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


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While the bonus is limited to an item type, it's no longer limited by rarity.
Okay? Does that help an artillerist crafting a wondrous item?
And in my experience, parties where mostly full of uncommon items by level 10, so it got used for maybe 1 or 2 items a campaign to round things out and then forgotten.
Great. Thats your game.
Also, nothing stops you from crafting normally
Are you intentionally dismissive when you post or are you unaware that you come across that way?
 

One of the reasons I can think of for WotC removing the 10th level crafting reduction is the overall changes to crafting.

14 an uncommon item takes 20 days and cost 500, an artificer takes 5 days and cost 250 gold.
24 an uncommon item takes 10 days and cost 200. it still takes longer if it is not part of your specialty.

I can see adding a blanket 1/2 time stacking with your specialty at 10th level.

In one of our games the dm made a magical item to let the artificer craft quicker so a short rest gave you a full days work and a full day gave you 5 days of work.
 


After reading, rereading, watching some other review I think that with recipes known if you could switch out 1 on a long rest then that would fix my biggest problem with the class.
Hey, there's a bit of hope. The 2014 artificer could only swap out a known cantrip every level. Now they can swap one out every long rest. So maybe next time they revise the artificer, they'll make it so you can swap out one known magic item plan per long rest too! ;)
 

Hey, there's a bit of hope. The 2014 artificer could only swap out a known cantrip every level. Now they can swap one out every long rest. So maybe next time they revise the artificer, they'll make it so you can swap out one known magic item plan per long rest too! ;)
Yeah, or I can make a quick dm adjustment. Some people have problems with the 1st level and 20th level of the class but while it is a little underclassed at level 1 it not bad. Level 20 is rarely reached and is better than some classes, chough (ranger) the healing is ok and you will always be attuned to at least 1 magical item so you will always have all of your flash of genius recharged as a long rest. All of that begin said flash of genius comes online late at lvl 7 compared to bardic inspiration.

I still think that over all it is an improvement to the 2014 version of the artificer. I think the glaringly weaker subclasses have been boosted so that they are closer to beign in line with the others. Beast Master Ranger vs Battle Smith Artificer I would take artificer hands down. Artilerist holds its own against other ranger sublasses (I keep using ranger becasue it is a 1/2 caster). With 10 scorching rays or fireballs, + a wand of magic missle, and a necklas of fireballs at higer level along with a spell storing ring while you lake the amazing umph that high level wizards ahve you can clear out rooms of mobs with no problem and can hold yoyur own agaisnt a wizard as long as you are not doing singel target.
 

There is a good chance that our next game will be 24 only but tasha's does have some great items in it. I just figured that they would have had it in an Eberron book.
I wouldn't worry then. All the +1 spellcasting items, with the exception of the warlock rod, are also only in Tasha and haven't been reprinted. You're in the same boat as wizards, sorcerers, cleric and druids.
 


Some thoughts -

Okay, so I'm actually a big fan of the changes to Artificer 2024 base class. There's a few minor pain points (mainly the weird way casting foci work, and lack of artificer-specific spells) but nothing I would consider a deal breaker, and the rest of the changes actively feel like they're going to be fun to play out. They seem to want to push the base Artificer towards being a dedicated caster class, rather than weapon user, with Battlemaster as the "gish" option. In many ways, they're the opposite of the warlock - instead of high level spells once or so a combat, we have a bunch of low level spells being spammed. Interesting take, but I think it works.

Artificer subclasses I'm actually a bit annoyed about - specifically Armorer and Cartographer. Armorer's lack of magic weapons is felt, and the level 9 feature that only gives +1 feels... bad. Overall, while level 3 is good, the scaling with the rest of the subclass is extremely lacking, and once you hit level 10 and get Spell Storing Item and Lightning Bolt, you're better off NOT using the subclass features at all. The damage you deal from the class features is on par with the damage from ALCHEMIST casting Firebolt. Sure, the Armorer comes with pseudo-Weapon Masteries, but the Alchemist gets to use Wand of the War Mage for better accuracy for most of play. The one redeeming feature is the ability to use Magic Weapon and Elemental Weapon, but if that's expected, shouldn't there be a feature or even inclusion on the spell list?!

And Cartographer? Sorry, a bit of a rant. So, they moved the free teleport down to 3, which is decent. They then turned the level 5 feature into something that boosts damage either when you cast an Artificer spell, or your artificer hits a critter under your Faerie Fire effect; you also don't drop Concentration on Faerie Fire due to damage. Here's the thing, though. Cartographer will never not be hitting with spells - either True Strike or a cantrip at minimum, so that hitting-under-FF-effect will never proc. Its always going to be a spell. And the sub-class as a whole is meant to be a support-buffer class of some kind, but you want it to rely on Faerie Fire, while almost all buffs are Concentration? Gods, if you're going to try and have a focus on FF, actually make it worthwhile for everyone to benefit from it! The subclass is playable, but... that's it. Its just minor teleport hijinks and Faerie Fire. Its entirely possible to feel like you don't really have subclass benefits compared to others. Oh! And they slightly fixed the spell list, and gave them... Call Lightning and Banishment. Both Concentration spells.

I don't know, it just feels like they don't understand how to scale things properly with these subclasses, to the point that you feel like its not worth using your features. That feels super wrong to me, tbh. I don't know. I'm thinking that they didn't quite figure out how to really mesh the old subclasses with the new direction of the base class.
 

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