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

Yeah, I would never say that any artificer (other than the Alchemist) is weak. They are surprisingly effective. I'm mostly just frustrated that the level 1 ability should at a minimum have no limits for items under 50 gp and that the skill buff feels worthless. The changes to the subclasses are mostly fine (except alchemist) but just are... not exciting.

And the Battlesmith does seem to be losing a lot of ground now.
 

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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, if you want to be a faux full caster, an Artificer can launch 3rd level spells for DAYS with the various magical item creations, spell storing items, ect.

They might have effectively the most spells capable of being cast per day, if built correctly and selfishly by 11th level.
 

Shield isn't the only best use of your reaction anymore. Not with Defensive Duelist doing the same or similar.

At level 5 Defensive Duelist is your only feat, it requires a finesse weapon, and you can only choose to raise Dexterity with it.

It adds +3 to AC while Shield adds +5.

It's easy for the entire party to have multiple enspelled weapons and armour that can each cast Shield 6 times per day.

That is so much better than taking Defensive Duelist.

It is completely unbalanced to have an extra 50+ 1st level spell slots at level 5.
 

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.

He already corrected he meant d10s.

Then all you need is crossbow expert and off you go (with 2014 and variant human, you can get that and still maximize INT, which for the battlesmith is all you need).

So by 5th level you're doing 1d10+4(x2) and your pet is doing 1d8+3 with your bonus action. Not accounting for any magic weapons, which you should have/craft .That's decent damage.

Granted, IME even a moderately optimized martial SHOULD be able to beat that, but depending on party, I can see it be it being best.
 

With a quick read through I’m pretty happy with it. There’s probably some tweaks to be made. I would be happy to see a new Eberron release—we could use an update on the species and dragonmarks, maybe a few other mechanics, but I don’t know that we need another Khorvaire setting book. I’d like to see either an adventure anthology, a big adventure, or a Xen’drik book.
 

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.
Indeed, they removed that option, and reinforced that removal by stating "You determine its appearance, which includes your choice of legs or wheels."
 

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.
And, I was specific about the pet artificer - I forget the actual name. Which means they have 3 attacks per round, dealing magic/force damage which next to nothing resists. Plus about 5 or 6 bonus HD worth of HP for the pet.

Compare that to the fire spirit a Circle of Fire Druid gets. It's not even close.

Add the infusion that removes the loading property from heavy crossbows and you're automatically getting 2 attacks per round without any feats that deal magic weapon damage, which pretty much nothing resists.
 
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And, I was specific about the pet artificer - I forget the actual name. Which means they have 3 attacks per round, dealing magic/force damage which next to nothing resists. Plus about 5 or 6 bonus HD worth of HP for the pet.

Compare that to the fire spirit a Circle of Fire Druid gets. It's not even close.
The Artillerist? Yeah, it’s a good pet. The temp hp can soak up a lot if the party does spread out too much.

Although I first thought you meant the Battlesmith who gets a permanent robopuppy - which is a less impressive but still powerful pet.

I do agree the wildfire druid’s summoned thingie is really disappointing - it can’t even bite! But you’re a druid, you don’t need much help.

My own experience with the 2014 Artificer is they’re within the curve for power compared to other classes - neither way too strong or way too weak. The main issue is being annoyingly limited.
 


The Artillerist? Yeah, it’s a good pet. The temp hp can soak up a lot if the party does spread out too much.

Although I first thought you meant the Battlesmith who gets a permanent robopuppy - which is a less impressive but still powerful pet.

I do agree the wildfire druid’s summoned thingie is really disappointing - it can’t even bite! But you’re a druid, you don’t need much help.

My own experience with the 2014 Artificer is they’re within the curve for power compared to other classes - neither way too strong or way too weak. The main issue is being annoyingly limited.
Yes, battlesmith. Permanent robopuppy - or robobear in the case of our group. Great AC, tons of HP, deals decent damage. The artificer uses the bear to tank and block, while she stands back and fires away with a heavy autofire crossbow.

A different artificer had the artillerist pet for buckets of Temp HP which force multiplied with the party druid dropping gobs of mobs with effectively doubled HP. Nothing like adding 10 HP (ish) to 8 wolves meaning that a lot of baddies take two attacks to drop the wolf instead of 1.

Then there was the power armor artificer who cheese weaseled with Abjurer to have ludicrous AC, more or less at will, making the character virtually unhittable. I used the character as a baddie against the entire party and it was a serious challenge all by himself. Yes, they defeated the character, but, it was a close thing.

I've seen 3 artificers played and every one of them have been on the leading edge of the most powerful character in the group. If the updated artificer is even more powerful, I am really not very interested. Which is a shame. I love the concept, but, nothing I've read here makes me want to have one in the group.
 

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