I noticed when building out an armorer build that there isn't a way to designate that the armor the PC is wearing as the Arcane Armor. I'm sure that it is implied, but it is important to do that because the 9th-level feature specifically allows the Artificer to treat different parts of the armor as different pieces. "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." In addition, at 9th-level, the Artificer can have up to 5 infusions active at one time so long as two of the infusions are on the armor.
As it is now, there is no way to do that in the online character sheet (or I am totally missing it). The sheet only recognizes the one piece of armor you're wearing as one whole thing so only one infusion can be placed on it. If there was an option to designate a piece of armor AS the arcane armor in the sheet, then we could put multiple infusions on the same piece of equipment.
Unless I am totally missing a mechanic that already exists for this, then I think it's needed. I'm preparing to play an artificer that will be run on discord with Avrae, and this would help out a ton.
Love and respect you guys. Thanks for all you do!
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Itisko Mystan (Bronze Dragonborn Blood Hunter, CoS, Campaign fizzled out) • Greyson Cadere (Fallen Aasimar Grave Cleric, LMoP, died at the hands of brain puppies and buff octodads)• Aiden Mystralath (Half-elf Bladesinger, Homebrew, Campaign fizzled out) • Thrumveor, the Keeper (Blue Dragonborn Tempest Cleric, Homebrew)
I noticed when building out an armorer build that there isn't a way to designate that the armor the PC is wearing as the Arcane Armor. I'm sure that it is implied, but it is important to do that because the 9th-level feature specifically allows the Artificer to treat different parts of the armor as different pieces. "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." In addition, at 9th-level, the Artificer can have up to 5 infusions active at one time so long as two of the infusions are on the armor.
As it is now, there is no way to do that in the online character sheet (or I am totally missing it). The sheet only recognizes the one piece of armor you're wearing as one whole thing so only one infusion can be placed on it. If there was an option to designate a piece of armor AS the arcane armor in the sheet, then we could put multiple infusions on the same piece of equipment.
Unless I am totally missing a mechanic that already exists for this, then I think it's needed. I'm preparing to play an artificer that will be run on discord with Avrae, and this would help out a ton.
Love and respect you guys. Thanks for all you do!
Given the way it specifies the boots, helmet, weapon and chestpiece, it seems obvious that you're not intended to apply four different infusions to (for example) a suit of platemail.
Instead you take your platemail and apply an infusion to it (Magic Armour of Propulsion, for example) then you use your boot and helmet infusions to just create boots of elvenkind and a hat of wizardry, or whatever boot-and-helmet based magic items you intend to use. Which you then wear alongside your armour as though they were regular magic items. Maybe go into your item-customization and note that they're part of your Magic Armour, if you like.
The "Special Weapon" option, on the other hand, is a problem. Your Lightning Launcher (or power-fists) isn't actually a weapon, it's a special action granted by your armour. Therefore you can't apply Enhanced Weapon using the standard infusion menu. You'd have to customize the action itself with manual +1 or +2 on attack and damage rolls, which is perfectly doable, but leaves your Infusion open unused. I'd probably have to create a placeholder infused weapon which I would then equip, rename and hide from my actions-menu, so as to remind myself what that infusion/attunement slot is being used on.
TBH, the biggest issue seems to be that the Replicate Magic Item infusions list is pretty limited on what it can make. Not a lot of hats or gloves in that list. Maybe I just need more sourcebooks
I noticed when building out an armorer build that there isn't a way to designate that the armor the PC is wearing as the Arcane Armor. I'm sure that it is implied, but it is important to do that because the 9th-level feature specifically allows the Artificer to treat different parts of the armor as different pieces. "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." In addition, at 9th-level, the Artificer can have up to 5 infusions active at one time so long as two of the infusions are on the armor.
As it is now, there is no way to do that in the online character sheet (or I am totally missing it). The sheet only recognizes the one piece of armor you're wearing as one whole thing so only one infusion can be placed on it. If there was an option to designate a piece of armor AS the arcane armor in the sheet, then we could put multiple infusions on the same piece of equipment.
Unless I am totally missing a mechanic that already exists for this, then I think it's needed. I'm preparing to play an artificer that will be run on discord with Avrae, and this would help out a ton.
Love and respect you guys. Thanks for all you do!
Given the way it specifies the boots, helmet, weapon and chestpiece, it seems obvious that you're not intended to apply four different infusions to (for example) a suit of platemail.
Instead you take your platemail and apply an infusion to it (Magic Armour of Propulsion, for example) then you use your boot and helmet infusions to just create boots of elvenkind and a hat of wizardry, or whatever boot-and-helmet based magic items you intend to use. Which you then wear alongside your armour as though they were regular magic items. Maybe go into your item-customization and note that they're part of your Magic Armour, if you like.
