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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please explain then because in the Artillerist i see nothing about a crafting bonus. other than just a wand. I am referring to general crafting
Page 10, Tool Proficiency. "In addition, when you craft a magic Wand, the amount of time required to craft it is halved."

Each of the subclasses gets one type of magic item they can craft more quickly, and all artificers can quickly produce mundane equipment with Magical Tinkering
 

i think that is unneccessarily limiting. in my mind a ranger can craft arrows, but any artificer should be able to craft more faster, and to a higher quality. A blacksmith can forge a sword, but an artificer can make a lighter, stronger blade and impart magical properties into it. An alchemist can make a healing potion, but an artificer can make one that has a little extra punch or a secondary effect. To me that is what an Artificer is INTENDED to be. But 5e crafting rules suck ass. Hell all downtime activities are written horribly, like they were just an afterthought.
 


Page 10, Tool Proficiency. "In addition, when you craft a magic Wand, the amount of time required to craft it is halved."

Each of the subclasses gets one type of magic item they can craft more quickly, and all artificers can quickly produce mundane equipment with Magical Tinkering
those mundane items disappear after 1 hour though. Not everyone focuses just on combat encounters. Some of us get deeper into our characters and enjoy downtime activities like being a traveling merchant.
 


We do NOT need a new Eberron release (and I own nearly all of what WotC and Keith have put out)......I mean, I love Eberron, but I'd not put out a full book on it.

That said, a book that had "here is what is unique about each of these worlds", and then had a class or two and species and backgrounds for each would work (and I'd make it clear those classes have leaked into other worlds).

That said, I expect a Tasha's replacement, not a world book.

What would be kind of cool is a mechanics update (races, dragonmarks, artificer) plus an anthology of adventures a la Radiant Citadel or similar - something that goes beyond just the setting and gives us a bunch of things to DO in the setting.
 

We do need an Eberron update. Warforged and kalshatar are still using the original pre-MotM design rules. Dragonmarks need a whole new system now that subrace has been removed. They need to address the issue with half-orcs and half-elves being marked houses. They could probably stand to explore aasimar and goliaths in the setting too.

That said, I'd rather a Xendrik book over another Khorvaire book, but there are a lot of things that could stand to have an updated version that match current design paradigm.
That's like 40 pages. I don't want to pay for the LORE again.

I'd take a Xen'drik book, if it had a lot of monsters and plants and cool ruins maps/images. Not holding my breath on that, though.
 



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