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

This mostly tracks. Not sure how they were getting d12's with the heavy crossbow, but even dropping that to d10's, an Extra Attack and a bonus action to make the pet attack and clever use of spells, I buy it.

When I talk about Artificers rewarding system mastery, this is the kind of thing I mean. Knowing how to get the most out of your action gives you a huge edge when, on paper, none of this looks all that impressive.
Sorry, my bad, d10's. Mistype.
 

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Well, the Pet artificer has 3 attacks per round by 5th level, dealing d12's with the heavy crossbow and d8's with the pet that grants a bucket full of bonus HP to the encounter. Can focus on single stat, meaning no MAD. By pretty early days, we're looking at 2d12x2 magic attacks, which pretty much bypass most damage reduction, and a pet that deals force damage which also bypasses all damage reduction. Add on spells and other buffs, and I don't see how your artificer isn't top damage dealer. Add in the -5/+10 feat and suddenly that character was absolutely top tier.

I love how people white board theory craft their answers without any actual experience. I TRACKED the damage. That's why I knew that the character was dealing gobs of damage.

In the other game, the turret artificer was combining with the druid to summon ludicrously strong mobs that just got ridiculous. People bitch about the Twilight Cleric but AFAIC, that's small potatoes compared to an Artificer.
Even with a +2 Laser Rifle our party’s Battle Smith deals less damage than the party’s Monk. This is using the 2014 rules and we’ve been playing since 2019.

I respect that your experience has led to you forming a different opinion, but mine is that Artificers are far too weak and need serious, fundamental buffs.
 

Battle Smith didn't even get that much. Little less health and less ability to heal the Steel Defender in exchange for a little more damage. Meh.
Even the ability to use INT as an attack stat is now degraded due to the existence of True Strike. Like, it's still nice to have, but there are other ways to get the same effect now, which there weren't at the time of Tasha's.
 

The norms of play is that the DM has control over what shops have and what ingredients they can purchase to craft items but not over how a class uses their abilities.
As much as I like many of the class & subclass redesigns there are all these other things in the rules that seem very ill-considered. Luckily this is still UA so maybe it can be caught.
 

Even with a +2 Laser Rifle our party’s Battle Smith deals less damage than the party’s Monk. This is using the 2014 rules and we’ve been playing since 2019.

I respect that your experience has led to you forming a different opinion, but mine is that Artificers are far too weak and need serious, fundamental buffs.
Not discounting your experience, but this does seem like an apples to rogues comparison. Monks are pure Martial and get 4 attacks most rounds but Artificers have a lot of tools in their kit besides damage.
 

Wait, it looks like they removed language saying the Tiny version of the Cannon can be wielded in your hand... My wife likes the choice of using it as a hand cannon that she can carry with her, or as a mobile turret if the situation warrants it/

If it has to be a turret, it is worthless in a running fight, as it only moves 15 feet with your bonus action.

They also took away the "or climb" verbage on movement. We use to use that to have the turret "climb" a PC to ride their shoulder.

I also see that 2024 Dragon's Breath is an Artificer spell and now is a bonus action instead of a standard action. That's good for the Armorer and the Alchemist, who get an efficient damaging 2nd level spell that can last a fight, however it works against the bonus-action dependent artillerist who you would think would be a natural fit. (Perhaps too natural...)

I do appreciate that the all turrets can do cones, force bolts and temp hp. But you can't detonate the turret at will, now it's only a choice at 0hp. We used it as a bomb, especially as the hour was running low.
 

By pretty early days, we're looking at 2d12x2 magic attacks
How?

You're saying white room calcs are wrong and you know the truth but what weapon lets you hit for 2d12 twice a round? And at what level? You say a Heavy Crossbow, but they do 1d10, not 2d12. Also unless you have some kind of Feat, they have the Loading property, which means no multiple attacks with them.
 

So far the best thing that really helps out tier 3 artificers is the ability to have blueprints for uncommon and then rare wands. Also the extra 8-10 casting of 1 3rd level spell or lower is quite nice. Your Artillerist can chose scorching Ray or fireball 8-10 times a day. Also the new homunculus spell allows them to do any action without needing to spend a bonus action, and they can be wielding your imbued spell and be the one casting it instead of you. Even without it is an extra 1d6+2 force damage every round
 

Yeah an enspelled weapon, staff, or armour is uncommon with a 1st level spell and has 6 charges.

An uncommon item costs 400gp to buy or 200gp to craft.

So with open buying and crafting it is easy for a party of 5th+ level characters to have enough shield spells for the day and any other 1st level spells they want.

So the DM should put limits on it to avoid this (and also a world where there are countless magic items everywhere) but it is a bigger problem if this is the ability of a class.

The norms of play is that the DM has control over what shops have and what ingredients they can purchase to craft items but not over how a class uses their abilities.
Shield isn't the only best use of your reaction anymore. Not with Defensive Duelist doing the same or similar.
 

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