I have a few questions regarding the artificer subclass, primarily regarding to a few infusions.
1. If you have started an adventure, and one of the first Infusions you get is "Replicate Magic Item - Goggles of Night" so your Human Artificer can have Darkvision, but you also pick up "Enhanced Weapon," "Enhanced Defense" and "Returning Weapon." You're now level 5 and have access to two infusions. If you wanted to up your AC with Enhanced Armor on your Plate, and maybe make that Light Hammer return to your hand when thrown, would your original Goggles of Night become inert? Or when you create the magic item this way does it stay a magic item? This also would go for more specific items, like Bags of Holding, for example.
2. Regarding Power Armor from the UA Armorer subclass, would making said armor its "Cast-Off" equivalent, perhaps by making it via "Replicate Magic Item," effectively allow you to don and doff the armor along the lines of Tony Stark's nanotech armor? Additionally, does it count as one item or separate pieces in regards to infusions?
3. If one were to create a Warforged Armorer, how exactly would that work, mechanically and in a roleplay sense, also in regards to the Warforged's "Integrated Protection" feature? Would the Power Armor be considered part of the character at that point? Would it still take an hour to don/doff, again assuming you have the "Cast-Off" version of said armor?
[EDIT] 4. This one is a bit unrelated, but could the "Mending" cantrip count as a healing spell for the Warforged race, maybe along the lines of 1d4 per use?
[EDIT II] 5. Why the heck do Warforged not have Darkvision by default? They are effectively a fantasy robot, why can't they see in the dark?
As per the rules for infusions, you could infuse two items starting at 2nd level, you don’t have to wait for 5th level. You can only have a set number of infusions at a time as determined by your level in the class. So if you already have two items infused, Goggles and Weapon, and then you infuse a third item, your oldest infusion (in this case the goggles) would cease to be infused. Infusions are not permanent.
A) Yes. B) not sure, I’m personally less familiar with the Armorer.
Not sure, as I said I have never played the Armorer.
No. Technically, the Mending Cantrip does not heal anything. It only works on the Battle Smith’s Steel Defender. But the Warforged is a Humanoid and not a Construct, so regular healing works on Warforged while it does not work on Constructs.
Because of all of the other goodies that Warforged get, if they got Darkvision too they would be more powerful than other Races.
As per the rules for infusions, you could infuse two items starting at 2nd level, you don’t have to wait for 5th level. You can only have a set number of infusions at a time as determined by your level in the class. So if you already have two items infused, Goggles and Weapon, and then you infuse a third item, your oldest infusion (in this case the goggles) would cease to be infused. Infusions are not permanent.
A) Yes. B) not sure, I’m personally less familiar with the Armorer.
Not sure, as I said I have never played the Armorer.
No. Technically, the Mending Cantrip does not heal anything. It only works on the Battle Smith’s Steel Defender. But the Warforged is a Humanoid and not a Construct, so regular healing works on Warforged while it does not work on Constructs.
Because of all of the other goodies that Warforged get, if they got Darkvision too they would be more powerful than other Races.
1. That's sort of frustrating. The way "Infusions" are described, you are CREATING magic items, like Goggles of Night or Bags of Holding. The fact they are temporary is frustrating. 2. a) Ok, that is AWESOME. 4. So a Warforged is more a soul within a wooden, stone, and metal body, and less a literal robot that somehow gained sentience? That makes more sense then. 5. Y'know, that's fair.
No, you don’t “CREATE magic items” you create prototypes of half techno-magic versions of stuff that almost identical to the magic item. The upside is you learn way more than you can make, so you can basically swap out your magic items every day. It’s actually kinda awesome. I usually have some that are basically semi-permanent, and then others that get swapped out depending on I expect to need for that day. Kinda like preparing spell slots, only instead it’s magic items.
2. Regarding Power Armor from the UA Armorer subclass, would making said armor its "Cast-Off" equivalent, perhaps by making it via "Replicate Magic Item," effectively allow you to don and doff the armor along the lines of Tony Stark's nanotech armor? Additionally, does it count as one item or separate pieces in regards to infusions?
