An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
The Level 3 feature "Armor Model" requires the user to go back to the Level management screen to alter the assigned Model of their Armor. Click the spoiler tag below to see how this is done.
The Level 9 feature "Armor Modifications" Can currently be represented with normal infusion items. While the skill shows a max infusion limited you can actually add as many infusions as you want. If users wish to Infuse their suit weapons, they are encouraged to use the customise options to represent those modifications at this time. Shown below.
An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
Adding the new UA Infusions -
The new UA infusions appear and are selected in the same way as Artificer Class infusions, they are Denoted by the UA Prefix.
Using Unearthed Arcana content on D&D Beyond
Please ensure that you enable Playtest Content - this can be accomplished in two places:
1. On the HOME tab of the Character Builder.
2. In the preferences sidebar of the character sheet.
Looks great, great job guys! Only problem I found so far is that although I don't have Smith's Tools already, when I level to 3rd and choose Armorer it grants me Smith's Tools and asks me to pick a new tool as if I was already proficient in Smith's.
Maybe this is a holdover from me selecting Battlesmith before (during a level/unlevel test)? But I tried swapping between the two subclasses and the issue persists.
Armorer doesn't gain additional infusion slots Also, helm of awareness doesn't allow to infuse. Thunderstrike gauntlets can't be further infused (not registering as weapon). Mind sharpener doesn't allow infusion.
The Artificer Armorer class specific spells are off a little bit. It should have the 5th level spell "Wall of Force" but has the 4th level spell "Wall of Fire" instead. This means the subclass has 3 4th level spells and only 1 5th level.
Will the UA infusions be added to/displayed on the artificer class page somewhere, whether under the list of artificer infusions or under Armorer or in its own section?
You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.
In addition, there's a missing period between the two sentences of the second paragraph (emphasis mine):
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once) You regain all expended uses of it when you finish a long rest.
It should correctly read (as the UA PDF does):
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
(There's also a missing hyphen in the Infiltrator model's benefit of the feature - i.e. "in a 5 foot radius" should be "in a 5-foot radius" - but that's another error carried over from the UA PDF itself.)
While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
The rule tip below it also mentions resistance and the order in which you apply such modifiers to damage:
Rule Tip: Resistance
When you have resistance to a damage type, that damage is halved against you. Here’s the order that you apply modifiers to a type of damage: (1) any relevant damage immunity, (2) any addition or subtraction to the damage, (3) a relevant damage resistance, and then (4) a relevant damage vulnerability.
These would be good places to to format the word "resistance" as a tooltip:
[rule]damage resistance;resistance[/rule]
...or otherwise include a link to the relevant rule (as the tooltip also does) that states exactly what the rule tip points out. The same could be done for "vulnerability" in the rule tip if desired.
It helps people know where to look to find this information in the rules themselves.
I really like what's going on with the Feywild Ranger.
The ranger is very reliant on competitive bonus actions, namely hunter's mark and almost every 3rd level subclass ability. If you're building a dual wielding ranger, you're three turns in (In most cases) until you actually start using that bonus action to two-weapon fight. This bonus action that adds the extra damage AND allows the bonus attack is a great and welcome addition.
I do find it hilarious however, the ability states that, "A creature can take this extra damage only once per turn," which implies that the bonus action can be used before the attack action is taken, which is contrary to most of the unofficial faqs that I've been reading about bonus actions and turn sequence here. Opening with the bonus action makes perfect sense here, as it does for shield mastery and pretty much every other bonus action.
The only thing I think they've left out is in their psychic smite ability- it doesn't specify the level of spell-slot used or if the damage scales with higher spell slots.
I'll be testing this subclass on the table soon and am excited to see what it brings!
I do find it hilarious however, the ability states that, "A creature can take this extra damage only once per turn," which implies that the bonus action can be used before the attack action is taken, which is contrary to most of the unofficial faqs that I've been reading about bonus actions and turn sequence here. Opening with the bonus action makes perfect sense here, as it does for shield mastery and pretty much every other bonus action.
Bonus actions can be taken at any time, including before your action (or even between the attacks of an Attack action), unless they specify a timing in some way:
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
If they're dependent on another action (e.g. the Eldritch Knight fighter's War Magic: "when you use your action to cast a cantrip, you can make one weapon attack as a bonus action" - or the Charger feat: "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.") or attack (e.g. Two-Weapon Fighting: "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand."), they can only take place after that action or attack is resolved. Shield Master's bonus-action shove is reliant on you taking the Attack action, so it must officially come after the shove.
Otherwise, if they don't specify a timing and aren't reliant on another thing being done, they can be used at any time. The Fey Wanderer ranger's Dreadful Strikes feature grants a bonus action that is not reliant on doing anything else first:
You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit.