The "Special Weapon" option, on the other hand, is a problem. Your Lightning Launcher (or power-fists) isn't actually a weapon, it's a special action granted by your armour. Therefore you can't apply Enhanced Weapon using the standard infusion menu. You'd have to customize the action itself with manual +1 or +2 on attack and damage rolls, which is perfectly doable, but leaves your Infusion open unused. I'd probably have to create a placeholder infused weapon which I would then equip, rename and hide from my actions-menu, so as to remind myself what that infusion/attunement slot is being used on.
TBH, the biggest issue seems to be that the Replicate Magic Item infusions list is pretty limited on what it can make. Not a lot of hats or gloves in that list. Maybe I just need more sourcebooks
If you read the description of equipment, it says the armor comes as a set, not just a chest piece.
Plate: "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."
Splint: "This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."
Chain: "Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."
So the mundane versions describe in detail how much of the body it protects, which is where the various ACs come from. Plate is 18 while Splint is 17 probably because a helmet comes with it.
To your second point: actually, both the Thunder Gauntlets and Lightning Launcher are weapons.
Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
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, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
They're both a simple melee and ranged weapon, and in the case of the Thunder Gauntlets, they are EACH a simple weapon. So it seems one should be able to take the Enhanced Weapon and the other could take the Radiant Weapon infusions.
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Itisko Mystan (Bronze Dragonborn Blood Hunter, CoS, Campaign fizzled out) • Greyson Cadere (Fallen Aasimar Grave Cleric, LMoP, died at the hands of brain puppies and buff octodads)• Aiden Mystralath (Half-elf Bladesinger, Homebrew, Campaign fizzled out) • Thrumveor, the Keeper (Blue Dragonborn Tempest Cleric, Homebrew)
We're aware of the limitation with not being able to place infusions on the weapons. It's something I've discussed in detail with our developers and I can confirm that it's on the list to be dealt with. 😊
In the meantime, I'm sorry that we don't really have a solution - we looked at possible ways we could do this and can't see any reasonable/sensible way of doing it right now, without development.
We're aware of the limitation with not being able to place infusions on the weapons. It's something I've discussed in detail with our developers and I can confirm that it's on the list to be dealt with. 😊
In the meantime, I'm sorry that we don't really have a solution - we looked at possible ways we could do this and can't see any reasonable/sensible way of doing it right now, without development.
Oh, no worries! Thanks for getting back to me on it, Storm.
Rollback Post to RevisionRollBack
Itisko Mystan (Bronze Dragonborn Blood Hunter, CoS, Campaign fizzled out) • Greyson Cadere (Fallen Aasimar Grave Cleric, LMoP, died at the hands of brain puppies and buff octodads)• Aiden Mystralath (Half-elf Bladesinger, Homebrew, Campaign fizzled out) • Thrumveor, the Keeper (Blue Dragonborn Tempest Cleric, Homebrew)
I noticed when building out an armorer build that there isn't a way to designate that the armor the PC is wearing as the Arcane Armor. I'm sure that it is implied, but it is important to do that because the 9th-level feature specifically allows the Artificer to treat different parts of the armor as different pieces. "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." In addition, at 9th-level, the Artificer can have up to 5 infusions active at one time so long as two of the infusions are on the armor.
As it is now, there is no way to do that in the online character sheet (or I am totally missing it). The sheet only recognizes the one piece of armor you're wearing as one whole thing so only one infusion can be placed on it. If there was an option to designate a piece of armor AS the arcane armor in the sheet, then we could put multiple infusions on the same piece of equipment.
Unless I am totally missing a mechanic that already exists for this, then I think it's needed. I'm preparing to play an artificer that will be run on discord with Avrae, and this would help out a ton.
Love and respect you guys. Thanks for all you do!
Given the way it specifies the boots, helmet, weapon and chestpiece, it seems obvious that you're not intended to apply four different infusions to (for example) a suit of platemail.
Instead you take your platemail and apply an infusion to it (Magic Armour of Propulsion, for example) then you use your boot and helmet infusions to just create boots of elvenkind and a hat of wizardry, or whatever boot-and-helmet based magic items you intend to use. Which you then wear alongside your armour as though they were regular magic items. Maybe go into your item-customization and note that they're part of your Magic Armour, if you like.
The "Special Weapon" option, on the other hand, is a problem. Your Lightning Launcher (or power-fists) isn't actually a weapon, it's a special action granted by your armour. Therefore you can't apply Enhanced Weapon using the standard infusion menu. You'd have to customize the action itself with manual +1 or +2 on attack and damage rolls, which is perfectly doable, but leaves your Infusion open unused. I'd probably have to create a placeholder infused weapon which I would then equip, rename and hide from my actions-menu, so as to remind myself what that infusion/attunement slot is being used on.
