When multi-classing fighter, with the archery fighting style, the Armorer Artificer using the the Infiltrator Armor lightning gauntlets aren't getting the ranged attack bonus.
This is not supported. However, you can manually add that bonus by clicking on the weapon and using the Customize menu in the sidebar.
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A fair amount of rare and non-curse shields and armor just aren't listed as options despite other third party and options appearing despite appearing on the TCOE Artificer. Below are some examples.
Pariahs Shield (Guildmasters Guide to Ravnica -GGR)
Heavy Golem Armor (The Griffon's Saddlebag -TGS)
Battering Shield (Explorer's Guide to Wildmount -EGW)
FYI, I’ve moved the spell conversation to a separate thread, so that I can better provide updates when they’re available, and better identify the remaining issues in this thread.
Items reported that aren't reported fixed, to compile them all in one spot. Tested where it was unclear if the bug was still active, except the third-party compatibility one far below (I don't have the Gunslinger or GH:PP). Also didn't bring forward duplicates. (Morgrave Chartacters was mentioned at least three times.)
I appreciate the assistance! Though I hate to say it: it probably wasn't necessary. 😅 You guys don't see it, but I add a private mod note to every post in these threads that either identifies the ticket or explains why there isn't one (it's already working as intended, or the user is just replying to someone instead of reporting a bug, or...).
That said, I did cross-reference all the issues you shared to make sure nothing had been overlooked. Of the two left in the quote above, though:
The first is working as intended (for the very reason you surmised).
Can you give more detail on the "No Choice Made", though? I'm not seeing that on my side.
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Shifter's Shifting ability. Per text, there is a selection that should happen at character creation ("Whenever you shift, you gain the benefit of one of the following options (choose when you select this species):"). However, it does not appear within the Builder, but rather as a drop-down choice on the Character Sheet's side panel, similar to how a Barbarian's Rage or an Aasimar's Celestial Revelation, both of which being selected "spur of the moment", are handled.
Taking the Mark of Hospitality does not qualify you to take the Potent Dragonmark feat. You have to disable feat prerequisites to add Potent Dragonmark.
Can you give more detail on the "No Choice Made", though? I'm not seeing that on my side.
It looks like the Shape-Shift ability drop-down is enabled now, I didn't see an option for it before. With that, we now get a second drop-down with creature size. That box interacts with the "No Choice Made" I reported there. The choice wasn't available to make without the first drop-down. So the first fix also fixed the second issue.
When multi-classing fighter, with the archery fighting style, the Armorer Artificer using the the Infiltrator Armor lightning gauntlets aren't getting the ranged attack bonus.
This is not supported. However, you can manually add that bonus by clicking on the weapon and using the Customize menu in the sidebar.
Based on this and the fact that armorer weapons don't seem to have +1 versions in item replication I'm assuming that Armorer weapons aren't being treated as "weapons" structurally? Are Feats that increase attack/damage bonuses for these weapons also going to need to be adjusted via customization?
While there's a +1 and +2 variant for all normal weapons under Magic Item Plans, there isn't just a basic +2 Weapon. As such, I'm not entirely sure how to apply a weapon plan to my Armorer's Lightning Launcher, Thunder Pulse, or Force Demolisher.
This is in the same boat. You'll need to manually add the bonus to your weapon.
Should the Artillerist Armorer's Force Ballista be adding your Int mod to damage? I read it as a cantrip-like effect rather than a weapon attack.
No, it shouldn’t. The “Protector” option should add your Intelligence modifier to its effect, but the two damaging options should not.
Likewise here. The system always adds it to both attack and damage. There isn't currently a way to add it to just one. If you click the text and open the Customize menu in the sidebar, you can add a negative bonus to cancel it out.
On the 2014 Artificer, this attack was as a result not displayed by default. I suspect the same will happen to this one. If it does, you can open that Customize menu again and click Display As Attack to add it back.
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I have converted my Artificer over to the FotA settings and I have all the sources checked (core, expanded, 2014 core, 2014 expanded, homebrew etc) but under my manage spells where I select my spells it only lists CORE, EXPANDED RULES, and 2014 EXPANDED. It does not list 2014 CORE or HOMEBREW. Consequentially, I do not have access to some spells. Any one know how to fix this?