RAW, the Thunder Gauntlets can be dual wielded, if the character has the "Dual Wielder" feat. There is no way to show this, since they are not listed as weapons.
Will the UA infusions be added to/displayed on the artificer class page somewhere, whether under the list of artificer infusions or under Armorer or in its own section?
You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.
In addition, there's a missing period between the two sentences of the second paragraph (emphasis mine):
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once) You regain all expended uses of it when you finish a long rest.
It should correctly read (as the UA PDF does):
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
(There's also a missing hyphen in the Infiltrator model's benefit of the feature - i.e. "in a 5 foot radius" should be "in a 5-foot radius" - but that's another error carried over from the UA PDF itself.)
-First two fixed, in context the third error still makes rules sense-
While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
The rule tip below it also mentions resistance and the order in which you apply such modifiers to damage:
Rule Tip: Resistance
When you have resistance to a damage type, that damage is halved against you. Here’s the order that you apply modifiers to a type of damage: (1) any relevant damage immunity, (2) any addition or subtraction to the damage, (3) a relevant damage resistance, and then (4) a relevant damage vulnerability.
These would be good places to to format the word "resistance" as a tooltip:
...or otherwise include a link to the relevant rule (as the tooltip also does) that states exactly what the rule tip points out. The same could be done for "vulnerability" in the rule tip if desired.
It helps people know where to look to find this information in the rules themselves.
-The [Rules] tooltips are still very much an in-testing feature and have only been deployed extensively on the Sage Advice page. We don't tend to use them on content at all unless its for a very specific reason.
RAW, the Thunder Gauntlets can be dual wielded, if the character has the "Dual Wielder" feat. There is no way to show this, since they are not listed as weapons.
I assume that you can see them, even though they are not public. I do not have the enhanced weapon infusion selected, but it does appear under the equipment section.
I assume that you can see them, even though they are not public. I do not have the enhanced weapon infusion selected, but it does appear under the equipment section.
Hello, it looks like you have Enhanced Weapon selected in the Level 9 Armorer feature, if you change the selection here that should go away for you on the sheet!
The Level 9 feature "Armor Modifications" Can currently be represented with normal infusion items. While the skill shows a max infusion limited you can actually add as many infusions as you want. If users wish to Infuse their suit weapons, they are encouraged to use the customise options to represent those modifications at this time. Shown below.
So for Level 9 Armourer: Armour Modifications we just have to infuse 4 new items and pretend they are actually the power armour infused? And ignore the infusion limit that is displayed?
Armor Modifications
9th-level Armorer feature
You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.
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Welcome to the Support thread for the February 2020 Unearthed Arcana content, "Subclasses, Part 3"
If you find any issues/bugs with this content, please post in this thread.
The Unearthed Arcana article, "Subclasses, Part 3" is on the Wizards of the Coast website HERE
There are some limitations for this playtest content within D&D Beyond, which are noted below.
Subclass - Artificer - Armorer (UA)
Subclass - Druid - Circle of the Stars (UA)
Subclass - Ranger - Fey Wanderer (UA)
Adding the new UA Infusions -

The new UA infusions appear and are selected in the same way as Artificer Class infusions, they are Denoted by the UA Prefix.
Using Unearthed Arcana content on D&D Beyond
Please ensure that you enable Playtest Content - this can be accomplished in two places:
1. On the HOME tab of the Character Builder.
2. In the preferences sidebar of the character sheet.
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
Yes! Just saw it!!
I love both the druid and ranger, and hope they become official!!
What was the first thing you did when you saw this?
Mod Edit - Please don't Spam single line posts.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Looks great, great job guys! Only problem I found so far is that although I don't have Smith's Tools already, when I level to 3rd and choose Armorer it grants me Smith's Tools and asks me to pick a new tool as if I was already proficient in Smith's.
Maybe this is a holdover from me selecting Battlesmith before (during a level/unlevel test)? But I tried swapping between the two subclasses and the issue persists.
Armorer doesn't gain additional infusion slots Also, helm of awareness doesn't allow to infuse. Thunderstrike gauntlets can't be further infused (not registering as weapon). Mind sharpener doesn't allow infusion.
The Artificer Armorer class specific spells are off a little bit. It should have the 5th level spell "Wall of Force" but has the 4th level spell "Wall of Fire" instead. This means the subclass has 3 4th level spells and only 1 5th level.
Drink water. Take a nap. Pray about it.