TBH, the biggest issue seems to be that the Replicate Magic Item infusions list is pretty limited on what it can make. Not a lot of hats or gloves in that list. Maybe I just need more sourcebooks
If you read the description of equipment, it says the armor comes as a set, not just a chest piece.
Plate: "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."
Splint: "This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."
Chain: "Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."
So the mundane versions describe in detail how much of the body it protects, which is where the various ACs come from. Plate is 18 while Splint is 17 probably because a helmet comes with it.
To your second point: actually, both the Thunder Gauntlets and Lightning Launcher are weapons.
Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
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, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
They're both a simple melee and ranged weapon, and in the case of the Thunder Gauntlets, they are EACH a simple weapon. So it seems one should be able to take the Enhanced Weapon and the other could take the Radiant Weapon infusions.
No I mean... That's fluff. None of that actually matters.
You can find a set of Gauntlets of Ogre Power in a chest and equip them at the same time as your mundane set of platemail, and your AC doesn't go down because you had to take your plate gloves off to put your ogre gauntlets on, and the enchanted gauntlets of power don't have any AC of their own, despite being described as 'gauntlets'
Likewise for wearing boots of elvenkind along with your plate-set. Presumably you just wear them over your armour like it's not a big deal, and you just never question it. They're not mutually exclusive. You can equip both at the same time on the D&D-beyond character-sheet without invalidating anything.
In terms of fluff, with your infusions, you're just enchanting the boots or gauntlets that already exist as a part of your armour-set to have these effects. In terms of using the character-building and making it add all of the effects properly, just use your infusions to create the magic items that you want.
The weapons though (your lightning launchers or thunder gauntlets) are programmed into your character-sheet as a special attack. Not as a weapon you equip, which means that you can't apply the Enhanced Weapon infusion to them.
Not "Because RAW says you're not allowed to" but "Because there's no button in the infusion menu to make the character-sheet apply that bonus to your attack." So you have to do it manually with the customize-button.
Ok, but how does that interact with attunement ? Since the artificer feature allows yo two infuse your single arcane armor with two infusions (albeit different parts of it) if you recreate magic item as both of these to make items that require atunment doesn't that require two or one attunement slot?
Also, targeting of different parts of the armor suit sounds good and all as fluff but as it is you can't have Mind Sharpener and Armor of Magical Strength active on your arcane armor at the same time, which seems rather pointless balance wise and the only thing in the way mechanically is that both need to target the armor. And the fact that either requires 'suit of armor' as in whole armor set shouldn't be the because that is exactly what the 9th level Artificer feature is supposed to go around. Otherwise making Boots of Elvenkind of your armor's boots also shouldn't work since boots are already infused as part of Armor of Magical Strength.
Still waiting for Armorer to be properly implemented. Maybe with the new Artificer book???? Hope?
I wouldn't bet on it, considering the warlock invocations still don't work correctly, but here's hoping. Not like we'll have a clue until release because the developers don't communicate anything.
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I noticed when building out an armorer build that there isn't a way to designate that the armor the PC is wearing as the Arcane Armor. I'm sure that it is implied, but it is important to do that because the 9th-level feature specifically allows the Artificer to treat different parts of the armor as different pieces. "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." In addition, at 9th-level, the Artificer can have up to 5 infusions active at one time so long as two of the infusions are on the armor.
As it is now, there is no way to do that in the online character sheet (or I am totally missing it). The sheet only recognizes the one piece of armor you're wearing as one whole thing so only one infusion can be placed on it. If there was an option to designate a piece of armor AS the arcane armor in the sheet, then we could put multiple infusions on the same piece of equipment.
Unless I am totally missing a mechanic that already exists for this, then I think it's needed. I'm preparing to play an artificer that will be run on discord with Avrae, and this would help out a ton.
Love and respect you guys. Thanks for all you do!
Itisko Mystan (Bronze Dragonborn Blood Hunter, CoS, Campaign fizzled out)•Greyson Cadere (Fallen Aasimar Grave Cleric, LMoP, died at the hands of brain puppies and buff octodads)•Aiden Mystralath (Half-elf Bladesinger, Homebrew, Campaign fizzled out)• Thrumveor, the Keeper (Blue Dragonborn Tempest Cleric, Homebrew)Given the way it specifies the boots, helmet, weapon and chestpiece, it seems obvious that you're not intended to apply four different infusions to (for example) a suit of platemail.
Instead you take your platemail and apply an infusion to it (Magic Armour of Propulsion, for example) then you use your boot and helmet infusions to just create boots of elvenkind and a hat of wizardry, or whatever boot-and-helmet based magic items you intend to use. Which you then wear alongside your armour as though they were regular magic items.
Maybe go into your item-customization and note that they're part of your Magic Armour, if you like.
