I have the expanded option checked to include such things as Tasha's and Absorb Elements isn't showing up as a spell option.
For better or worse, that spell (along with most other 2014 Expanded Rules spells that don’t have a 2024 version) is not on the Artificer list in the new book.
Those spells are obtainable by the other classes without being on their spell lists; such as Wizard getting catapult. This is definitely an oversight/bug, probably having to do with new artificer being an expanded rule option for 2024 and it's overriding the 2014 expanded rules
In the early access release of Eberron Forge of the Artificer, the Arcane Armor at level 3 is completely missing anything related to the previously known ability to having Arcane Armor replace any lost limbs. (You could do it since Tasha's & even the last Artificer Subclass UA) Any help or answers regarding this topic would be greatly appreciated, as I feel that this is pretty sad (IMO) for something that has been apart of the Artificer class for so long only to disappear without a word. Again, reiterating that I am not opposed to any particular change, I would just hope for some answers as to why.
OMG.
This feature lead an epic moment in my 2014 Armorer's life. We fought against a major boss in Barovia and my character lost his right hand in the middle of the fight. My reply was like: Oh, no... anyway. And I read out loud the lost limb paragraph to the DM and the party. Our DM was also really-really satisfied with the scene: he wanted to show us that Barovia is a really dangerous place - and he was really happy that losing a limb as a consequence happaned to the armorer who could negate the effect.
Since that, for me, limb replacement is an iconic feat of the Armorer subclass. It is really a shame that the devs removed this feat.
However, to be fair:
In the new DMG there is no Lingering Injuries table. There are no rules in 2024 edition about losing limbs - this type of damage is removed from the rules. So in the context of 2024 rules there are no needs to a feature like this.
In the early access release of Eberron Forge of the Artificer, the Arcane Armor at level 3 is completely missing anything related to the previously known ability to having Arcane Armor replace any lost limbs. (You could do it since Tasha's & even the last Artificer Subclass UA) Any help or answers regarding this topic would be greatly appreciated, as I feel that this is pretty sad (IMO) for something that has been apart of the Artificer class for so long only to disappear without a word. Again, reiterating that I am not opposed to any particular change, I would just hope for some answers as to why.
OMG.
This feature lead an epic moment in my 2014 Armorer's life. We fought against a major boss in Barovia and my character lost his right hand in the middle of the fight. My reply was like: Oh, no... anyway. And I read out loud the lost limb paragraph to the DM and the party. Our DM was also really-really satisfied with the scene: he wanted to show us that Barovia is a really dangerous place - and he was really happy that losing a limb as a consequence happaned to the armorer who could negate the effect.
Since that, for me, limb replacement is an iconic feat of the Armorer subclass. It is really a shame that the devs removed this feat.
However, to be fair:
In the new DMG there is no Lingering Injuries table. There are no rules in 2024 edition about losing limbs - this type of damage is removed from the rules. So in the context of 2024 rules there are no needs to a feature like this.
This alone is why I miss the feature, so many great story telling narratives with this, I suppose if "losing limbs" is sort of out of the picture as far as damage goes it still makes me wonder why Artificers can still craft a plan for Prosthetic limb. It seems counter-intuitive if "Second skin" was removed because damage no longer causes lost limbs, but I can still use the prosthetic limbs plan to create prosthetic limbs. (You'd be dedicating a whole plan for nothing?)
When selecting battlesmith and artillerist, the option to choose a different tool proficiency does not provide a drop down when it is available. The option to choose another proficiency appears as intended when a character already has the overlapping tool proficiency from species, background, or feat. It just doesn't provide any options.
When I pick armorer, it won’t give me proficiency in heavy armor. I am wearing plate but it says I have disadvantage on str and dex because I am “not proficient”
In the early access release of Eberron Forge of the Artificer, the Arcane Armor at level 3 is completely missing anything related to the previously known ability to having Arcane Armor replace any lost limbs. (You could do it since Tasha's & even the last Artificer Subclass UA) Any help or answers regarding this topic would be greatly appreciated, as I feel that this is pretty sad (IMO) for something that has been apart of the Artificer class for so long only to disappear without a word. Again, reiterating that I am not opposed to any particular change, I would just hope for some answers as to why.
OMG.
