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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I object thrice over.

First why are you wasting a Mass Healing Word on just two people? Second the alchemist has a subclass but the cleric doesn't. If we want hardcore bonus action healing we clearly want a Life Cleric. Third healing word has a 60' range; giving someone a potion doesn't so you need to get there.

Life cleric, a big healing word not a piddly one, and one third level slots on a (non-cheesed) spirit guardians and things look very different.

I'm not really whiteboxing ideal conditions to maximize effectiveness and see who is the best at bonus action healing, I'm just seeing if bonus action healing for a cleric and an artificer are reasonably close. Looks like they are. Having a more effective turn with Mass Healing Word or the life cleric's bonus HP or going ranged doesn't really change the fundamental comparison. They're still reasonably close for healing capacity (whichever has the edge) and the artificer is a bigger damage-dealer (though I bet a more damage-focused cleric build would be competitive; if we're optimizing a cleric for healing, limiting ourselves only to bonus action healing is leaving a lot of HP on the table!). They're quite comparable, and that's the point. The artificer isn't exactly "weak."

It is kind of lackluster, and it relies significantly on system mastery, but it's not weak.
 



I don't think any of them are slouches, but almost all of them are more generalist/Jack oh all trades rather than a dedicated tank, healer, or DPS. Which is important to keep in mind when saying an alchemist can't outheal a cleric.
I think a well built Assassin can keep up with most other good DPS builds. And thief really depends on the magic items and magic item crafting rules your DM decides to go with but they could be a terrifying DPS machine depending on those rules.
 


Anyone else feel like it just lacks the pizzazz of the core class rebuilds? And like…maybe I just need to watch video and sit with the pdf longer, but what is it even benefiting from in the new design?
 

I think it's important to remember that in comparison tests, artificer was considered an Expert class originally, in the family with Rogue, Bard, and Ranger. It's probably more fair to compare their DPS or magic to those classes rather than cleric or barbarian.

The redesign should definitely include some kind of Expertise, I think, given that's our "Expert Mechanic" in 2024. Maybe they have Expertise in tools?

I do think the Ranger is a good point of comparison, since they're also a half-caster Expert. And this comparison drives home how important an Artificer-exclusive 1st level damage-boost spell is - something equivalent to Hunter's Mark that we can give all artificers the ability to know and cast for free a bit, that can scale with slot level.
 

The redesign should definitely include some kind of Expertise, I think, given that's our "Expert Mechanic" in 2024. Maybe they have Expertise in tools?

I do think the Ranger is a good point of comparison, since they're also a half-caster Expert. And this comparison drives home how important an Artificer-exclusive 1st level damage-boost spell is - something equivalent to Hunter's Mark that we can give all artificers the ability to know and cast for free a bit, that can scale with slot level.
The 2014 Artificer had "expertise" in tools, but that was removed in this version. I think they are moving away from treating tools like skills, but they could still grant a use on expertise to the artificer.

And I agree the artificer needs some "damage booster" ability or something else at level 1 that lets them fill that role better. "Overcharge item" that let's them do an extra 1d6 damage with a weapon or something. Alternatively, give them a mech for extra healing if you want to incorporate the 4e "leader" style artificer into it.
 

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