D&D Launches New Eberron-Themed Playtest With Dragonmarked Feats

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The D&D design team has launched a new Unearthed Arcana playtest focused on the upcoming Eberron: Forge of the Artificer book, featuring Dragonmarked feats and a new Artificer subclass. The new packet contains rules for a Cartographer subclass for the Artificer, along with a handful of new magic item options and over 25 Dragonmarked feats. The Artificer base class rules also received a few tweaks to some of its features, with an eye towards more general versatility.

The other big feature is the new Dragonmarked feats, most of which are considered either Dragonmarked Feats or General Feats. The Dragonmarked Feats are specifically limited to Eberron campaigns and allow only one Dragonmark per character (thus preventing Warlocks from accumulating Dragonmarks). The General Feats are Greater Marks and specifically upgrade existing Dragonmarks as a requirement. It's interesting that D&D is keeping with campaign setting specific feats and feat trees, as both of these design traits were found in the Dragonlance: Shadow of the Dragon Queen book.

You can check out the full playtest on D&D Beyond.
 

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Christian Hoffer

Christian Hoffer

Is it me or did they completely change the infusion system with replicate magic item? I couldn't see that feature, but I also didn't see any mention of infusions being removed.
There's no change log for that because it was changed with the previous Artificer UA, back in mid-December. That and the many other changes were all detailed back then. This release only notes the differences since the last one.
 

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There's no change log for that because it was changed with the previous Artificer UA, back in mid-December. That and the many other changes were all detailed back then. This release only notes the differences since the last one.
Huh, I must've missed that UA. Does that mean the infusion system is definitely gone in 5.5e?
 



Huh, I must've missed that UA. Does that mean the infusion system is definitely gone in 5.5e?
Given this is the second UA and it's still making items Instead of infusions, I would say yes. It will be gone.

Though the difference doesn't seem that big IMO. You still end up with a +1 repeating crossbow. Just skips the step of finding a non-magic crossbow to enchant.

So if your shipwrecked on a deserted island with no equipment or stores, you can still play an artificer.
 

Given this is the second UA and it's still making items Instead of infusions, I would say yes. It will be gone.

Though the difference doesn't seem that big IMO. You still end up with a +1 repeating crossbow. Just skips the step of finding a non-magic crossbow to enchant.

So if your shipwrecked on a deserted island with no equipment or stores, you can still play an artificer.
MagGuyver.
 


Given this is the second UA and it's still making items Instead of infusions, I would say yes. It will be gone.

Though the difference doesn't seem that big IMO. You still end up with a +1 repeating crossbow. Just skips the step of finding a non-magic crossbow to enchant.

So if your shipwrecked on a deserted island with no equipment or stores, you can still play an artificer.
I'd like to see an Artificer create a Repeating Musket on a desert island that's better than that bamboo tube that Captain Kirk used to fight that Gorn.
 

I’ll get to reviewing the new mechanics and options later, but I will make a quick point on the Dragonmark discussion.

In my opinion, the fact that Dragonmarked Houses are restricted to specific species is the least important part of their lore and I’ve never been wholly satisfied with the specific races that the Dragonmarks were assigned to. I always thought that given the Dragonmarks originated in Khorvaire, it was weird that there wasn’t a single Dragonmark for any of the Goblinoid races.

The role of the Dragonmarked houses is similar to that of the Megacorps in Cyberpunk. They are monopolistic corporations with insane amounts of power that create some of the most dangerous inventions in the setting, and they often serve as both benefactors and antagonists for the main characters. None of this requires them to be of specific races, and I think expanding their role to allow for them to absorb other species would allow for them to fill this role even better.

I understand if others disagree, but to me the species-locking was always the least important aspect of the Dragonmarked Houses.
 

Magic Items

Manifold Tool is way too useful -- it should be at least Uncommon; possibly Rare. Having a screwdriver that can brew beer, blow glass vials, and make a musket is amazingly useful, and society-changing if too easily available.

Mind Sharpener should also be Rare -- it becomes too valuable (a must-have) as an Uncommon item.
I assume you are joking about Manifold Tool, as it really isn't that powerful. It basically just provides a bunch of tools without a bunch of weight, and lets the user skip a bunch of training time. It also requires attunement.

As for Mind Sharpener: In 2014, the infusion is available from level 2, so this is still further away, and the DM has to decide if it is available besides an Artificer.
 

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