So using 2014 Core rules 2014 Expanded rules, I been playing an Artificer for 5e. And was trying to find a way with the crafting that is available to be able to use with infusions. But, because it's only creating magical items they're not able to be infused since it requires a non-magical weapon. When all I was wanting to do was just infuse my special weapon for Artificer's Subclass Armorer. For the Infiltrator and Defender armor mode since they're considered non-magical to be able to be infused with the Enhanced Weapon for +1 damage and rolls. Because for some reason in the character sheet it doesn't just give you an option for Artificer to select it. Even though it's clearly in your actions for attacks. Which feels like something that could easily be added as a option when you try to infuse.
So then in my campaign we have introduced crafting for pretty much everything a player can craft from Alchemy, blacksmithing, enchanting is what we're focusing on at the moment after facing and killing a Adult Black Dragon at level 4 while escorting. And in the crafting guide we're using that's Kibbles'. There's section of crafting templates for weapons and DC checks. For simple, martial, and custom weapon template to make from simple, 1d6 DC 12 to start and martial 1d8 DC 15 to start.
Now my question. How come there isn't just a create a item section underneath create a magical item? So that we are able to craft a non-magical Weapon and Armor from scratch. And instead of using base weapons and armor that has everything of that weapon and armor into the item added. To work from a blank sheet and choosing which item you're wanting to create based on proficiency. Then being able to customize exactly what you want. From choosing if the item is a melee or range weapon. To the damage dice and how many damage dice it has. To customize the range for thrown and range attacks with ease because you have a start range and end range when choosing thrown or range weapon. To select what weapon properties it has since it can have more than one from the start instead of adding modifiers one by one. To choose which stat it uses instead of adding a modifier. since you cannot fully remove a base weapon's inherent properties (damage die, range, mastery) when using it as a template currently. Even with modifiers to replace things. Just feels with this way you can make it from blank slate with using only the proficiency as what you want to make. That way custom weapons and armors can be directly infused because it would come up as an option as it's not magical.
Then the second part. Since we're level 5 now after killing the Adult Black Dragon and escorting safely back. Really trying to step into the role of Artificer with my smith tools and such. And on the downtime to craft we mainly been rolling in discord. Is there a way to have a crafting section in our character sheet where it isolates our crafting where we can actually roll the tools we have and keep track in a separate Game Crafting Log? I made a custom dagger and just named it Crafting Rolls where i can - smith and such so it's at least organized. But that's because there's no specific Crafting Log where we could keep track of the crafting rolls, hours, and days of the downtime. I just thought it'd be a nice addition to our character sheet.
These are my thoughts and struggles with improving and using dndbeyond as a main source of gameplay outside of our table top simulator experience. I feel with with the customizable blank slate and only using proficiency of the item instead of the whole item to clutter. Would make for some much more organized homebrew items.
"When all I was wanting to do was just infuse my special weapon for Artificer's Subclass Armorer. For the Infiltrator and Defender armor mode since they're considered non-magical to be able to be infused with the Enhanced Weapon for +1 damage and rolls."
There are some who argue the lightning launcher, etc, are magical, and therefore disqualified from adding a +1 weapon infusion.
I personally think its silly that i can build a lightning launcher and i can take a mundane longbow and make it a +1 longbow, but i cant understand my lightning launcher, which i built, well enough to apply the +1 to it.
At level 9, the armorer subclass gets an automatic +1 to your armorer weapons, so you wont falltoo far behind. But yeah, annoying when the rules allow "wish" but cant put a +1 infusion on my lightning launcher.
"Is there a way to have a crafting section in our character sheet where it isolates our crafting where we can actually roll the tools we have and keep track in a separate Game Crafting Log? "
I dont think Ive ever seen a button to roll for tools. And the rules for rolling with tools is complicated. Not jusy a skill check. So it would be nice.
No skill, no tool =no bonus
No skill, tool prof= +pb
Skill prof, no tool prof= +pb
Skill prof, tool prof= +pb @advantage.
What i did, at least for thieves tools is make a custom skill, and the text says thieves tool at advantage, just to remind me.
So we're using the 2014. So it's actually the: "Armor Modifications
9th-level Armorer feature
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. 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."
