We need to be able to add attunement slots to our online sheets :) some dms don’t use the restriction and I’d like to be able to attune all items that require it.
Well, unfortunately DDB uses the rules that are in the books. So until that is an option in base DnD that will not be doable on this website.
That is correct. For example, Artificers get multiple abilities that let them attune to more items, so they are able to get more attunement slots. I don't think you can replicate these abilities in the D&D Beyond homebrew system so far, but it would be a nice feature.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
It used to be impossible because nothing had more than 3. But when the artificer came out they could get up to 6. So now it is possible to get as high as 6, but no higher.
However, you could just homebrew the magic items themselves and remove the Attunement requirement. It might will probably, eventually make stuff go wonky until your character sheet crashes. I mean, add enough code on top of code that wasn’t supposed to all interact at the same time and it’s likely. It used to happen to folks all the time before the last major upgrade and subsequent patches. Not so much anymore, but every once in a while there are still crashes that can be tracked to bad homebrew interactions in the bugs forum.
So really only do the stuff you really have to, and if things start going wonky figure out your culprit and add Attunement back onto it.
But how? ive tried so has my friend it never works? feat created no extra slots on sheet?
Modifier Type: Set Modifier Subtype: Attunement Slots Fixed Value: 6 <<-- This is the trick. You don't create extra slots, you set it to the maximum of 6.
Rollback Post to RevisionRollBack
"Semper in faecibus sumus, solum profundum variat" playing since 1986
Artificers with the armorer subclass literally get 8 attunements, so dndbeond literally doesn't have enough slots for even the basic RAW
You are confusing infusion slots with attunement slots. The armorer gets two extra infusion slots, but no more attunement slots than the standard artificer
3 Infusions on 1 Piece of armor that separately would take 3 attunements but only take 1 due to the lv 9 armorer feature is where the 8 'attunements' come from.
The 9th level armorer feature makes no mention of attunement or attunement slots (neither do the earlier armorer features). That means that the standard rules still apply: each infusion that requires attunement still requires a slot.
You can make a magic item in the homebrew to add attunement slots. In the game I needed for I made it into a uncommon magic item and it just bumped up the slots from 3 to 4. In the homebrew item creations under modifiers you can set - Attunement slots.
Noticed this was answered before so sorry for the extra post.... Clearly need more coffee
The 9th level armorer feature SPECIFICALLY mentions that it is considered separate pieces ONLY for infusions.
It is still considered ONE item for the purpose of equipping and attunement.
Now let's take a look at this mechanically.
What the heck is the point of giving the armorer an extra 2 infusions slots specifically for the armor when A. ALL infusions require attunement and B. ALL Artificers get 6 attunement and 12 infusion slots.
It doesn't make sense by that logic.
You infuse the helmet with "Helmet of Awareness"
Chest Piece with "Enhanced Defense"
And Weapon with "Enhanced Weapon"
It all applies to the subsection of armor you used for Arcane Armor feature.
The 9th level armorer feature SPECIFICALLY mentions that it is considered separate pieces ONLY for infusions.
It is still considered ONE item for the purpose of equipping and attunement.
Now let's take a look at this mechanically.
What the heck is the point of giving the armorer an extra 2 infusions slots specifically for the armor when A. ALL infusions require attunement and B. ALL Artificers get 6 attunement and 12 infusion slots.
It doesn't make sense by that logic.
You infuse the helmet with "Helmet of Awareness"
Chest Piece with "Enhanced Defense"
And Weapon with "Enhanced Weapon"
It all applies to the subsection of armor you used for Arcane Armor feature.
It's really hard to figure out what point you're making, but if you're saying what I think you're saying, you are absolutely incorrect. Not all infusions require attunement: Enhanced Defense and Enhanced Weapon do not, for example. But if they did, infusing your Arcane Armor with the three infusions you mention would occupy three infusion slots. The attunement requirement is part of the infusion.
AspectOfWisdom, Your questions are ones of opinion. You haven't pointed at any rules that say that you get more attunement slots or that armor only counts as one attunement or that infusions that you use on parts of your armor that require attunement don't count against your attunement total. This is a rules-devoid response.