This feature lead an epic moment in my 2014 Armorer's life. We fought against a major boss in Barovia and my character lost his right hand in the middle of the fight. My reply was like: Oh, no... anyway. And I read out loud the lost limb paragraph to the DM and the party. Our DM was also really-really satisfied with the scene: he wanted to show us that Barovia is a really dangerous place - and he was really happy that losing a limb as a consequence happaned to the armorer who could negate the effect.
Since that, for me, limb replacement is an iconic feat of the Armorer subclass. It is really a shame that the devs removed this feat.
However, to be fair:
In the new DMG there is no Lingering Injuries table. There are no rules in 2024 edition about losing limbs - this type of damage is removed from the rules. So in the context of 2024 rules there are no needs to a feature like this.
This alone is why I miss the feature, so many great story telling narratives with this, I suppose if "losing limbs" is sort of out of the picture as far as damage goes it still makes me wonder why Artificers can still craft a plan for Prosthetic limb. It seems counter-intuitive if "Second skin" was removed because damage no longer causes lost limbs, but I can still use the prosthetic limbs plan to create prosthetic limbs. (You'd be dedicating a whole plan for nothing?)
*shoulder shrug*
Follow up story:
This limb losing moment led me a meta choice as a player: my artificer spent time to think and research a method to re-create lost limbs. In our game world my artificer became the person who researched a method to craft the Prosthetic Limb woundros item after a longer downtime. And because of his trauma he published his research about this topic almost freely :) [He published his own book about his journey through Barovia and included a working method to replicate Proshtetic Limbs after the campaign.]
And before the party went to the next big campaign he spent enought downtime to create 2 pieces of Prosthetic Limbs, just in case somebody in the party will face a similar situation.
He keeps 2 unused Prosthetic Limbs in his Bag of Holding, just in case... :)
[So, basically because of the traumatic experiences of Curse of Strahd, and a long downtime after the CoS, as a survivor of CoS, he developed and shared his own magical blueprint of Prosthetic Limb in his own book. Which is available in Waterdeep and anybody who has magical crafting affinity can replicate the Prosthetic Limb woundrus item.]
Feels like a lot of the coding was copypasta first & foremost.
Also, I'm even more convinced Keith Baker is the reason we're not getting Artificer in the Creative Commons, & thus the cross-compatible list is going to remain small
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Feels like a lot of the coding was copypasta first & foremost.
Also, I'm even more convinced Keith Baker is the reason we're not getting Artificer in the Creative Commons, & thus the cross-compatible list is going to remain small
I dunno, I think WotC is more suspicious. Artificer is not Keith Baker's creation. If I understand correctly, Artificer was a Wizard subclass in 2nd edition times - which was focues on item creations. IMHO WotC has all the rights to replicate an Artificer variant in Creative Commons - but they choose to not do it.
Dragonmark feats don't qualify as Origin feats. This is by design. They are labeled, well, Dragonmark feats.
Really? These should be Origin feats, nothing indicates otherwise. If you are correct than this is -another- poorly designed aspect of this new artificer.
Since I've seen it mentioned that this is working as intended but not the reason why, I'm going to point to a bit of text above the feats in the book (bolding mine):
The fourteen that represent dragonmarked heirs offer Dragonmark feats rather than Origin feats; the Dragonmark feats appear at the end of the chapter. Choosing one of these backgrounds is the only way to acquire a Dragonmark feat at level 1; characters who select a different background can choose Dragonmark feats anytime they have an unrestricted feat choice.
It's by design in the book itself, this line is why you can't select them as generic origin feats.
Feels like a lot of the coding was copypasta first & foremost.
Also, I'm even more convinced Keith Baker is the reason we're not getting Artificer in the Creative Commons, & thus the cross-compatible list is going to remain small
Probably not wrong about the copypasta, but Keith Baker has nothing to do with it. He has zero ownership of Eberron, it's 100% in WOTC's hands. The reason it's not in creative commons it because it's not part of the core rules, same as the old Artificer.
Dreadnaught weapon not changing to 2d6 after level 15
Those spells are obtainable by the other classes without being on their spell lists; such as Wizard getting catapult. This is definitely an oversight/bug, probably having to do with new artificer being an expanded rule option for 2024 and it's overriding the 2014 expanded rules
OMG.