I have converted my Artificer over to the FotA settings and I have all the sources checked (core, expanded, 2014 core, 2014 expanded, homebrew etc) but under my manage spells where I select my spells it only lists CORE, EXPANDED RULES, and 2014 EXPANDED. It does not list 2014 CORE or HOMEBREW. Consequentially, I do not have access to some spells. Any one know how to fix this?
The 2024 classes intentionally won't show any spells from 2014 Core.
For your Homebrew spells, you'll need to update their available classes to include the new one. (You can likewise make a homebrew copy of any 2014 Core spell and add it to their list as well.)
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The Firearms table provides examples of modern and futuristic firearms. If you make them available for purchase (perhaps in the fantastical marketplaces of the City of Brass), treat modern items as Rare magic items and futuristic items as Very Rare ones (see chapter 7).
These items are appearing as options for Repeating Shot and +1 weapon from level 2 as replicated magic items. A laser rifle should be a Very Rare item (hence never replicated) by the DMG rule I posted above.
I realise that is tricky for modern/futuristic campaigns but it is the printed rule in the DMG
Can you add weapon +1 or +2 plan to your arcane armor weapons.
This was debatable in the 2014 Artificer due to the way infusions could apply to existing weapons. However, the 2024 Replicate feature creates new items. The Armorer weapons can't be created except by creating the armor.
Armorer subclass doesn't show options for the different modes unless content sharing is enabled in the campaign. if the choice is made and sharing is no longer enabled in the campaign, after the long rest reset the options will be empty again.
Can you add weapon +1 or +2 plan to your arcane armor weapons.
This was debatable in the 2014 Artificer due to the way infusions could apply to existing weapons. However, the 2024 Replicate feature creates new items. The Armorer weapons can't be created except by creating the armor.
That would be a wild take if true. That would make Armorer weapons the worst scaling weapons in the game.
Can you add weapon +1 or +2 plan to your arcane armor weapons.
This was debatable in the 2014 Artificer due to the way infusions could apply to existing weapons. However, the 2024 Replicate feature creates new items. The Armorer weapons can't be created except by creating the armor.
That would be a wild take if true. That would make Armorer weapons the worst scaling weapons in the game.
It's not just a take. There's no way to create the weapons, they're built into the armor and that's it. And Replicate doesn't enchant existing items at all.
However: The weapons scale with Int, deal seldom-resisted damage types, and have additional effects. Also, they become +1 weapons automatically at level 9 and the damage dice increase at level 15.
Speaking of level 15, there's a "[ruels]Disadvantage[/rules]" bad tag in Perfected Armor > Infiltrator.
Can you add weapon +1 or +2 plan to your arcane armor weapons.
This was debatable in the 2014 Artificer due to the way infusions could apply to existing weapons. However, the 2024 Replicate feature creates new items. The Armorer weapons can't be created except by creating the armor.
That would be a wild take if true. That would make Armorer weapons the worst scaling weapons in the game.
It's not just a take. There's no way to create the weapons, they're built into the armor and that's it. And Replicate doesn't enchant existing items at all.
However: The weapons scale with Int, deal seldom-resisted damage types, and have additional effects. Also, they become +1 weapons automatically at level 9 and the damage dice increase at level 15.
Speaking of level 15, there's a "[ruels]Disadvantage[/rules]" bad tag in Perfected Armor > Infiltrator.
still doesn't feel like the damage is up to par +1 at 9 and +1-1.5 on average at 15... compare that to any class that can just use a magic weapon. either with more damage or an effect. sure armorer can too but then there is no reason to be one.
Can you add weapon +1 or +2 plan to your arcane armor weapons.
If your DM does allow it, you'll need to manually add that bonus to the weapon. Just click on the attack itself, then open the Customize section in the sidebar.
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ModeratorThis is not supported. However, you can manually add that bonus by clicking on the weapon and using the Customize menu in the sidebar.
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ModeratorThis seems to be working as intended. Artificers can add any Common Armor, but these are Rare. Level 14+ Artificers can add any Rare Wondrous Item, but these are Armor.
https://www.dndbeyond.com/sources/dnd/br-2024/magic-items#MagicItemCategories
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Dope!
