I wanted to create an Astral monk with a noble/gentlemanly like astral form. A top hat with masquerade mask for the face. A long coat for the armor. As for the arms, its a body with formal attire and a cane.
ARTIFICER INFUSIONS - this sourcebook introduces a number of changes to Artificer infusions, from the infusions that were presented in the Eberron sourcebook. We are aiming to update/add these updated infusions later this week.
You currently have no available optional class features for this class
Unlock all official options in the Marketplace or create them for Homebrew Subclasses.
So I've already bought Tasha's on DnDBeyond, also I've ticked the box to allow Optional Class Features. But when I try to use the Optional Class Features, this pops up saying I can't use the feature because I don't own them?
On the plus side... Optional Origins works though.
I just started playing an artificer last night. I'm still at level one. The artificer Spellcasting says that I can use an artisan's tool or an infused item (available level 2) to cast a spell. I take it this means I need a free hand to cast spells at level 1? So using a sword & shield would stop me from casting spells until I can I fuse one of them at level 2?
Once I have an infused item at level 2, can I then cast all my spells using it, even if they don't have a material component? I think I read for paladins that they need the warcaster feat to cast spells that have only somatic components and no material components if they're using a sword and shield. With the artificer, should I assume that all spells have an implied material component, meaning that I don't need warcaster (at least not to enable casting while using an infused sword & shield)?
Would that mean I can use cure wounds without a free hand? I guess some healing needles eject from my I fused sword or something similar.
As a paladin or cleric, you can engrave your shield with the emblem of your deity and use that as a focus while using your shield as stated on the Holy Symbol paragraph on page 151 of the PHB. So Warcaster isn't necessary as you're still using it.
Using RAW, currently at level 1 using a sword and shield will stop you from casting spells. But at level 2, you can use your infusions for this as long as you're currently equipped with an infused weapon/shield. So you can use cure wounds without a free hand, if you're holding your infusions. Such as a shield that ejects healing salves when using cure wounds. However if you are playing an alchemist, be warned that your level 5 feature won't work that way unless you hold alchemist supplies.
I have been trying to apply the "Returning Weapon" infusion to a spear, but the only (and I do mean ONLY) option on the character sheet for Returning Weapon is a Dagger. Not Javelin, not Spear, not Handaxe, literally none of the other Simple or Martial weapons with the Throwing property show up.
I see all the options like Dagger, Dart, Spear, Trident, etc. when I tried creating a Returning Weapon infusion and was able to create it successfully.
I just tried again, still can only do it to a dagger.
edit: character link, if that helps:
ddb.ac/characters/18308625/iyX7z1
I mean... I dunno how to solve it from looking at your character sheet. Even if I don’t have the weapon available, it still gives me the option for returning weapon.
I have been trying to apply the "Returning Weapon" infusion to a spear, but the only (and I do mean ONLY) option on the character sheet for Returning Weapon is a Dagger. Not Javelin, not Spear, not Handaxe, literally none of the other Simple or Martial weapons with the Throwing property show up.
I see all the options like Dagger, Dart, Spear, Trident, etc. when I tried creating a Returning Weapon infusion and was able to create it successfully.
The alchemist makes potions, but as per the rules, they are a bit awkward to use whilst in combat. The alchemist is better for out of combat stuff. So in short, its a bit clunky around level 3 and 4, but as soon as you reach level 5, you start feeling a lot better. That's cause you get bonuses to healing and certain types of damage. The spell list of the alchemist gives you Healing Word (great) and some damaging acid spells which get a bonus at level 5.
When I play an artificer, I feel like my infusions are the most important thing to my character since they're the main choices you have to make. So you'd want to look at giving infusions to your teammates to buff them, or keep it for yourself to give yourself more utility. Just be warned that Enhance Arcane Focus doesn't synergise with alchemist supplies (required to get bonuses to healing and damage). Don't forget you also get access to all the magic items in xanathars which give a lot of interesting options.
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I wanted to create an Astral monk with a noble/gentlemanly like astral form. A top hat with masquerade mask for the face. A long coat for the armor. As for the arms, its a body with formal attire and a cane.
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That bug support thread is massive, so I think we can give them some more time since it looks like they have a lot to fix.
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Source: https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/87774-tashas-cauldron-of-everything-issues-and-support
So the Tasha's infusions might not be available yet.
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So I've already bought Tasha's on DnDBeyond, also I've ticked the box to allow Optional Class Features. But when I try to use the Optional Class Features, this pops up saying I can't use the feature because I don't own them?
On the plus side... Optional Origins works though.
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Embedding your armor with thieves tools.
Retractable grip, that can hold daggers or whatever.
Creating a special weapon that lets you also do sleight of hand actions with every attack?
Pocket scout that can pick locks, share it's view with you, record sound and other things?
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Yeah, if you purchase the subclass, you get the Base Artificer as well.
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As a paladin or cleric, you can engrave your shield with the emblem of your deity and use that as a focus while using your shield as stated on the Holy Symbol paragraph on page 151 of the PHB. So Warcaster isn't necessary as you're still using it.
Using RAW, currently at level 1 using a sword and shield will stop you from casting spells. But at level 2, you can use your infusions for this as long as you're currently equipped with an infused weapon/shield. So you can use cure wounds without a free hand, if you're holding your infusions. Such as a shield that ejects healing salves when using cure wounds. However if you are playing an alchemist, be warned that your level 5 feature won't work that way unless you hold alchemist supplies.
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Assuming its a level 20 artificer with 6 infusions (not UA) he's attuned to...
Periapt of Wound Closure - stops you dying
Winged Boots - Flying is great.
Hat of Wizardry - Casting any wizard cantrip? Useful.
Gauntlets of Ogre Power - 19 in Strength. Helps you with weapon attacks or doing some heavy lifting.
Amulet of Health - 19 in Constitution? Yes. Get that extra health and concentration bonus.
Enhanced Defense - +2AC to shield for a total of +4 to AC, so nice.
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I mean... I dunno how to solve it from looking at your character sheet. Even if I don’t have the weapon available, it still gives me the option for returning weapon.
https://imgur.com/gallery/gCh7VBL
like for the last resort I would say just create a new character sheet with all the same stuff and see if that works.
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I plan to someday play an artificer who's homunculus is a hat that I just wear on my head.
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I see all the options like Dagger, Dart, Spear, Trident, etc. when I tried creating a Returning Weapon infusion and was able to create it successfully.
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I think an easier thing to do would be to have a checkbox of which experimental elixirs you have for the day.
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I was hoping they would all keep the -ist suffix.
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The alchemist makes potions, but as per the rules, they are a bit awkward to use whilst in combat. The alchemist is better for out of combat stuff. So in short, its a bit clunky around level 3 and 4, but as soon as you reach level 5, you start feeling a lot better. That's cause you get bonuses to healing and certain types of damage. The spell list of the alchemist gives you Healing Word (great) and some damaging acid spells which get a bonus at level 5.
When I play an artificer, I feel like my infusions are the most important thing to my character since they're the main choices you have to make. So you'd want to look at giving infusions to your teammates to buff them, or keep it for yourself to give yourself more utility. Just be warned that Enhance Arcane Focus doesn't synergise with alchemist supplies (required to get bonuses to healing and damage). Don't forget you also get access to all the magic items in xanathars which give a lot of interesting options.
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https://www.gearbest.com/other-educational-toys/pp_1698713.html but really long and your potions makes it bigger.