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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New Psion in January everyone! I heard it on the internet so it must be true! /s
What would be interesting is they decide to put out “multiverse” rules books that cover several worlds, even if they don’t publish a specific setting. Say a psychic class for use in Dark Sun despite being too…risk adverse to actually publish Dark Sun. Along with the artificer and a heap of subclasses for various worlds.
 


It's mostly good, my feedback:
-I think their weapon proficiency should be Simple Weapons plus firearms such as Muskets and Pistols (it was optional before because those weapons were optional)
-What's the point of being able to create a bedroll from magical tinkering if it only lasts 1 hour?
-Arcane firearm should allow you to use a firearm as a focus in addition to wand, rod or staff.
-Changing a cantrip is a good thing
-Tool expertise was sort of made redundant by some of the changes to tool proficiencies being used with skills
-They got True Strike on the spell list! The moment changed that spell to a weapon cantrip I think it was clear it should be added to their spell list
-The Dreadnaught option of the armorer, the Armorer finally gets a mech option.
-I think it's a good thing that some of the former infusion abilities are now new magic item properties.
 

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.

Alas, the truth is, it needs a major rework. I haven't looked at the UA document or the YouTube video covering it. I hope there are some background changes that make the class competitive with the revised 2024 classes. Minor tweaks aren't going to get it there for me.
 


OK. Initial thoughts: Some polishing (and making the Homonclucus Servant a spell akin to Find Familiar is nice) , but core features aren't fixed.
  • Firearm proficiency appears to have been taken away.
  • Permanent magic items? Does having your "Plan" make it easier to create e.g. a permanent bag of holding if you otherwise have the ingredients. (Although the edge has been taken off thanks to all the subclasses getting something)
  • Artificer spells? Why is the Artificer weaker than the wizard at the spells that create quasi-magic items (e.g. Magic Mouth, permanent Major Image, Wall of Stone)
  • Alchemist: Isn't this deckchairs on the titanic? Replacing "Transformation" with "Pick any"? And it's still weak
  • Armourer: How do I make my armour's weapon magical? It's fortunately no longer physically impossible. But I suspect the armourer is mechanically arguably a sub-par ranger (as it was before) - jack of all trades but not great at them.
  • Artillerist:
    • Please let me use a gun as my arcane firearm - and let me shoot with an arcane firearm that isn't a gun (e.g. d8 Force or bludgeoning damage, uses Int to attack, range 80/240)
    • The fundamental weakness of the artillerist is how pacing-dependent it is. I can take my cannon through an entire five room dungeon inside an hour - but not keep watch with it. And having to either (a) not have your cannon or (b) give up your action in the first round of combat is a stiff penalty
  • Battle Smith: Minor changes. Why does the Steel Defender generally have a worse AC than a Beast of the land? For that matter casting focus?
 

I feel like there are six* classes in the current design, trying to squeeze into one class. I am not sure how to fix it without bigger changes.

* exaggeration....
 

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