The infusion's effect is already fairly niche so restricting it to just medium and heavy armor would limit its number of users even further. Someone wearing an Armor of Tools will always have one set of either artisan's tools or thieves' tools integrated on them, and they can add their Intelligence modifier to any ability checks made with the integrated tool. By default, the only other classes that have a baseline proficiency with either thieves' tools or one type of artisan's tool is the rogue and the monk, and the monk doesn't need armor anyway. Restricting the infusion to medium and heavy armor cuts out rogues who only have light armor proficiency baseline.
I do agree with you 100% it's just the wording sound's like it is restricting it to the Armourer's Power Armour itself and the only other reference I can find to "suit of armour" is in fluff section for heavy armour. Just making sure I wasn't being too loose with the interpretation.
doesn't it say for like 8 hours only on how long they can integrated?
It does which I find the most bizarre restriction. Considering there's nothing to prevent the user from spending an action to integrate the tools into the armor a second time after the initial 8 hours are up. The fact that it's an infusion means you can already use the armor as a spellcasting focus. If you were to use the integrated tools as a spell casting focus you'd need a free hand to do so anyway so it's exactly the same as holding the tools in hand.
It seems mostly an infusion designed for adding flavor and an INT bonus to tools. Probably meant for the Armorer who wearing heavy armor might then choose to make dexterity a dump stat so this infusion would help them out for dexterity checks using tools.
Honestly something that's intended to provide a 8 hour +INT boost to tool checks seems better suited to be a spell than an infusion and it'd be nice to have some spells exclusive to the Artificer list. A spell like that would be super thematic to the artificer as well. Even better as a ritual spell. As an infusion it seems like kind of a waste.
As far as Artificer specific spells goes... I really thinnk they should get a lv1 spellthat lets them make an Infusion for 1 hour. That way you can actually chose niche infusions AND get to use them. Most of the time you end up with stock "every day set" and can't really use the niche items because you can't wait for a long rest, and if you did you'd be missing some standard assume 'kit' for the rest of the day anyway. A unique spell would be helpful for that.
On this Infusion . I think it wouldn't make well for a spell. One big benefit is that its an action to change the tool as well. Meaning in one given day, I can fuse Theives tools-and be a great locksmith. Then later I can fuse the reins into my armour and never lose control of the cart. And later still, before we bed down, I can craft up an Alchemical Item, or performance maintances. I would never want to spend a spell on these sorta effects. I think this is a great use for an infusion, something that is wide open enough in its use, to actually be used in a variety of ways in one day.
But I personally dislike how difficult it is to use some of the versatile infusions because of how useful certain ones are. So I love the design scape of "can be used in a variety of ways, just taking a little while tos witch out your tools". Its the same thing I love about Right Tool for the Job. (Though I hate that it takes an hour to make the tool-as that prevents 'in the moment' tool switches, like if youo were a scout/stealth sorta deal)
(this is a nice infusion for Alchemists who want their focus but also want hand open. You need a hand free to use it, but it doesn't seem to take up your hand. So its kind of nice for the ability to also be ready to pull out a healing kit, elixirs, etc)
If your clever with it then you can use it during your downtime activities if your character wishes to do some crafting or whatever. Tinkerings is kind of the thing you do. That way you could get a +3~5 bonus to anything you do. And will the Right tool for the job ability you can spend an hour making any tool you need. Integrate it, and get a bonus from your INT. add proficiency bonus if you have it and it's like +8 if you maxed int and are like lv 5.
I've been experimenting with various armorer ideas. My main Artificer, 11th level, is from Eberron where the DM ran Lost Laboratory of Kwalish. She is a warforged and, originally couldn't wear armor. She was very sad when Kwalish asked her if she wanted to test his power armor for him and I couldn't wear it. Since then, she has been converted to the latest, offocia;l version of the warforged and the UA Armorer archetype. The last session was interesting.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
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https://dnd.wizards.com/articles/unearthed-arcana/subclasses_part3
For the Armour of Tools infusion what would you say counts as a "Suit of Armour"?
Would you restrict it to medium and heavy?