And as far as the armor modes. Infiltrator and Guardian. They say they're simple melee and range weapons in which can be infused. You just have to choose either a +1 for special weapon or the enhanced defense infusion for the armor since before level 9 the parts aren't separated yet for multiple infusions and your armor is considered part of the Special Weapon itself. Based on wording alone regardless of their damage type is that they're not magical. But technical because they're part of the Artificer for Arcane Armor to make everything it benefits as a Arcane Focus as well. And a Arcane Focus itself if you'd add it to your inventory by itself is just a common item. Not Magical. As long as it's not considered magical by any means. Any non-magical object can be imbued with the Artificer's Infusions.
Personally I just stuck with the enhanced defense for my Arcane Armor infusion because of this and replaced it with the cantrip Spellwrought Tattoo since it allowed me more one shot spells and such for our campaign. If we don't need a bag of holding that is.
But what's your thoughts on crafting non-magic items? I was just explaining how I got to wanting to craft in dnd beyond with my Artificer.
"Based on wording alone regardless of their damage type is that they're not magical."
In 2024 the wording suggests the entire suit of armor is magical. They call it arcane or something, but thats enough for the "nope" crowd to say you cant do it.
"But what's your thoughts on crafting non-magic items?"
I'd say "meh"? In 2024 rules,the tinkers magic feature lets you manifest an object from a list intmod times per day. I have used it once so far.
I played armorer, so i could make nonmagical armor twice as fast or something but everyone in the party already had armor, and i was saving up to upgrade to mithral plate to make my stealth rolls better. And i cant build magic armor till level 9 i think?
It also depends on your dm and campaign. We are in the jungle, constantly on the move, and i am never at my bastion to craft anything. So it doesnt come into play much.
I think its a number of days to craft equal to the cost ti by the thing divided by 10? So cool stuff takes a long, long time.
yea we're not using 2024 rules. 2014 Core rules 2014 Expanded rules. I'll edit the post so it states that to have no confusion. And the crafting part is part of the Kibbles' Crafting Guide free version. But anything I'd create can't be infused on dnd beyond hence the post. Since there's a lot of fun custom items and modifiers that can be made.
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So using 2014 Core rules 2014 Expanded rules, I been playing an Artificer for 5e. And was trying to find a way with the crafting that is available to be able to use with infusions. But, because it's only creating magical items they're not able to be infused since it requires a non-magical weapon. When all I was wanting to do was just infuse my special weapon for Artificer's Subclass Armorer. For the Infiltrator and Defender armor mode since they're considered non-magical to be able to be infused with the Enhanced Weapon for +1 damage and rolls. Because for some reason in the character sheet it doesn't just give you an option for Artificer to select it. Even though it's clearly in your actions for attacks. Which feels like something that could easily be added as a option when you try to infuse.
So then in my campaign we have introduced crafting for pretty much everything a player can craft from Alchemy, blacksmithing, enchanting is what we're focusing on at the moment after facing and killing a Adult Black Dragon at level 4 while escorting. And in the crafting guide we're using that's Kibbles'. There's section of crafting templates for weapons and DC checks. For simple, martial, and custom weapon template to make from simple, 1d6 DC 12 to start and martial 1d8 DC 15 to start.
Now my question. How come there isn't just a create a item section underneath create a magical item? So that we are able to craft a non-magical Weapon and Armor from scratch. And instead of using base weapons and armor that has everything of that weapon and armor into the item added. To work from a blank sheet and choosing which item you're wanting to create based on proficiency. Then being able to customize exactly what you want. From choosing if the item is a melee or range weapon. To the damage dice and how many damage dice it has. To customize the range for thrown and range attacks with ease because you have a start range and end range when choosing thrown or range weapon. To select what weapon properties it has since it can have more than one from the start instead of adding modifiers one by one. To choose which stat it uses instead of adding a modifier. since you cannot fully remove a base weapon's inherent properties (damage die, range, mastery) when using it as a template currently. Even with modifiers to replace things. Just feels with this way you can make it from blank slate with using only the proficiency as what you want to make. That way custom weapons and armors can be directly infused because it would come up as an option as it's not magical.