The 9th level armorer feature SPECIFICALLY mentions that it is considered separate pieces ONLY for infusions.
It is still considered ONE item for the purpose of equipping and attunement.
Now let's take a look at this mechanically.
What the heck is the point of giving the armorer an extra 2 infusions slots specifically for the armor when A. ALL infusions require attunement and B. ALL Artificers get 6 attunement and 12 infusion slots.
It doesn't make sense by that logic.
You infuse the helmet with "Helmet of Awareness"
Chest Piece with "Enhanced Defense"
And Weapon with "Enhanced Weapon"
It all applies to the subsection of armor you used for Arcane Armor feature.
Artificers do not get 6 Attunement slots and 12 Infusion slots. They learn 12 different infusions and infuse 6 different items. They start off with 3 attunement slots like every other class, but that limit is raised when you hit certain levels of Artificer eg. 4 Attunement slots at 10th level, 5 at 14th level and finally 6 at 18th level. You have been confusing the infusion limit with the attunement limit.
Next point, not all infusions require attunement. Notable examples include Enhanced Defense, Enhanced Weapon and a fair few items from Replicate Magic Item also do not require attunement such as the Bag of Holding and the Goggles of Night.
Finally the 9th level ability of the Artificer subclass that lets you infuse 2 more items basically means it raises your infusion limit to 8 as long as 2 of those go onto your armor.
The Armorer's 9th level feature was a little confusing for me too at first but I figured it out eventually. Hope this helps your understanding of the subclass a little bit better.
A final note, Artificers can attune to other items they find in a adventure, they are not restricted to just their infusions.
The 9th level armorer feature SPECIFICALLY mentions that it is considered separate pieces ONLY for infusions.
It is still considered ONE item for the purpose of equipping and attunement.
Now let's take a look at this mechanically.
What the heck is the point of giving the armorer an extra 2 infusions slots specifically for the armor when A. ALL infusions require attunement and B. ALL Artificers get 6 attunement and 12 infusion slots.
It doesn't make sense by that logic.
You infuse the helmet with "Helmet of Awareness"
Chest Piece with "Enhanced Defense"
And Weapon with "Enhanced Weapon"
It all applies to the subsection of armor you used for Arcane Armor feature.
It's really hard to figure out what point you're making, but if you're saying what I think you're saying, you are absolutely incorrect. Not all infusions require attunement: Enhanced Defense and Enhanced Weapon do not, for example. But if they did, infusing your Arcane Armor with the three infusions you mention would occupy three infusion slots. The attunement requirement is part of the infusion.
Okay I was actually mistaken on the Enhanced infusions so apologies.
However comma
Normally you have lets say plate armor, which is separated into different pieces such as the helmet, gauntlets, boots, and chest piece.
A non-armorer may only apply an infusion to the set as a whole and then attune to the plate if required.
Armorers may apply infusions then gain the benefits off all 3 infusions through 1 attunement.
Armorers MAY NOT apply an infusion to the helmet, boots, weapon, etc of Adamantine Armor that is under the effect of Arcane Armor as the item is already magical.
The idea is to build your own 'legendary' armor by combining three effects.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
We need to be able to add attunement slots to our online sheets :) some dms don’t use the restriction and I’d like to be able to attune all items that require it.
Well, unfortunately DDB uses the rules that are in the books. So until that is an option in base DnD that will not be doable on this website.
That is correct. For example, Artificers get multiple abilities that let them attune to more items, so they are able to get more attunement slots. I don't think you can replicate these abilities in the D&D Beyond homebrew system so far, but it would be a nice feature.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It used to be impossible because nothing had more than 3. But when the artificer came out they could get up to 6. So now it is possible to get as high as 6, but no higher.
However, you could just homebrew the magic items themselves and remove the Attunement requirement. It
mightwill probably, eventually make stuff go wonky until your character sheet crashes. I mean, add enough code on top of code that wasn’t supposed to all interact at the same time and it’s likely. It used to happen to folks all the time before the last major upgrade and subsequent patches. Not so much anymore, but every once in a while there are still crashes that can be tracked to bad homebrew interactions in the bugs forum.So really only do the stuff you really have to, and if things start going wonky figure out your culprit and add Attunement back onto it.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That’s a good point, thanks!
