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 Items 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. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
When trying to select Enhance Defense and Resistant Armor as I should be able to use both now I am not given the option to infuse my plate with 2 infusions.
Am I missing something?
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
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 Items 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. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
When trying to select Enhance Defense and Resistant Armor as I should be able to use both now I am not given the option to infuse my plate with 2 infusions.
Am I missing something?
As it says in the rule you quoted, only the chest piece counts as armor for receiving infusions that only work as armor, so you can't have both of those infusions at once on your plate.
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
This has been debated heavily here, and here. First off, by way of a similar ruling by Jeremy Crawford, we can infer that the Arcane Armor doesn't count as a magic item so you can infuse it (even though it totally should be magical from a realistic standpoint). Without this, the class would be sub par at best.
The kind of RAW ruling (I'll explain this later), as quindraco pointed out, is that the armor portion of a suit of Arcane Armor is the chest piece, and thus can't have both infusions. Why? Because by way of the 3rd level feature, the armor continues to be Arcane Armor until you don another suit of armor. Note that Enhance Defense and Resistant Armor both require a suit of armor, and you can't wear two suits. So if that's really your interpretation then your AA just depowers because you've just equip 4 pieces of armor which you consider a suit. You really can't have it both ways.
More likely, The 9th level feature is needed because of the 3rd level feature, Arcane Armor. It specifically states that the armor covers your whole body, with the exception of the helmet which can be retracted. What the separate armor is suppose to do is allow you to add more infusions to your suit of armor, making your total Arcane Armor infusions go from a potential 2 (chest and helm when your AA helm is retracted) to 4 (chest, helm, boots, and weapon). In that sense, you could have either Resistant Armor or Enhanced Defense on the chest, and a helm, boots, and weapon infusion. This is still not RAW however, as Enhanced Defense still requires a suit of armor, and the 9th level feature only states "armor (the chest piece)", but I do think it is RAI. This is part of the ambiguity of armorer that has been heavily debated and really should be up to your DM. Even my interpretation here probably has holes.
What the DnDBeyond feature notes could be saying is that they can't yet make an Arcane Armor (a single item) with Armor Modification take multiple infusions, most likely because it creates an issue with with the number of attuned items you could have equip (you can't attune to one item twice). Again this is interpretation.
A better and less complicated option would be to grab a shield, and have it take Enhanced Defense, while your AA takes Resistant Armor. You would lose out on two-weapon fighting with thunder gauntlets, but that's an average of +5 damage.
Yes however at level 9 It breaks up your "armor" into 4 different parts and you can now infuse each part separately?
As Donkleberg stated, what you get is a chestpiece that can take armor infusions, boots that can take boot infusions, a helmet that can take helmet infusions, and a weapon that can take weapon infusions. As Donkleberg also alluded to, this doesn't actually do anything meaningful - only the +2 infusion slots matter. Other than that, nothing about your practical infusing changes.
I mean, the issue with artificer and dndbeyond is that artificer can affect items, and it looks like the item class (OOP) is not as versatile as artificer demands.
Personally, I can see why this would be a low priority issue. It's solvable through handwaving and proper tracking, and a full fix would require to design changes to one of their core object classes. With WotC not pushing artificer changes in 2024 ed, I wouldn't even put people on it until direction for the class is given.
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When trying to select Enhance Defense and Resistant Armor as I should be able to use both now I am not given the option to infuse my plate with 2 infusions.
Am I missing something?
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
As it says in the rule you quoted, only the chest piece counts as armor for receiving infusions that only work as armor, so you can't have both of those infusions at once on your plate.
Yes however at level 9 It breaks up your "armor" into 4 different parts and you can now infuse each part separately?
EDIT:
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
This has been debated heavily here, and here. First off, by way of a similar ruling by Jeremy Crawford, we can infer that the Arcane Armor doesn't count as a magic item so you can infuse it (even though it totally should be magical from a realistic standpoint). Without this, the class would be sub par at best.
The kind of RAW ruling (I'll explain this later), as quindraco pointed out, is that the armor portion of a suit of Arcane Armor is the chest piece, and thus can't have both infusions. Why? Because by way of the 3rd level feature, the armor continues to be Arcane Armor until you don another suit of armor. Note that Enhance Defense and Resistant Armor both require a suit of armor, and you can't wear two suits. So if that's really your interpretation then your AA just depowers because you've just equip 4 pieces of armor which you consider a suit. You really can't have it both ways.
More likely, The 9th level feature is needed because of the 3rd level feature, Arcane Armor. It specifically states that the armor covers your whole body, with the exception of the helmet which can be retracted. What the separate armor is suppose to do is allow you to add more infusions to your suit of armor, making your total Arcane Armor infusions go from a potential 2 (chest and helm when your AA helm is retracted) to 4 (chest, helm, boots, and weapon). In that sense, you could have either Resistant Armor or Enhanced Defense on the chest, and a helm, boots, and weapon infusion. This is still not RAW however, as Enhanced Defense still requires a suit of armor, and the 9th level feature only states "armor (the chest piece)", but I do think it is RAI. This is part of the ambiguity of armorer that has been heavily debated and really should be up to your DM. Even my interpretation here probably has holes.
What the DnDBeyond feature notes could be saying is that they can't yet make an Arcane Armor (a single item) with Armor Modification take multiple infusions, most likely because it creates an issue with with the number of attuned items you could have equip (you can't attune to one item twice). Again this is interpretation.
A better and less complicated option would be to grab a shield, and have it take Enhanced Defense, while your AA takes Resistant Armor. You would lose out on two-weapon fighting with thunder gauntlets, but that's an average of +5 damage.
Feel free to pick apart my analysis.
As Donkleberg stated, what you get is a chestpiece that can take armor infusions, boots that can take boot infusions, a helmet that can take helmet infusions, and a weapon that can take weapon infusions. As Donkleberg also alluded to, this doesn't actually do anything meaningful - only the +2 infusion slots matter. Other than that, nothing about your practical infusing changes.
Woop yes its a weapon, not gloves. Thank you for catching that. =)
Has this feature been fixed yet, it has been 3 years
7 years later...
I mean, the issue with artificer and dndbeyond is that artificer can affect items, and it looks like the item class (OOP) is not as versatile as artificer demands.
Personally, I can see why this would be a low priority issue. It's solvable through handwaving and proper tracking, and a full fix would require to design changes to one of their core object classes. With WotC not pushing artificer changes in 2024 ed, I wouldn't even put people on it until direction for the class is given.