Artificer UA has been released!

SkidAce

Legend
Supporter
Magical Tinkering is cool.

1st level NPCs with this can now create magical paintings with ambient sound.

/scurries off to create the Imager's Guild.

Note: with Paint Brushes as their magical focus of course.
 
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Hussar

Legend
Couple of things jump out.

1. Being able to spend a bonus action to have your homonculus perform the Help action kinda steps on the Mastermind's toes a bit. But, it is pretty cool. And, it makes the pet VERY useful without needing to have a "combat pet".

2. I get the notion, but, a turret isn't really a pet is it?

3. Why does this class get extra attacks per round? I mean, the spell list for both subclasses is pretty robust - they've got damage spells down pat. None of the other casters get multiple attacks as a baseline. Seems a tad unnecessary to me. And, unless you pick up a magic weapon, doesn't that make the Enhanced Weapon infusion pretty much a must have? Additionally, I know that my current DM had a real issue with my forge priest getting a magic weapon at 1st level, I can't imagine he's going to be thrilled with someone who can create two magic weapons at 2nd level and give them to anyone.

4. I LOVE the fact that the artificer can swap out cantrips on a long rest. Very cool idea.

I want to see this in play. Fortunately, my group will be staring a new campaign very soon. Yay.
 

epithet

Explorer
Arcane Weapon is a pretty great 1st level spell. It's at least as good as the 3rd level Elemental Weapon.

Seems like Artificer would be a good choice for the Magic Initiate feat.
 

Psyzhran2357

First Post
3. Why does this class get extra attacks per round? I mean, the spell list for both subclasses is pretty robust - they've got damage spells down pat. None of the other casters get multiple attacks as a baseline. Seems a tad unnecessary to me. And, unless you pick up a magic weapon, doesn't that make the Enhanced Weapon infusion pretty much a must have? Additionally, I know that my current DM had a real issue with my forge priest getting a magic weapon at 1st level, I can't imagine he's going to be thrilled with someone who can create two magic weapons at 2nd level and give them to anyone.

The Artificer's spell slots only go up to Level 5, so I guess the extra attack (albeit with the magical weapon caveat) is to keep it in line with the Ranger and the Paladin.

Also, we now have an INT half caster to round out the casters, yay. I can finally make Gnomes that aren't wizards or third casters! Hopefully it remains so in the final iteration.
 
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gyor

Legend
Arcane Weapon is a pretty great 1st level spell. It's at least as good as the 3rd level Elemental Weapon.

Seems like Artificer would be a good choice for the Magic Initiate feat.

You can use that feat to poach any half caster spells like Ranger, Paladin, or now Artificer.

A Bard however could chose it as a magical secret.
 

Arryn

Explorer
Some thoughts on this:


-I think that an Artillerist should be able to use a firearm as an arcane focus, if they're proficient and such weapons exist in a campaign. I want to see pistols that shoot Fireballs.

Attach a wand to the barrel of your pistol. Cast that new spell which makes it magical, then you have a gun which is a focus and you can fire it twice a round if you want.
 

Herosmith14

First Post
I like it. I like the warlock/paladin chassis, which I think fixed a lot of the conceptual problems the old one had.

I do agree that Alchemist feels a little bland (then again, that's what I thought about last versions alchemist, too), but I can live with this. And while I will miss the gunsmith, I'm willing to give artillerist a chance (the turret actually looks decently fun).

And who knows? If UA down the road is more Artificer stuff, maybe Gunsmith will get resed, and wasn't included here because this was planned for Eberron, and I've seen how people react when you put guns in people's Eberron.

I do also love the infusion system. While I do agree Spell Storing should come in a little earlier, if they expand on the infusion list, is be just as happy getting it at 18th.
 

Thurmas

Explorer
I like the fact that they finally gave a half caster cantrips. I wish the ranger and paladin followed the same model. You could even keep the same 1st level slots at level 2, similar to those two classes, with the cantrips at level 1 and I would be fine with it.

I wish the turret damage scaled with spell slot expended. 1d10 per spell slot for a single target turret, 1d6 per slot for a cone aoe turret. It would give a nice, similar ability to the paladin's smite, yet be different. All that being said, not entirely sure how I feel about the turret in general.
 

Herosmith14

First Post
Also, I don't know whether to be amused or triggered by the fact that people are complaining this isn't Steampunky enough, when a lot of the complaints I saw on last version were that it wasnt magitechy enough.
 

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