2a) That would depend on how your DM defines the act of actually "casting off" the armor. Some might equate that to cutting the straps on the armor, resulting in it being damaged and non-functional until repaired. Though somehow I find that hard to believe in relation to an Artificer Armorer... Still, ask your DM about that.
2b) At level 9, your Power Armor is able to hold 3 separate infusions. Additionally, you are able to sustain 2 additional Infusions, provided they are targeting parts of your Power Armor. So after level 9, yes, you'd be able to Infuse all 3 pieces of the Power Armor, without actually spending any additional Infusions on it. This is in addition to what additional Infusions the base class provides as you level.
Cast-Off Armor is a magic item with the following property:
You can doff this armor as an action.
Why would that require damaging the armor in any way?!?
But how does that work, physically? Does it have some kind of quick release strap? Is there a magical effect that holds it to you?
If the first, it may well be possible to reassemble the armor, but it would take additional time to accomplish that relative to other armors. Setting up the latching mechanism or what have to to be both secure and possible to trigger the rapid release would take extra time.
If it's the latter... wouldn't that basically already be the Armorer's Power Armor then? If you can assemble and disassemble the armor with a command word, why would it not have the property of being unable to be removed without your consent?
It would depend on how the DM wants to handle all of that.
Regarding Cast-Off Armor, Power Armor, and the Warforged's integrated protection:
I'd rule that specific (the rules governing these specific armor types) beats general (Integrated Protection, which applies to all types of armor as written) in this case.
It's probably moot in your case anyway, because a magic item cannot receive infusions. So you can have Cast-Off or Enhanced Defense, but not both.
Though I have never encountered the situation in any of my games, presumably the main benefit of Cast-Off Armor is that you can take it off if you fall into the water and thus avoid drowning. But I feel like the same logic that insists armored characters will always sink would likewise insist warforged always sink, with or without armor. So the benefits are beyond marginal unless your DM is just throwing out random penalties for wearing armor all the time.
As per the rules for infusions, you could infuse two items starting at 2nd level, you don’t have to wait for 5th level. You can only have a set number of infusions at a time as determined by your level in the class. So if you already have two items infused, Goggles and Weapon, and then you infuse a third item, your oldest infusion (in this case the goggles) would cease to be infused. Infusions are not permanent.
A) Yes. B) not sure, I’m personally less familiar with the Armorer.
Not sure, as I said I have never played the Armorer.
No. Technically, the Mending Cantrip does not heal anything. It only works on the Battle Smith’s Steel Defender. But the Warforged is a Humanoid and not a Construct, so regular healing works on Warforged while it does not work on Constructs.
Because of all of the other goodies that Warforged get, if they got Darkvision too they would be more powerful than other Races.
1. That's sort of frustrating. The way "Infusions" are described, you are CREATING magic items, like Goggles of Night or Bags of Holding. The fact they are temporary is frustrating. 2. a) Ok, that is AWESOME. 4. So a Warforged is more a soul within a wooden, stone, and metal body, and less a literal robot that somehow gained sentience? That makes more sense then. 5. Y'know, that's fair.
Regarding 1; I'd like to emphasize Sposta's point about the difference between Infusions, the artificer class feature, and actual Crafting, which basically any character could do given the right knowledge/skill/tool proficiencies combined with time and gold.
Using your replicate magic item infusion, you jury-rig together a version of an item that works in the short term, powered by your own magic. Using Crafting, you create a permanent version of the item in question.
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I have a few questions regarding the artificer subclass, primarily regarding to a few infusions.
1. If you have started an adventure, and one of the first Infusions you get is "Replicate Magic Item - Goggles of Night" so your Human Artificer can have Darkvision, but you also pick up "Enhanced Weapon," "Enhanced Defense" and "Returning Weapon." You're now level 5 and have access to two infusions. If you wanted to up your AC with Enhanced Armor on your Plate, and maybe make that Light Hammer return to your hand when thrown, would your original Goggles of Night become inert? Or when you create the magic item this way does it stay a magic item? This also would go for more specific items, like Bags of Holding, for example.
2. Regarding Power Armor from the UA Armorer subclass, would making said armor its "Cast-Off" equivalent, perhaps by making it via "Replicate Magic Item," effectively allow you to don and doff the armor along the lines of Tony Stark's nanotech armor? Additionally, does it count as one item or separate pieces in regards to infusions?
