As per the Artificer Armorer: "Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls." It further goes on to say that each armor type (Guardian or Infiltrator) comes with a special weapon that counts as a simple weapon.
As far as I can tell these are not in and of themselves magical weapons, so they should be eligible for infusions, correct? In fact, at 9th level, the Armor Modifications class ability goes on to say "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 Item 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." This would seem to indicate that the built-in armor weapons are definitely capable of accepting infusions.
Why then is that option never given when building an Artificer in D&D Beyond? When you go to apply an appropriate infusion, such as Enhanced Weapon or Radiant Weapon, for example, you will see that the special weapon does not even appear in the list of weapons you can infuse. Am I wrong or is this just a mistake?
They're definitely intended to work (otherwise the feature would be pointless); this is an example of an unimplemented feature on D&D Beyond. Part of the problem is the armorer's "weapons" aren't weapons on D&D Beyond, they're actions and there's still no way for infusions to interact with these yet.
The easiest way to workaround it is to add a weapon with the same damage dice to your character sheet, set its weight and cost to zero, and then apply the infusion to that. You may need to override the attack and damage modifiers to make sure they're correct, but it'll let you set an infusion and once tweaked you should be able to trigger the correct attack roll and damage on the sheet using it.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
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As per the Artificer Armorer: "Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls." It further goes on to say that each armor type (Guardian or Infiltrator) comes with a special weapon that counts as a simple weapon.
As far as I can tell these are not in and of themselves magical weapons, so they should be eligible for infusions, correct? In fact, at 9th level, the Armor Modifications class ability goes on to say "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 Item 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." This would seem to indicate that the built-in armor weapons are definitely capable of accepting infusions.
Why then is that option never given when building an Artificer in D&D Beyond? When you go to apply an appropriate infusion, such as Enhanced Weapon or Radiant Weapon, for example, you will see that the special weapon does not even appear in the list of weapons you can infuse. Am I wrong or is this just a mistake?
They're definitely intended to work (otherwise the feature would be pointless); this is an example of an unimplemented feature on D&D Beyond. Part of the problem is the armorer's "weapons" aren't weapons on D&D Beyond, they're actions and there's still no way for infusions to interact with these yet.
The easiest way to workaround it is to add a weapon with the same damage dice to your character sheet, set its weight and cost to zero, and then apply the infusion to that. You may need to override the attack and damage modifiers to make sure they're correct, but it'll let you set an infusion and once tweaked you should be able to trigger the correct attack roll and damage on the sheet using it.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.