You can create a feat and upscale to 6 slots
playing since 1986
But how? ive tried so has my friend it never works? feat created no extra slots on sheet?
Look into my eyes.
Modifier Type: Set
Modifier Subtype: Attunement Slots
Fixed Value: 6 <<-- This is the trick. You don't create extra slots, you set it to the maximum of 6.
playing since 1986
This basically defeats the point of attunement, but whatever it’s up to your DM if they want to ignore that rule
Artificers with the armorer subclass literally get 8 attunements, so dndbeond literally doesn't have enough slots for even the basic RAW
You are confusing infusion slots with attunement slots. The armorer gets two extra infusion slots, but no more attunement slots than the standard artificer
You are correct. I have apparently been reading that entry wrong since the book came out haha
3 Infusions on 1 Piece of armor that separately would take 3 attunements but only take 1 due to the lv 9 armorer feature is where the 8 'attunements' come from.
The 9th level armorer feature makes no mention of attunement or attunement slots (neither do the earlier armorer features). That means that the standard rules still apply: each infusion that requires attunement still requires a slot.
You can make a magic item in the homebrew to add attunement slots. In the game I needed for I made it into a uncommon magic item and it just bumped up the slots from 3 to 4. In the homebrew item creations under modifiers you can set - Attunement slots.
Noticed this was answered before so sorry for the extra post.... Clearly need more coffee
The 9th level armorer feature SPECIFICALLY mentions that it is considered separate pieces ONLY for infusions.
It is still considered ONE item for the purpose of equipping and attunement.
Now let's take a look at this mechanically.
What the heck is the point of giving the armorer an extra 2 infusions slots specifically for the armor when A. ALL infusions require attunement and B. ALL Artificers get 6 attunement and 12 infusion slots.
It doesn't make sense by that logic.
You infuse the helmet with "Helmet of Awareness"
Chest Piece with "Enhanced Defense"
And Weapon with "Enhanced Weapon"
It all applies to the subsection of armor you used for Arcane Armor feature.
It's really hard to figure out what point you're making, but if you're saying what I think you're saying, you are absolutely incorrect. Not all infusions require attunement: Enhanced Defense and Enhanced Weapon do not, for example. But if they did, infusing your Arcane Armor with the three infusions you mention would occupy three infusion slots. The attunement requirement is part of the infusion.
AspectOfWisdom, Your questions are ones of opinion. You haven't pointed at any rules that say that you get more attunement slots or that armor only counts as one attunement or that infusions that you use on parts of your armor that require attunement don't count against your attunement total. This is a rules-devoid response.
Artificers do not get 6 Attunement slots and 12 Infusion slots. They learn 12 different infusions and infuse 6 different items. They start off with 3 attunement slots like every other class, but that limit is raised when you hit certain levels of Artificer eg. 4 Attunement slots at 10th level, 5 at 14th level and finally 6 at 18th level. You have been confusing the infusion limit with the attunement limit.
Next point, not all infusions require attunement. Notable examples include Enhanced Defense, Enhanced Weapon and a fair few items from Replicate Magic Item also do not require attunement such as the Bag of Holding and the Goggles of Night.
Finally the 9th level ability of the Artificer subclass that lets you infuse 2 more items basically means it raises your infusion limit to 8 as long as 2 of those go onto your armor.
The Armorer's 9th level feature was a little confusing for me too at first but I figured it out eventually. Hope this helps your understanding of the subclass a little bit better.
A final note, Artificers can attune to other items they find in a adventure, they are not restricted to just their infusions.
Okay I was actually mistaken on the Enhanced infusions so apologies.
However comma
Normally you have lets say plate armor, which is separated into different pieces such as the helmet, gauntlets, boots, and chest piece.
A non-armorer may only apply an infusion to the set as a whole and then attune to the plate if required.
Armorers may apply infusions then gain the benefits off all 3 infusions through 1 attunement.
Armorers MAY NOT apply an infusion to the helmet, boots, weapon, etc of Adamantine Armor that is under the effect of Arcane Armor as the item is already magical.
The idea is to build your own 'legendary' armor by combining three effects.