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ModeratorI appreciate the assistance! Though I hate to say it: it probably wasn't necessary. 😅 You guys don't see it, but I add a private mod note to every post in these threads that either identifies the ticket or explains why there isn't one (it's already working as intended, or the user is just replying to someone instead of reporting a bug, or...).
That said, I did cross-reference all the issues you shared to make sure nothing had been overlooked. Of the two left in the quote above, though:
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Shifter's Shifting ability. Per text, there is a selection that should happen at character creation ("Whenever you shift, you gain the benefit of one of the following options (choose when you select this species):"). However, it does not appear within the Builder, but rather as a drop-down choice on the Character Sheet's side panel, similar to how a Barbarian's Rage or an Aasimar's Celestial Revelation, both of which being selected "spur of the moment", are handled.
Taking the Mark of Hospitality does not qualify you to take the Potent Dragonmark feat. You have to disable feat prerequisites to add Potent Dragonmark.
It looks like the Shape-Shift ability drop-down is enabled now, I didn't see an option for it before. With that, we now get a second drop-down with creature size. That box interacts with the "No Choice Made" I reported there. The choice wasn't available to make without the first drop-down. So the first fix also fixed the second issue.
Based on this and the fact that armorer weapons don't seem to have +1 versions in item replication I'm assuming that Armorer weapons aren't being treated as "weapons" structurally? Are Feats that increase attack/damage bonuses for these weapons also going to need to be adjusted via customization?
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ModeratorYeah, that's correct.
This is in the same boat. You'll need to manually add the bonus to your weapon.
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ModeratorLikewise here. The system always adds it to both attack and damage. There isn't currently a way to add it to just one. If you click the text and open the Customize menu in the sidebar, you can add a negative bonus to cancel it out.
On the 2014 Artificer, this attack was as a result not displayed by default. I suspect the same will happen to this one. If it does, you can open that Customize menu again and click Display As Attack to add it back.
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I have converted my Artificer over to the FotA settings and I have all the sources checked (core, expanded, 2014 core, 2014 expanded, homebrew etc) but under my manage spells where I select my spells it only lists CORE, EXPANDED RULES, and 2014 EXPANDED. It does not list 2014 CORE or HOMEBREW. Consequentially, I do not have access to some spells. Any one know how to fix this?
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ModeratorThe 2024 classes intentionally won't show any spells from 2014 Core.
For your Homebrew spells, you'll need to update their available classes to include the new one. (You can likewise make a homebrew copy of any 2014 Core spell and add it to their list as well.)
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These items are appearing as options for Repeating Shot and +1 weapon from level 2 as replicated magic items. A laser rifle should be a Very Rare item (hence never replicated) by the DMG rule I posted above.
I realise that is tricky for modern/futuristic campaigns but it is the printed rule in the DMG
Can you add weapon +1 or +2 plan to your arcane armor weapons.
This was debatable in the 2014 Artificer due to the way infusions could apply to existing weapons. However, the 2024 Replicate feature creates new items. The Armorer weapons can't be created except by creating the armor.
Armorer subclass doesn't show options for the different modes unless content sharing is enabled in the campaign. if the choice is made and sharing is no longer enabled in the campaign, after the long rest reset the options will be empty again.
That would be a wild take if true. That would make Armorer weapons the worst scaling weapons in the game.
It's not just a take. There's no way to create the weapons, they're built into the armor and that's it. And Replicate doesn't enchant existing items at all.
However: The weapons scale with Int, deal seldom-resisted damage types, and have additional effects. Also, they become +1 weapons automatically at level 9 and the damage dice increase at level 15.
Speaking of level 15, there's a "[ruels]Disadvantage[/rules]" bad tag in Perfected Armor > Infiltrator.
still doesn't feel like the damage is up to par +1 at 9 and +1-1.5 on average at 15... compare that to any class that can just use a magic weapon. either with more damage or an effect. sure armorer can too but then there is no reason to be one.
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ModeratorIf your DM does allow it, you'll need to manually add that bonus to the weapon. Just click on the attack itself, then open the Customize section in the sidebar.
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