The "Special Weapon" option, on the other hand, is a problem.
Your Lightning Launcher (or power-fists) isn't actually a weapon, it's a special action granted by your armour.
Therefore you can't apply Enhanced Weapon using the standard infusion menu.
You'd have to customize the action itself with manual +1 or +2 on attack and damage rolls, which is perfectly doable, but leaves your Infusion open unused. I'd probably have to create a placeholder infused weapon which I would then equip, rename and hide from my actions-menu, so as to remind myself what that infusion/attunement slot is being used on.
TBH, the biggest issue seems to be that the Replicate Magic Item infusions list is pretty limited on what it can make. Not a lot of hats or gloves in that list.
Maybe I just need more sourcebooks
If you read the description of equipment, it says the armor comes as a set, not just a chest piece.
Plate: "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."
Splint: "This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."
Chain: "Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."
So the mundane versions describe in detail how much of the body it protects, which is where the various ACs come from. Plate is 18 while Splint is 17 probably because a helmet comes with it.
To your second point: actually, both the Thunder Gauntlets and Lightning Launcher are weapons.
Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
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, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
They're both a simple melee and ranged weapon, and in the case of the Thunder Gauntlets, they are EACH a simple weapon. So it seems one should be able to take the Enhanced Weapon and the other could take the Radiant Weapon infusions.
Itisko Mystan (Bronze Dragonborn Blood Hunter, CoS, Campaign fizzled out)•Greyson Cadere (Fallen Aasimar Grave Cleric, LMoP, died at the hands of brain puppies and buff octodads)•Aiden Mystralath (Half-elf Bladesinger, Homebrew, Campaign fizzled out)• Thrumveor, the Keeper (Blue Dragonborn Tempest Cleric, Homebrew)We're aware of the limitation with not being able to place infusions on the weapons. It's something I've discussed in detail with our developers and I can confirm that it's on the list to be dealt with. 😊
In the meantime, I'm sorry that we don't really have a solution - we looked at possible ways we could do this and can't see any reasonable/sensible way of doing it right now, without development.
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"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Oh, no worries! Thanks for getting back to me on it, Storm.
Itisko Mystan (Bronze Dragonborn Blood Hunter, CoS, Campaign fizzled out)•Greyson Cadere (Fallen Aasimar Grave Cleric, LMoP, died at the hands of brain puppies and buff octodads)•Aiden Mystralath (Half-elf Bladesinger, Homebrew, Campaign fizzled out)• Thrumveor, the Keeper (Blue Dragonborn Tempest Cleric, Homebrew)No I mean...
That's fluff. None of that actually matters.
You can find a set of Gauntlets of Ogre Power in a chest and equip them at the same time as your mundane set of platemail, and your AC doesn't go down because you had to take your plate gloves off to put your ogre gauntlets on, and the enchanted gauntlets of power don't have any AC of their own, despite being described as 'gauntlets'
Likewise for wearing boots of elvenkind along with your plate-set. Presumably you just wear them over your armour like it's not a big deal, and you just never question it.
They're not mutually exclusive. You can equip both at the same time on the D&D-beyond character-sheet without invalidating anything.
In terms of fluff, with your infusions, you're just enchanting the boots or gauntlets that already exist as a part of your armour-set to have these effects.
In terms of using the character-building and making it add all of the effects properly, just use your infusions to create the magic items that you want.
The weapons though (your lightning launchers or thunder gauntlets) are programmed into your character-sheet as a special attack. Not as a weapon you equip, which means that you can't apply the Enhanced Weapon infusion to them.
Not "Because RAW says you're not allowed to"
but "Because there's no button in the infusion menu to make the character-sheet apply that bonus to your attack."
So you have to do it manually with the customize-button.
Ok, but how does that interact with attunement ? Since the artificer feature allows yo two infuse your single arcane armor with two infusions (albeit different parts of it) if you recreate magic item as both of these to make items that require atunment doesn't that require two or one attunement slot?
Also, targeting of different parts of the armor suit sounds good and all as fluff but as it is you can't have Mind Sharpener and Armor of Magical Strength active on your arcane armor at the same time, which seems rather pointless balance wise and the only thing in the way mechanically is that both need to target the armor. And the fact that either requires 'suit of armor' as in whole armor set shouldn't be the because that is exactly what the 9th level Artificer feature is supposed to go around. Otherwise making Boots of Elvenkind of your armor's boots also shouldn't work since boots are already infused as part of Armor of Magical Strength.
Any movement on this guys? It's been two years since you said it was on the list.
Any movement on this? It's been three years ;P
Still waiting for Armorer to be properly implemented. Maybe with the new Artificer book???? Hope?
I wouldn't bet on it, considering the warlock invocations still don't work correctly, but here's hoping. Not like we'll have a clue until release because the developers don't communicate anything.