Then the second part. Since we're level 5 now after killing the Adult Black Dragon and escorting safely back. Really trying to step into the role of Artificer with my smith tools and such. And on the downtime to craft we mainly been rolling in discord. Is there a way to have a crafting section in our character sheet where it isolates our crafting where we can actually roll the tools we have and keep track in a separate Game Crafting Log? I made a custom dagger and just named it Crafting Rolls where i can - smith and such so it's at least organized. But that's because there's no specific Crafting Log where we could keep track of the crafting rolls, hours, and days of the downtime. I just thought it'd be a nice addition to our character sheet.
These are my thoughts and struggles with improving and using dndbeyond as a main source of gameplay outside of our table top simulator experience. I feel with with the customizable blank slate and only using proficiency of the item instead of the whole item to clutter. Would make for some much more organized homebrew items.
"When all I was wanting to do was just infuse my special weapon for Artificer's Subclass Armorer. For the Infiltrator and Defender armor mode since they're considered non-magical to be able to be infused with the Enhanced Weapon for +1 damage and rolls."
There are some who argue the lightning launcher, etc, are magical, and therefore disqualified from adding a +1 weapon infusion.
I personally think its silly that i can build a lightning launcher and i can take a mundane longbow and make it a +1 longbow, but i cant understand my lightning launcher, which i built, well enough to apply the +1 to it.
At level 9, the armorer subclass gets an automatic +1 to your armorer weapons, so you wont falltoo far behind. But yeah, annoying when the rules allow "wish" but cant put a +1 infusion on my lightning launcher.
"Is there a way to have a crafting section in our character sheet where it isolates our crafting where we can actually roll the tools we have and keep track in a separate Game Crafting Log? "
I dont think Ive ever seen a button to roll for tools. And the rules for rolling with tools is complicated. Not jusy a skill check. So it would be nice.
No skill, no tool =no bonus
No skill, tool prof= +pb
Skill prof, no tool prof= +pb
Skill prof, tool prof= +pb @advantage.
What i did, at least for thieves tools is make a custom skill, and the text says thieves tool at advantage, just to remind me.
So we're using the 2014. So it's actually the:
"Armor Modifications
9th-level Armorer feature
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. 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."
And as far as the armor modes. Infiltrator and Guardian. They say they're simple melee and range weapons in which can be infused. You just have to choose either a +1 for special weapon or the enhanced defense infusion for the armor since before level 9 the parts aren't separated yet for multiple infusions and your armor is considered part of the Special Weapon itself. Based on wording alone regardless of their damage type is that they're not magical. But technical because they're part of the Artificer for Arcane Armor to make everything it benefits as a Arcane Focus as well. And a Arcane Focus itself if you'd add it to your inventory by itself is just a common item. Not Magical. As long as it's not considered magical by any means. Any non-magical object can be imbued with the Artificer's Infusions.
Personally I just stuck with the enhanced defense for my Arcane Armor infusion because of this and replaced it with the cantrip Spellwrought Tattoo since it allowed me more one shot spells and such for our campaign. If we don't need a bag of holding that is.
But what's your thoughts on crafting non-magic items? I was just explaining how I got to wanting to craft in dnd beyond with my Artificer.
"Based on wording alone regardless of their damage type is that they're not magical."
In 2024 the wording suggests the entire suit of armor is magical. They call it arcane or something, but thats enough for the "nope" crowd to say you cant do it.
"But what's your thoughts on crafting non-magic items?"
I'd say "meh"? In 2024 rules,the tinkers magic feature lets you manifest an object from a list intmod times per day. I have used it once so far.
I played armorer, so i could make nonmagical armor twice as fast or something but everyone in the party already had armor, and i was saving up to upgrade to mithral plate to make my stealth rolls better. And i cant build magic armor till level 9 i think?
It also depends on your dm and campaign. We are in the jungle, constantly on the move, and i am never at my bastion to craft anything. So it doesnt come into play much.
I think its a number of days to craft equal to the cost ti by the thing divided by 10? So cool stuff takes a long, long time.
yea we're not using 2024 rules. 2014 Core rules 2014 Expanded rules. I'll edit the post so it states that to have no confusion. And the crafting part is part of the Kibbles' Crafting Guide free version. But anything I'd create can't be infused on dnd beyond hence the post. Since there's a lot of fun custom items and modifiers that can be made.