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


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Can homunculus be used to reload crossbows?
Why stop there? Why not a homunculus that is a crossbow? An animate mecha-crossbow with small servo arms that can reload itself while the wielder aims and fires.

Completely beyond the rules, of course, but a DM who's willing to color outside the lines with a player who doesn't try to exploit that flexibility might do something cool with this.
 
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There was one in 3.5 Ed, the arbalester from Magic of Eberron.

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My fear is Hasbro wanted to create construct pets for artificiers to sell some toys

The t'sa was a reptilian specie from Alternity/d20 Future what appeared in Dragon Magazine. These could be "psiartificers". I guess we will have to await some homebred subclass.
 

There's only ever being 4 subclasses of Artificer in 5e, though I always felt there was room for a Gothic Horror inspired subclass one that takes Jekyll and Hyde or Frankenstein (both the Doctor and his monster) as inspiration.

I wondered if the Ravnican Izzet Guild needed something for their Artificers, but I think the basic one might be represented by the Armorer using the Infiltrator set.
 

Overall, I would say the Artificer in UA is going in a pretty good direction. That doesn't mean that there isn't room for improvement. On top of my head, I would love to see the following changes after UA:
  • More Replicate Magical Item plans known (up to 12).
  • Good idea with Magical Tinkering since many mundane items now have mechanical uses, but why are vials, bedrolls, and blankets included? The latter two usages would only work after finishing a long rest.
  • Being able to choose staffs and rods for Replicate Magical Item.
  • Options for +2 armor, shield, and wand of the war mage at level 10.
  • Apply that d6 from Soul of Artifice to saving throws more than once per turn along with expending any Replicated Magic Item, not just Uncommon and Rare magic items.
  • The time boost to crafting for Artillerists should apply to rods and staffs and poisons for Alchemists.
  • Like Artillerists and Armorers, Battle Smiths should have a magic weapon as their spellcasting focus.
  • Tweak the Homunculus Servant spell so it'll be less punishing should its HP goes to 0, such as not consuming the gem used for the spell.
  • Artificers should be able to bypass class limitations on attuning certain magic items at level 14 like before.
  • When it comes to wands, weapons, armor, shields, and maybe even staffs for the Replicate Magical Item feature, I think you still need a regular version of that item for balance's sake.
  • For Right Tool for the Job, perhaps making the artisan's tools last longer, such as 8 hours, might make it more viable. On the other hand, there's the All-Purpose Tool.
  • Add Locate Object, Counterspell, and Remove Curse to the Artificer's spell list. Not having Locate Object especially is a missed opportunity.
Added a bit more. Always room for improvement, no?
 
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There's only ever being 4 subclasses of Artificer in 5e, though I always felt there was room for a Gothic Horror inspired subclass one that takes Jekyll and Hyde or Frankenstein (both the Doctor and his monster) as inspiration.

I wondered if the Ravnican Izzet Guild needed something for their Artificers, but I think the basic one might be represented by the Armorer using the Infiltrator set.
I built a homemade Frankenstein/Mad doctor subclass for my Ravenloft game. It worked out pretty well. Gonna have to revise it when the new one comes out.
 



There's only ever being 4 subclasses of Artificer in 5e, though I always felt there was room for a Gothic Horror inspired subclass one that takes Jekyll and Hyde or Frankenstein (both the Doctor and his monster) as inspiration.
There is a 3PP take on that concept in Dread Metrol.
I wondered if the Ravnican Izzet Guild needed something for their Artificers, but I think the basic one might be represented by the Armorer using the Infiltrator set.
It is perhaps unfortunate that Ravnica came out before the 5e artificer.
 

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