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

If you read the 2024 rules, it says a ranged weapon must have either the ammunition or ranged property, even though neither make sense here.
The Ranged property makes sense because the Lightning Launcher is a ranged weapon.

The Thrown property doesn't make sense, because there is no automatic retrieval included in the feature, so the Artificer would need to go get the Launcher every time they use it.
 

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If you read the 2024 rules, it says a ranged weapon must have either the ammunition or ranged property, even though neither make sense here.
Also, could you quote or reference where that is stated, as the Dart ranged weapon does not list either Ammunition or Ranged, and no weapon lists Ranged, except by listing a range in parentheses.
 

Also, could you quote or reference where that is stated, as the Dart ranged weapon does not list either Ammunition or Ranged, and no weapon lists Ranged, except by listing a range in parentheses.
I suspect @Paul Farquhar was mixing some things up.

A Range weapon is a weapon with the Range property. The Range weapon property on page 214 says:
A Range weapon has a range in parentheses after the Ammunition or Thrown property.

A Ranged weapon is a weapon listed under one of the Ranged Weapons categories in the weapons table. Per page 213, the weapons in the table are grouped by either Melee or Ranged (along with Simple or Martial) based on their primary attack range.

There is no rule that states that a ranged weapon must have either the ammunition or ranged property, but all Ranged weapons have the Range property, and all weapons with the Range property have it in conjunction with either the Ammunition or Thrown property, so it's effectively true (assuming "ranged" in the original quote is a typo for "thrown").
 

Overall, I would say the Artificer in UA is going in a pretty good direction. That doesn't mean that there isn't room for improvement. On top of my head, I would love to see the following changes after UA:
  • More Replicate Magical Item plans known (up to 12).
  • Good idea with Magical Tinkering since many mundane items now have mechanical uses, but why are vials, bedrolls, and blankets included? The latter two usages would only work after finishing a long rest.
  • Being able to choose staffs and rods for Replicate Magical Item.
  • Options for +2 armor, shield, and wand of the war mage at level 10.
  • Apply that d6 from Soul of Artifice to saving throws more than once per turn.
  • The time boost to crafting for Artillerists should apply to rods and staffs and poisons for Alchemists.
  • Like Artillerists and Armorers, Battle Smiths should have a magic weapon as their spellcasting focus.
  • Tweak the Homunculus Servant spell so it'll be less punishing should its HP goes to 0, such as not consuming the gem used for the spell.
  • Artificers should be able to bypass class limitations on attuning certain magic items at level 14 like before.
  • When it comes to wands, weapons, armor, shields, and maybe even staffs for the Replicate Magical Item feature, I think you still need a regular version of that item for balance's sake.
  • Add Locate Object, Counterspell, and Remove Curse to the Artificer's spell list. Not having Locate Object especially is a missed opportunity.
Made some additional suggestions. I plan on taking this to the feedback survey next week.
 

3 things.
  • Magical Tinkering should scale the duration. 1 hour per Artificer level.
  • Armorer needs to be able to use magic weapons somehow.
  • Spell Storing Item should start sooner and scale. Start with Int level 1 slots and scale. I do like the idea that Artificers use a lot of lower level spells.
 

I think the issue is the possibility that it might be used to create infinite gold by making and selling things to merchants.

I don't really see how that is effectively any different than the crafting rules. It would be faster perhaps, but you can already craft and double your money pretty endlessly if that is all you want to do.
 

  • Magical Tinkering should scale the duration. 1 hour per Artificer level.

I still think the number of uses should not be limited, but the duration changing could be fun. The problem is though, you are setting it up that only level 8 artificers can make a bedroll that lasts through the night. Which is a bad restriction in my opinion. Maybe a number of days equal to level? At that point I might not even be upset with a daily limit of items created, because then you could be constantly tinkering and repairing your gear, which is thematic.

  • Armorer needs to be able to use magic weapons somehow.

Agreed


Another thought I had, mid-responding here, was that Artificers need more access to common items. I'm never going to use one of my three items to make an Endless Coffee Carafe (real magic item from an adventure) but the idea that my artificer has made a magically endless supply of coffee is again THEMATIC.

Honestly, I think that hits kind of close to the issue for me. The combat mechanics are mostly good here, but it is the out of combat flavor and utility options that feel lacking. For example, an Artificer cannot make magical weapons for the entire party, but that feels like something they should be capable of doing if they want. It all comes back down to the crafting rules.
 

I still think the number of uses should not be limited,
You don't want to allow for 50 ball bearing.
you are setting it up that only level 8 artificers can make a bedroll that lasts through the night. Which is a bad restriction in my opinion
Still seems better than before.
Maybe a number of days equal to level?
Not sure that's really a limit.
At that point I might not even be upset with a daily limit of items created, because then you could be constantly tinkering and repairing your gear, which is thematic.
Perhaps an item limit then? Same as the current effect limit.

I.e.
The maximum number of objects you can affect create with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property item immediately ends, and then the new property applies item appears.
These items are obviously not normal and cannnot be sold.
Another thought I had, mid-responding here, was that Artificers need more access to common items. I'm never going to use one of my three items to make an Endless Coffee Carafe (real magic item from an adventure) but the idea that my artificer has made a magically endless supply of coffee is again THEMATIC.
Agreed, mostly.
If you allow any extra common items, they will be combat items, even if it's a silvered weapon. Or just keep making pots of awakening.

But picking from a curated list of novelty items would just be fun.
 

Also, could you quote or reference where that is stated, as the Dart ranged weapon does not list either Ammunition or Ranged, and no weapon lists Ranged, except by listing a range in parentheses.
From the 2024 free rules:

Range​

A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range.

Dart is a range weapon because it has a range in parenthesis. It has the Thrown property. It is also on the Simple Ranged Weapons table.

Clearly, it makes no sense for the lightning launcher, but the rules are the rules, no matter how dumb.
 

Now I am thinking if 5.24 ed has got rules about bastions then the artificier could need some room to work as garage or studio.

Would break the power balance if artificers could use metamagic feats for the crafted item? for example the metamagic feat "energy substitution".

Can homunculus be used to reload crossbows?

Ranged weapons aren't only ones that throw projectiles but also ones can be throwns, for example surikens, certain daggers, axes and spears.

* I miss the spells "repair damage" from 3.5 Ed. It would be useful for characters with construct allies.

* Could any subclasse to be created to use a different spellcasting? psionic, incarnum, martial maneuvers, shadow misteries..
 

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