3. If one were to create a Warforged Armorer, how exactly would that work, mechanically and in a roleplay sense, also in regards to the Warforged's "Integrated Protection" feature? Would the Power Armor be considered part of the character at that point? Would it still take an hour to don/doff, again assuming you have the "Cast-Off" version of said armor?
[EDIT]
4. This one is a bit unrelated, but could the "Mending" cantrip count as a healing spell for the Warforged race, maybe along the lines of 1d4 per use?
[EDIT II]
5. Why the heck do Warforged not have Darkvision by default? They are effectively a fantasy robot, why can't they see in the dark?
B) not sure, I’m personally less familiar with the Armorer.
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1. That's sort of frustrating. The way "Infusions" are described, you are CREATING magic items, like Goggles of Night or Bags of Holding. The fact they are temporary is frustrating.
2. a) Ok, that is AWESOME.
4. So a Warforged is more a soul within a wooden, stone, and metal body, and less a literal robot that somehow gained sentience? That makes more sense then.
5. Y'know, that's fair.
No, you don’t “CREATE magic items” you create prototypes of half techno-magic versions of stuff that almost identical to the magic item. The upside is you learn way more than you can make, so you can basically swap out your magic items every day. It’s actually kinda awesome. I usually have some that are basically semi-permanent, and then others that get swapped out depending on I expect to need for that day. Kinda like preparing spell slots, only instead it’s magic items.
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2a) That would depend on how your DM defines the act of actually "casting off" the armor. Some might equate that to cutting the straps on the armor, resulting in it being damaged and non-functional until repaired. Though somehow I find that hard to believe in relation to an Artificer Armorer... Still, ask your DM about that.
2b) At level 9, your Power Armor is able to hold 3 separate infusions. Additionally, you are able to sustain 2 additional Infusions, provided they are targeting parts of your Power Armor. So after level 9, yes, you'd be able to Infuse all 3 pieces of the Power Armor, without actually spending any additional Infusions on it. This is in addition to what additional Infusions the base class provides as you level.
Cast-Off Armor is a magic item with the following property:
Why would that require damaging the armor in any way?!?
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But how does that work, physically? Does it have some kind of quick release strap? Is there a magical effect that holds it to you?
If the first, it may well be possible to reassemble the armor, but it would take additional time to accomplish that relative to other armors. Setting up the latching mechanism or what have to to be both secure and possible to trigger the rapid release would take extra time.
If it's the latter... wouldn't that basically already be the Armorer's Power Armor then? If you can assemble and disassemble the armor with a command word, why would it not have the property of being unable to be removed without your consent?
It would depend on how the DM wants to handle all of that.
It’s magic. It uses magic. However it gets narrated is irrelevant because it is a permanent magic item designed to do one specific thing.
If my DM told me that using my magic item as it is intended to be used breaks it I would look at them like they just grew a second head.
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Warforged are more like basic/un-upgraded cyborgs than fantasy robots. They can upgrade themselves via things like armor etc.
Regarding Cast-Off Armor, Power Armor, and the Warforged's integrated protection:
I'd rule that specific (the rules governing these specific armor types) beats general (Integrated Protection, which applies to all types of armor as written) in this case.
Partway through the quest for absolute truth.
It's probably moot in your case anyway, because a magic item cannot receive infusions. So you can have Cast-Off or Enhanced Defense, but not both.
Though I have never encountered the situation in any of my games, presumably the main benefit of Cast-Off Armor is that you can take it off if you fall into the water and thus avoid drowning. But I feel like the same logic that insists armored characters will always sink would likewise insist warforged always sink, with or without armor. So the benefits are beyond marginal unless your DM is just throwing out random penalties for wearing armor all the time.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Regarding 1; I'd like to emphasize Sposta's point about the difference between Infusions, the artificer class feature, and actual Crafting, which basically any character could do given the right knowledge/skill/tool proficiencies combined with time and gold.
Using your replicate magic item infusion, you jury-rig together a version of an item that works in the short term, powered by your own magic. Using Crafting, you create a permanent version of the item in question.