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

The 2014 Artificer had "expertise" in tools, but that was removed in this version. I think they are moving away from treating tools like skills, but they could still grant a use on expertise to the artificer.
Expertise in Tools wouldn't do the same as it would for a Skill in 2024.
Because the Tool already provides Advantage when it applies to specific Skill at the moment and there's no DC to craft mundane items
 

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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.)
I was wrong about this upthread -- you can only make the returning weapons at level 6. There's still really strong benefits from a 1- 2- or 3-level dip, but it doesn't open up the design space for concepts quite as much as I had initiialy thought.
 


I was wrong about this upthread -- you can only make the returning weapons at level 6. There's still really strong benefits from a 1- 2- or 3-level dip, but it doesn't open up the design space for concepts quite as much as I had initiialy thought.
Here's the thing about Returning Weapon and Repeating Shot. They're not Infusions anymore. They're just plain old Uncommon magic items. Which means if having one is a build defining item, you don't need to wait till 6th level. You don't even need to be an Artificer. It's just 10 days of downtime and 200g to craft a permanent one. In many campaigns, that's nothing. Certainly it's something that should be attainable well before 6th level.
 

Here's the thing about Returning Weapon and Repeating Shot. They're not Infusions anymore. They're just plain old Uncommon magic items. Which means if having one is a build defining item, you don't need to wait till 6th level. You don't even need to be an Artificer. It's just 10 days of downtime and 200g to craft a permanent one. In many campaigns, that's nothing. Certainly it's something that should be attainable well before 6th level.
yeah -- I get that. I think the availability of crafting things really is wildly variant. I don't see it as a trivial hurdle, and so I like it when I can make a character "self-sufficient" as it were.
 

Just reviewed Treantmonk's video on this. Here is a summary of the issues he sees with the class. I should first mention overall he likes the direction they're going with the class, he just sees some problems:

1) Material Components: Every Artificer spell requires a material component of a tool. You cannot therefore use a weapon and shield, and cast a spell, without stowing/drawing shenanigans. This seems an oversight.

2) Level 6 Uncommon Armor, Wand or Weapon Item plans: This is too broad because of Enspelled items. This is a LOT of spells you suddenly get every day at this level. And the spell DOES NOT NEED TO BE ON YOUR SPELL LIST according to Crawford in the video, which means some spells which are otherwise siloed from classes like Bards are not siloed from this class. This isn't a huge problem at level 6 since it's cantrips and first level spells (though it can be in theory). But later when you get 3rd level spells it can be a problem.

3) Level 11: Spell Storing Item. This is his 2nd biggest issue with this playtest version. This is TEN extra 3rd level spells per day. 11th level Battlesmith has their pet fire 10 Conjure Barrage every day. Artillerists' fire 10 Fireballs per day. Armorer can do 10 Hypnotic Patterns or Lighting Bolts. Alchemists can do 10 hastes or dispel magic.

4) Level 14: Magic Item Savant. This is his 1st biggest issue with this playtest version. You now have TWO MORE Enspelled items each of which holds six 3rd level spells, from any spell list! And why not add a third rare item of something like Wand of Fireballs which holds 7 fireballs for your Artillerist? By his count, including your normal three spell slots, you could have 32 fireballs per day (or any other 3rd level spell, including a 3rd level Paladin or Ranger spell)! Now normally there would be no need for 32 fireballs per day because you won't have that many rounds of combat usually. Unless your near-infinite Homunculi cast those fireballs from the enspelled items, as below.

5) Endless Homunculus Exploit: There is a rules exploit. You create an enspelled weapon that has your Homunculus Servant spell enspelled into the weapon (6 used a day). You hand the weapon to your Homunculus. They attune to it then cast the spell, and they have another Homunculus servant. And they hand the weapon on, until you have 6 Homunculus servants. And then you do it again the next day. And so on, until you have as many Homunculus servants as you want. And they can all Force Strike a foe all on the same turn, because they all go in succession after your PC goes on their initiative. But it would be better if they just cast fireballs from your enspelled item, and hand it on down the line, to nuke a room.

6) Now you might say hey, I wouldn't allow that exploit. Yeah, me neither, though they should close that endless loop in the rules. But you're likely going to have a single Homunculus with maybe an enspelled weapon, and a single Familiar which has an enspelled item, and both can use them to cast additional spells each round without an exploit. If you're a Battlesmith you might have another creature under your control with Steel Defender which can use an item. So now you can cast four third level spells every round without an exploit. Those could be four different concentration spells even. Four Hypnotic Patterns? Yup, you could in theory do that.

7) The lower level item you can create includes a bag of holding. At high levels (I think 14th) you can make a portable hole. So you can have your homunculus fly to a foe, dump the bag of holding in the portable hole (or vice versa? whichever one causes the implosion) and boom, big bad sucked into the resulting implosion at the cost of a spell slot and two of your daily magic item creations.

Those are the major issues he sees, at least some of which should be addressed in the revision after the playtest feedback.
 


Look, I don't want to yuck anyone's yum, optimization has a long history within the hobby, almost as long as the hobby itself. And I certainly don't think there's any such thing as BadWrongFun, a truly wrong way to play.


...but if there was........
 

Spell storing item needs to be lower level, even if that means restricting it. It’s way too definitive to wait until level 11.
- ditch spell slots from magic items and bring this way down instead. Early levels can allow for only level 1 spells, and then scale up.

Magical tinkering should include common magic items.

Level 2 replicate magic items should have more of the uncommon magic items.

Allow burning magic items and spell-storing items spells to increase damage or healing, or add to attack or defense.

More infusions or a good chunks more spellcasting via spell storing items.

Just call them infusions.
 

yeah -- I get that. I think the availability of crafting things really is wildly variant. I don't see it as a trivial hurdle, and so I like it when I can make a character "self-sufficient" as it were.
I completely understand the aesthetic appeal of a self-sufficient character idea. It's clean, it's tidy, and it doesn't depend on permission from the DM or compatibility with the campaign specifics. Sometimes 10 days of downtime IS a tall order.

Still, I think the purpose of Replicate Magic Item is to be a flexible pool of items. The rules for crafting or purchasing items aren't all that big a barrier, and it's hardly unreasonable to plan on obtaining one or two build defining ones. Especially at the lower end of rarities.

The advantage of Replicate Magic Item is that you can shuffle around what items you're supplying on a day by day basis. Not that you can lock in a few specific items that are, honestly, behind the curve for the level you get them at.
 

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