D&D Releases Playtest for Updated Artificer

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Wizards of the Coast has dropped a new Unearthed Arcana Playtest for the Artificer, bringing the often neglected 13th Dungeons & Dragons 5E class into alignment with the 2024 rules update. The playtest was released via D&D Beyond today, with feedback launching on December 24th.

The Artificer gains several new abilities, many of which are designed with an eye to making the class more versatile. For instance, players can now craft low-cost items quickly with a revamped Magical Tinkering ability, while Infuse Item ha been changed to Replicate Magic Item and allows players to replicate magic items of certain rarities and item type. Players can also use the Magic Item Tinker ability to convert a Replicated magic item into a spell slot. The capstone Soul of Artifice ability has also received a buff, with the Artificer no needing a Reaction in order to utilize its ability to skip death saving throws and restoring more health as well.

The subclasses were also updated. For example, the Alchemist's Experimental Elixir producing more elixirs and Chemical Mastery getting a big boost with extra damage, resistance, and the ability to cast Tasha's Bubbling Cauldron. The Armorer has a new Dreadnought option and Armor Modifications was replaced with a new ability called Armor Replication. The Artillerist's Eldritch Cannon can switch between various options instead of being set to one option and the Explosive Cannon ability does more damage and only requires a Reaction to use. Finally, the Battle Smith has received minor adjustments to its Steel Defender construct.

Compared to many other class updates in the 2024 Player's Handbook, the Artificer's changes are much less drastic. There are some obvious updates that bring the class in line with the design updates to other classes, but it didn't receive a major rework like several other classes.
 

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Christian Hoffer

Christian Hoffer


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A lot of really interesting things here. A few initial observations:

1. This is going to be a very popular 1- and 2-level dip. 1 level will give med armor and shields and a skill -- super for Rogues.
2. The flavour text feels a little off to me -- items "vanish" (rather than stop working) or are repaired when you "touch" them. It's clearly a magic class.
3. replacing cantrips and spells after a long rest means that things stay VERY flexible -- i would have thought 1/level would be better.
4. Cantrip list is very strong: Guidance, Attack cantrips, and True Strike. Again; this makes the class a dip-draw.
5. For the Armoror: clearly playing into the MCU Iron Man presentation, which is fine; when the armor is used as an arcane focus, does it need a free hand?
6. For the Armoror: Dreadnaught Flail is fun. I am pleased that these weapons do not have associated Mastery properties; that would be too much.
7. For the Armoror: I'm not sure what is gained by having the Lightning Launcher a Thrown weapon -- is it just that you can use Str or Dex or Int for the attack? EDIT: as described downthread, all ranfged weapons are either ammunition or thrown; this is likely a legacy, and it has no effect.
8. For the Battle Smith: the Arcane Empowerment is now of much less impact than it was before the revised True Strike.
9. A 2-level dip means that characters can also create for themselves 2 magic items, which will allow a lot of builds that are otherwise challenging to pull off (e.g. an Articficer 2/Rogue X can have a +1 throwing weapon that always returns. Not too powerful, but it allows a certain fantasy otherwise not there.) EDIT: my bad -- you need level 6 to make a returning weapons; it's not really opening up space for creative builds.
 
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I'm a little worried about the Battle Smith. No Mastery traits, difficulty taking the usual martial feats since those won't raise Intelligence, it's a bit hard for what's primarily a weapon user. Maybe the spells and Steel Defender are supposed to carry that weight? I'll keep an eye out for playtest reports.

One thing my mind goes to is the potential for Artillerist to use True Strike. It'd have to be a one-handed weapon, so that the Arcane Firearm can be in the other. But maybe a Fighter 1 dip for Pistol proficiency and Archery Fighting Style? It's a bit gimmicky, but I do like my gimmick builds.
 


I'm a little worried about the Battle Smith. No Mastery traits, difficulty taking the usual martial feats since those won't raise Intelligence, it's a bit hard for what's primarily a weapon user. Maybe the spells and Steel Defender are supposed to carry that weight? I'll keep an eye out for playtest reports.

One thing my mind goes to is the potential for Artillerist to use True Strike. It'd have to be a one-handed weapon, so that the Arcane Firearm can be in the other. But maybe a Fighter 1 dip for Pistol proficiency and Archery Fighting Style? It's a bit gimmicky, but I do like my gimmick builds.
Battle Master was already the best Artificer, it doesn't need Masteries or weapon feats to keep up I don't think. The others needed glowups to get to its level.

My only complaint about Battle Smith is they can't use their weapon as a casting focus.
 


Battle Master was already the best Artificer, it doesn't need Masteries or weapon feats to keep up I don't think. The others needed glowups to get to its level.

My only complaint about Battle Smith is they can't use their weapon as a casting focus.
yeah.

just take 1 level of fighter if you want it. fighting style for extra reward. and some minor self healing.
 

I'm a little worried about the Battle Smith. No Mastery traits, difficulty taking the usual martial feats since those won't raise Intelligence, it's a bit hard for what's primarily a weapon user. Maybe the spells and Steel Defender are supposed to carry that weight? I'll keep an eye out for playtest reports.
Their mastery is any magic weapon.

Starting at +1 weapons and scaling to flame tongue at level 14.
 

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