This feature lead an epic moment in my 2014 Armorer's life. We fought against a major boss in Barovia and my character lost his right hand in the middle of the fight. My reply was like: Oh, no... anyway. And I read out loud the lost limb paragraph to the DM and the party. Our DM was also really-really satisfied with the scene: he wanted to show us that Barovia is a really dangerous place - and he was really happy that losing a limb as a consequence happaned to the armorer who could negate the effect.
Since that, for me, limb replacement is an iconic feat of the Armorer subclass. It is really a shame that the devs removed this feat.
However, to be fair:
In the new DMG there is no Lingering Injuries table. There are no rules in 2024 edition about losing limbs - this type of damage is removed from the rules. So in the context of 2024 rules there are no needs to a feature like this.
This alone is why I miss the feature, so many great story telling narratives with this, I suppose if "losing limbs" is sort of out of the picture as far as damage goes it still makes me wonder why Artificers can still craft a plan for Prosthetic limb. It seems counter-intuitive if "Second skin" was removed because damage no longer causes lost limbs, but I can still use the prosthetic limbs plan to create prosthetic limbs. (You'd be dedicating a whole plan for nothing?)
*shoulder shrug*
Potent Dragonmark does not grant the spells as always prepared.
Khoravar as listed as Legacy content and so if you have that turned off are not choosable.
When selecting battlesmith and artillerist, the option to choose a different tool proficiency does not provide a drop down when it is available. The option to choose another proficiency appears as intended when a character already has the overlapping tool proficiency from species, background, or feat. It just doesn't provide any options.
When I pick armorer, it won’t give me proficiency in heavy armor. I am wearing plate but it says I have disadvantage on str and dex because I am “not proficient”
Follow up story:
This limb losing moment led me a meta choice as a player: my artificer spent time to think and research a method to re-create lost limbs. In our game world my artificer became the person who researched a method to craft the Prosthetic Limb woundros item after a longer downtime. And because of his trauma he published his research about this topic almost freely :) [He published his own book about his journey through Barovia and included a working method to replicate Proshtetic Limbs after the campaign.]
And before the party went to the next big campaign he spent enought downtime to create 2 pieces of Prosthetic Limbs, just in case somebody in the party will face a similar situation.
He keeps 2 unused Prosthetic Limbs in his Bag of Holding, just in case... :)
[So, basically because of the traumatic experiences of Curse of Strahd, and a long downtime after the CoS, as a survivor of CoS, he developed and shared his own magical blueprint of Prosthetic Limb in his own book. Which is available in Waterdeep and anybody who has magical crafting affinity can replicate the Prosthetic Limb woundrus item.]
I have one character that the Armorer subclass is working and other that will not give me any choices for the Arcane Armor.
Feels like a lot of the coding was copypasta first & foremost.
Also, I'm even more convinced Keith Baker is the reason we're not getting Artificer in the Creative Commons, & thus the cross-compatible list is going to remain small
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Not only do the weapons from the Armorer not scale properly but they just don't work at all. No to hit ability for them.
They are considered weapons so theoretically you should be able to replicate magical item versions of them, flaming or the basic + versions.
DNDBeyond list items with a single use per long rest as having a charge are they supposed to work for the level 6 tinker ability it is very unclear
I dunno, I think WotC is more suspicious. Artificer is not Keith Baker's creation. If I understand correctly, Artificer was a Wizard subclass in 2nd edition times - which was focues on item creations. IMHO WotC has all the rights to replicate an Artificer variant in Creative Commons - but they choose to not do it.
Same issue it's not listed under Repeating Shot or any of the weapons that it could be applied to (i.e. Crossbow of Repeating Shot)
Since I've seen it mentioned that this is working as intended but not the reason why, I'm going to point to a bit of text above the feats in the book (bolding mine):
It's by design in the book itself, this line is why you can't select them as generic origin feats.
Armorer's Guardian Armor Thunder Pulse has no "to hit" value, you can't click it to roll attack. as mentioned by others as well
Do you need to do something special to get the dragonmark feats to show up in an existing campaign?
Changeling character sheet doesn't show/implement Advantage on Charisma skills.
The Battle master doesn't show the steel defender stat block automatically. Which would be fine if we could put that as an extra in the extra tab
Probably not wrong about the copypasta, but Keith Baker has nothing to do with it. He has zero ownership of Eberron, it's 100% in WOTC's hands. The reason it's not in creative commons it because it's not part of the core rules, same as the old Artificer.
Arcane Vigor isn't available for selection