarter of the time starting at lvl 3. Why on earth would it me necessary to take that away?? This feature was hardly overpowered and one of the ONLY consistently useful things about this class.
1. In the UA Artificer version, there was a feature called Arcane Armament, which gave the player (2) attacks at 5th lvl. Is this completely gone now?
2. Are artificer specialist no longer able to craft items related to their specialties at half the time and a quarter of the cost anymore? I can't seem to find that rule anywhere in the new version.
(Un-Artificer-Related) 3. Using the variant human race of "Mark of Making Human", the description says you gain a +1 to ALL ability scores. But there are no racial ability score added. **If anyone is able to help with this extra question I'd greatly appreciate it :-)
This was moved to subclasses. The attack focused subclasses get extra attack and the spellcasting focused subclasses get bonus spell damage.
No, I guess playtesters were breaking in game economies by crafting things cheaply. Like dozens of healing potions or plate at level 3-4.
This has been a problem ever since the PHB came out with variant human (so always. The tool has been bugged since its creation and no one cared to fix it...). But yeah, the base race info is always displayed even if you are a variant that gets absolutely none of it. Only the correct traits get applied to the character sheet so it is a minor bug.
Infusions are no longer items, there is a section of the equipment page for applying your infusions to your items. The biggest problem is that there isn't a way to share with the party yet.
I mean... that's kinda the way it goes with playtest material. I can see where it's annoying to lose things. There are some benefits that the current Artillerist gets that the UA one didn't, if you're up for eyeballing the UA alongside the current Artificer.
But if it still bothers you that much, ask your DM if you can make a homebrew of the UA Artillerist to use.
It will say "choose a level X option," but the list does update as you level up.
I cannae pick ma gauntlets as ma simple wepuns fer me wepun infusion! Even when I nay select ma armor as ma armor infusion.
Also,
I am able to create a gleaming armour of any kind, even plate armor, without having one in my inventory with replicate magic item.
Should we not need a nonmagical armor to use this feature?
You talking about this rule right here?:
If you can find a DM that lets you infuse the air into plate armor, more power to you, but it isn't really a problem with the rules.
This is indeed true! Thank you!
I can't find the enhanced Arcane Focus in the equipment page to add to my inventory. Do I need to look somewhere else or was this just missed in the addition?
There is an infusion section of equipment tab now. Click on your infusion, choose what to infuse, infuse it, don't forget to attune new item if needed. *Only works on artificer, can't currently be shared to party.
Found it. Thank you much
1. I am unable to locate either the "arcane turret" or the "eldritch cannon" in the "Extras" menu, under any category. The ones (turrets) that I added upon character creation are NOT scaling as I level up and I can not find any updated versions.
2. Is there some tool to implement the extra d8 damage bonus awarded by using the "Arcane Firearm" feature, or is this just something the player is supposed to remember?
3. The artificer class details page says I am supposed to have "6" known infusions at level 9. I only have 5
THANK YOU
It sounds to me like you are using the UA (unearthed Arcana) artificer and not the official/published artificer, as 1) arcane turret is a UA term that was replaced with eldritch canon when the artillerist was official published and 2) UA artificers get 5 infusions at level 9, while official/published artificers get 6.
That said, even with an official/published artificer, you won't find the eldritch canon in extras. The "extras" section requires monster stat blocks, and creating monster stat blocks for these kinds of things began to create other problems for the system as options like this multiplied. Instead, the details for eldritch canon attacks and HP, etc. are found in the actions tab, in the bonus actions section. The "uses" tracker under each type of canon is actually a hit point tracker. It's a kludge, but it does provide the attack info in the right place and it does let you track hit points.
As for arcane firearm, It looks like the player just has to remember, but I might be missing something as I'm not an artificer expert
Be aware that if you switch from UA artificer to official artificer, you can't switch back, as the UA has been archived. (That might be why the turrets aren't scaling for you). If you have the character slots, you might want to use a new slot to recreate your character with the official artificer, so that you have the option to go back to the UA one if you want.
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Thank you so much for your reply, I figured it had something to do with that, (the UA issue) but when I went to recreate my character, there was NO artificer option. I should have access to it as I have access to Player's Handbook, Volo's Guide to Monsters, and Xanathar's Guide to Everything. Do I need to add another source book?
Also, side note when I created my original character, there was a "Human Variant: Mark of Making Human" option that I also can not seem to find. Is there a way to access that as well?
To have Artificer, you need either Eberron: Rising From the Last War or Tasha's Cauldron of Everything. I think "Mark of Making Human" is from Eberron, but not sure.
Edit: You can purchase just the subclass by itself instead of the entire sourcebook if you don't need the whole thing.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
The artificer and Eberron races were printed in eberron: rising from the last war. That is likely the one you need.
The artificer was reprinted in Tasha's cauldron of everything with a new subclass. It is a book worth picking up sometime for all the other options it added to all the classes. No races in it though.
Sorry two more questions :-)
1. In the UA Artificer version, there was a feature called Arcane Armament, which gave the player (2) attacks at 5th lvl. Is this completely gone now?
2. Are artificer specialist no longer able to craft items related to their specialties at half the time and a quarter of the cost anymore? I can't seem to find that rule anywhere in the new version.
(Un-Artificer-Related) 3. Using the variant human race of "Mark of Making Human", the description says you gain a +1 to ALL ability scores. But there are no racial ability score added. **If anyone is able to help with this extra question I'd greatly appreciate it :-)
This infusion/item appears to be gone completely
Which one are you referring to?
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
https://www.dndbeyond.com/classes/artificer#MagicItemAdept-1134228
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Correct, this class is built to be "a little" good at everything and NOT GREAT at anything. The one feature that was just giving them some kind of usefulness, at least in combat, is now taken away! Sorry the way these classes are compiled is consistently a bit annoying to me I apologize.
Yes, but again previously we were able to craft subclass specific items at half the cost and quarter of the time starting at lvl 3. Why on earth would it me necessary to take that away?? This feature was hardly overpowered and one of the ONLY consistently useful things about this class.
Infusions are no longer items, there is a section of the equipment page for applying your infusions to your items. The biggest problem is that there isn't a way to share with the party yet.
I mean... that's kinda the way it goes with playtest material. I can see where it's annoying to lose things. There are some benefits that the current Artillerist gets that the UA one didn't, if you're up for eyeballing the UA alongside the current Artificer.
But if it still bothers you that much, ask your DM if you can make a homebrew of the UA Artillerist to use.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)