[ Site Rules & Guidelines ] - [ Homebrew Rules ] - [ D&D Beyond FAQ ] - [ Homebrew FAQ ] - [ Homebrew Video Tutorials ]
Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
Will the UA infusions be added to/displayed on the artificer class page somewhere, whether under the list of artificer infusions or under Armorer or in its own section?
https://www.dndbeyond.com/classes/artificer
The UA Armorer artificer's Armor Modifications feature (https://www.dndbeyond.com/classes/artificer#ArmorModifications-1728679) mentions the Infuse Items feature (emphasis mine):
For convenience, this should link to the Infuse Item feature (which I just realize the UA itself misspelled the name of): https://www.dndbeyond.com/classes/artificer#InfuseItem-1131631
It might also be useful to link to the list of infusions itself (which, as noted above, is missing the UA infusions): https://www.dndbeyond.com/classes/artificer#ArtificerInfusions-1131764
(And of course, it references the Power Armor feature itself (https://www.dndbeyond.com/classes/artificer#PowerArmor-1750401), but that may not be worth a link since it's a feature from the same subclass.)
There also seem to be two typos in the description of the Guardian model's benefit in the Perfected Armor feature: https://www.dndbeyond.com/classes/artificer#PerfectedArmor-1749601
The end of the first paragraph says (emphasis mine):
This should be "to a space". However, this seems to be an error carried over from the UA PDF itself: https://media.wizards.com/2020/dnd/downloads/UA2020-Subclasses03_0224.pdf#page=2
In addition, there's a missing period between the two sentences of the second paragraph (emphasis mine):
It should correctly read (as the UA PDF does):
(There's also a missing hyphen in the Infiltrator model's benefit of the feature - i.e. "in a 5 foot radius" should be "in a 5-foot radius" - but that's another error carried over from the UA PDF itself.)
The UA Circle of the Stars druid's Full of Stars feature mentions resistance: https://www.dndbeyond.com/classes/druid#FullofStars-1730863
The rule tip below it also mentions resistance and the order in which you apply such modifiers to damage:
These would be good places to to format the word "resistance" as a tooltip:
...or otherwise include a link to the relevant rule (as the tooltip also does) that states exactly what the rule tip points out. The same could be done for "vulnerability" in the rule tip if desired.
It helps people know where to look to find this information in the rules themselves.
I really like what's going on with the Feywild Ranger.
The ranger is very reliant on competitive bonus actions, namely hunter's mark and almost every 3rd level subclass ability. If you're building a dual wielding ranger, you're three turns in (In most cases) until you actually start using that bonus action to two-weapon fight. This bonus action that adds the extra damage AND allows the bonus attack is a great and welcome addition.
I do find it hilarious however, the ability states that, "A creature can take this extra damage only once per turn," which implies that the bonus action can be used before the attack action is taken, which is contrary to most of the unofficial faqs that I've been reading about bonus actions and turn sequence here. Opening with the bonus action makes perfect sense here, as it does for shield mastery and pretty much every other bonus action.
The only thing I think they've left out is in their psychic smite ability- it doesn't specify the level of spell-slot used or if the damage scales with higher spell slots.
I'll be testing this subclass on the table soon and am excited to see what it brings!
Bonus actions can be taken at any time, including before your action (or even between the attacks of an Attack action), unless they specify a timing in some way:
If they're dependent on another action (e.g. the Eldritch Knight fighter's War Magic: "when you use your action to cast a cantrip, you can make one weapon attack as a bonus action" - or the Charger feat: "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.") or attack (e.g. Two-Weapon Fighting: "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand."), they can only take place after that action or attack is resolved. Shield Master's bonus-action shove is reliant on you taking the Attack action, so it must officially come after the shove.
Otherwise, if they don't specify a timing and aren't reliant on another thing being done, they can be used at any time. The Fey Wanderer ranger's Dreadful Strikes feature grants a bonus action that is not reliant on doing anything else first:
...so it can be used before your action.
RAW, the Thunder Gauntlets can be dual wielded, if the character has the "Dual Wielder" feat. There is no way to show this, since they are not listed as weapons.
The "enhanced weapon" infusion shows as available to infuse, regardless of whether I have selected that as a learned infusion.
-Timer, I have gone through this feedback-
1. I would represent the Duel Wielder feat as below
Hope this helps.
2. I am not seeing this issue on our end, could I please get a link to the character?
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Standard "free" content is restricted to the D&D 5th Edition Basic Rules, SRD, and other free content.
Here is the character
https://www.dndbeyond.com/profile/SethTheFrank/characters/24127600
I assume that you can see them, even though they are not public. I do not have the enhanced weapon infusion selected, but it does appear under the equipment section.
What background?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Hello, it looks like you have Enhanced Weapon selected in the Level 9 Armorer feature, if you change the selection here that should go away for you on the sheet!
Aha! Got it.
It seems "Thunder Gauntlets" cannot be infused (not even on levels 9 and above), according to RAW it seems they should be infuse-able
.
So for Level 9 Armourer: Armour Modifications we just have to infuse 4 new items and pretend they are actually the power armour infused? And ignore the infusion limit that is displayed?
Armor Modifications
9th-level Armorer feature
You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.