D&D 5E (2024) What's New with the Artificer in Eberron: Forge of the Artificer

So which 2025 artificer is better: UA or Forge?
Best as i can tell from the preview, Forge just gets a few more things.

Mainly they added Charge and Transmute Magic Item at 6 for instance. Which will greatly improve flexibility.

And recovering Flash of Genius at 14.

Could debate if the level 20 feature is better or worse, but I've never made it that far so I don't care.
 

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One of my players is playing a level 9 Artillerist, and she had upgraded to use both of the UAs as her baseline for the class and subclass as each came out, and she is super effective. Her pet Eldritch Cannon commonly uses all 3 options in the same fight, which is amazing for her compared to how it used to work (each cannon being a 1-trick pony).

True Strike crossbow and Bonus Action Force Blast deal solid damage. But the Protector ability is so strong, she is as important as the Cleric for party survival. I really want the Artillerist to have proficiency in Martial ranged weapons, which would give them pistols and rifles.

The Tinker's Magic ability has been useful several times (crowbar, caltrops, pole, a variety of containers for a variety of substances), because the players have to have their items on their character sheet, they sometimes just don't have the right tool for the job, especially when they have to split the party.

At 9th level, she has and uses more magic items than everyone else, after helping people fill up their attunement slots and creating a party collection of utility items. Admittedly, my campaign has lots of downtime, so the players can actually use their bastions and well-earned loot to create Uncommon magic items. She also started with the Crafter feat and is trained with lots of different crafting kits, and she just has the ability to make more kinds of items than everyone else.
 

If you make the tweaks, let me (us) know what they are, I'm in the same boat.
If i go with tweaking the original artificer, i will be adding more infusions, including ones that let you cast a spell ypu otherwise couldn't, with more active infusions at a time, as a first step. Then little things like splitting the pet guy from the extra attack with Int guy, and making artillerist work with ranged weapons as well as wands and such.

I will post more later of course.
 

Artificer in 2014 was my wife's favorite class.

Now...eh.

I will probably have to write up a custom version, or just use the 2014 version with some quality of life tweaks. Which sucks.
2024 is the 2014 with some quality of life tweaks.
If i go with tweaking the original artificer, i will be adding more infusions, including ones that let you cast a spell ypu otherwise couldn't,
They did. Every magic item, up to rare, is now an "infusion". Including all the 2014 ones, and wands, which let you cast spells you normally couldn't.
with more active infusions at a time, as a first step.
They did, indirectly. Level 6 gets a new features that let you move item charges, slots, and change infusion. Which will effectively be more active infusions.

The other changes are..

Level 1 ribbon. Which let's you summon mundane items instead of the few tricks. Keep the 2014 version if you prefer, but I expect summoning a rope will be more impactful.

Flash of Genius is after you see the roll so you won't waste it. And +1 per short rest at 14.

Spell Storing Item goes from level 2->3.


The only "nerf" is at level 20. Going for +6 to all saves to +5 as a reaction to anyone creature with more limited uses (though probably still enough for the day since you won't waste them).

And you can't skip magic item requirements. Which seems fine to house rule back in.
Then little things like splitting the pet guy from the extra attack with Int guy, and making artillerist work with ranged weapons as well as wands and such.

I will post more later of course.
Artillerist cannon is now all 3 in 1. Select the effect each turn bonus action.

Nothing about them using ranged weapons though. So that's still on the table to house rule.
 

They did, indirectly. Level 6 gets a new features that let you move item charges, slots, and change infusion. Which will effectively be more active infusions.

The other changes are..

Level 1 ribbon. Which let's you summon mundane items instead of the few tricks. Keep the 2014 version if you prefer, but I expect summoning a rope will be more impactful.
You don't get to claim that you have more "active infusions" when you have to discard one item to create another. And of course, the fact that you have far fewer item options you can create is a huge nerf to the class.

But I'm glad you prefer eschewing a feature that provided its own unique effects with one that allows you to poof up items that can be obtained for a trivial effort and cost...or you know, crafted by the Artificer for even greater ease and lesser cost.

We have reached the point where WotC throws away interesting features to cater to people who can't be bothered to buy a rope.

Artillerist cannon is now all 3 in 1. Select the effect each turn bonus action.
You have to love the 2024 design ethos that some subclasses, species, etc. no longer have to make any actual decisions when it comes to their feature options and just have all of them available to them. Artillerist? You don't have to choose which cannon you make, you can use all of the effects whenever you have one. Armorer? One weapon at a time, and no more infusions to make them usable in the long-term.
 


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