The infusion's effect is already fairly niche so restricting it to just medium and heavy armor would limit its number of users even further. Someone wearing an Armor of Tools will always have one set of either artisan's tools or thieves' tools integrated on them, and they can add their Intelligence modifier to any ability checks made with the integrated tool. By default, the only other classes that have a baseline proficiency with either thieves' tools or one type of artisan's tool is the rogue and the monk, and the monk doesn't need armor anyway. Restricting the infusion to medium and heavy armor cuts out rogues who only have light armor proficiency baseline.
It just means armor.
doesn't it say for like 8 hours only on how long they can integrated?
I do agree with you 100% it's just the wording sound's like it is restricting it to the Armourer's Power Armour itself and the only other reference I can find to "suit of armour" is in fluff section for heavy armour. Just making sure I wasn't being too loose with the interpretation.
It does which I find the most bizarre restriction. Considering there's nothing to prevent the user from spending an action to integrate the tools into the armor a second time after the initial 8 hours are up. The fact that it's an infusion means you can already use the armor as a spellcasting focus. If you were to use the integrated tools as a spell casting focus you'd need a free hand to do so anyway so it's exactly the same as holding the tools in hand.
It seems mostly an infusion designed for adding flavor and an INT bonus to tools. Probably meant for the Armorer who wearing heavy armor might then choose to make dexterity a dump stat so this infusion would help them out for dexterity checks using tools.
Honestly something that's intended to provide a 8 hour +INT boost to tool checks seems better suited to be a spell than an infusion and it'd be nice to have some spells exclusive to the Artificer list. A spell like that would be super thematic to the artificer as well. Even better as a ritual spell. As an infusion it seems like kind of a waste.
slight necro
As far as Artificer specific spells goes... I really thinnk they should get a lv1 spellthat lets them make an Infusion for 1 hour. That way you can actually chose niche infusions AND get to use them. Most of the time you end up with stock "every day set" and can't really use the niche items because you can't wait for a long rest, and if you did you'd be missing some standard assume 'kit' for the rest of the day anyway. A unique spell would be helpful for that.
On this Infusion . I think it wouldn't make well for a spell. One big benefit is that its an action to change the tool as well. Meaning in one given day, I can fuse Theives tools-and be a great locksmith. Then later I can fuse the reins into my armour and never lose control of the cart. And later still, before we bed down, I can craft up an Alchemical Item, or performance maintances. I would never want to spend a spell on these sorta effects. I think this is a great use for an infusion, something that is wide open enough in its use, to actually be used in a variety of ways in one day.
But I personally dislike how difficult it is to use some of the versatile infusions because of how useful certain ones are. So I love the design scape of "can be used in a variety of ways, just taking a little while tos witch out your tools". Its the same thing I love about Right Tool for the Job. (Though I hate that it takes an hour to make the tool-as that prevents 'in the moment' tool switches, like if youo were a scout/stealth sorta deal)
(this is a nice infusion for Alchemists who want their focus but also want hand open. You need a hand free to use it, but it doesn't seem to take up your hand. So its kind of nice for the ability to also be ready to pull out a healing kit, elixirs, etc)
1) Power Armor can only be Heavy armor.
2) Armor of tools turns a suit on non-magical armor into magical armor.
3) Power Armor can be used on either non-magical armor or an existing suit of magical armor.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
If your clever with it then you can use it during your downtime activities if your character wishes to do some crafting or whatever. Tinkerings is kind of the thing you do. That way you could get a +3~5 bonus to anything you do. And will the Right tool for the job ability you can spend an hour making any tool you need. Integrate it, and get a bonus from your INT. add proficiency bonus if you have it and it's like +8 if you maxed int and are like lv 5.
I've been experimenting with various armorer ideas. My main Artificer, 11th level, is from Eberron where the DM ran Lost Laboratory of Kwalish. She is a warforged and, originally couldn't wear armor. She was very sad when Kwalish asked her if she wanted to test his power armor for him and I couldn't wear it. Since then, she has been converted to the latest, offocia;l version of the warforged and the UA Armorer archetype. The last session was interesting.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!