Unearthed Arcana Unearthed Arcana: The Artificer Is Here! & UA Schedule Changes

Not liking the shape of this. It's certainly powerful in a batman-utility sort of way, but I didn't expect the Artificer to become a "Must Have Pet" class. My potion thrower is gone, and the party Beastmaster is giving me side-eye. Unless you can put Returning Weapon on the potions you throw.

Not liking the shape of this. It's certainly powerful in a batman-utility sort of way, but I didn't expect the Artificer to become a "Must Have Pet" class. My potion thrower is gone, and the party Beastmaster is giving me side-eye.

Unless you can put Returning Weapon on the potions you throw.
 

TiwazTyrsfist

Adventurer
All other things aside, I really like Many-Handed Pouch.

Here you go guys, everyone take one. Oh, you need a potion, i put it in my bag, now it's also in your bag.

Magic shared inventory.
 

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You can use that feat to poach any half caster spells like Ranger, Paladin, or now Artificer.

A Bard however could chose it as a magical secret.

I think the main reason for that was because rangers and paladins don't have cantrips (thus you lose at least half the value of the feat). Artificer doesn't have that limitation, so it could get errata'd into the feat (after the "final" version comes out, assuming it is similar to this one).
 

Parmandur

Book-Friend
The UA looks to me to match a lot of the older playtest documents, in that they have "combined" game mechanics they wish tested with flavoring that most likely is not going to actually be used when the final product is done.

When I saw the homunculus fall under the alchemist I thought "That doesn't make any sense..." but then I quickly realized that they probably didn't want to confuse the testing issues by presenting the 3, 4, 5 actual subclasses that are going to appear (and have everybody under the sun do nothing but talk about the flavor rather than actually test the mechanics.)

I would be not at all surprised if what ends up happening is the Artificer class itself appear in a regular hardcover book with the two "standard" non-setting-specific subclasses (probably alchemist and gunsmith)... and then additional artificer subclasses appear in the hardcover Eberron book when that comes, with those subs being more setting specific (like the warforged/golemsmith-- to which the 'craft homunculus' feature would probably be connected... and the wandslinger/artillerist-- as that was the main magic support during all the fighting of the Last War).

For everyone who enjoyed the "potion bombs" of the previous UA for the alchemist... I would not be surprised at all if WotC had received very positive feedback on that feature and determined they didn't need to test it again. So they just created a new subclass feature for testing and put it into the alchemist just so as to not make people think "Hey, are you getting rid of the Alchemist?!? Don't do that!!!" had they created a more correct "flavor" subclass for the feature and had it in place of the alchemist in this new UA.

I actually think it's quite the opposite: this looks ready to publish, down to the flavor text. I wager they received sufficiently negative feedback to potion-slinging that they went back to the drawing board.

Dragon+ with Crawford and the Happy Fun Hour with Mearls will probably shed more light on this.
 

vpuigdoller

Adventurer
I have issues with the new version. It’s not that the class is bad. I see an issue with the flavor . Example the previous alchemist in flavor and mechanic felt like an alchemist the new one feels like an engineer that dables in alchemy. The artillerist I believe is a direct result of Ravnica and I feel is succesful for Ravnica but not for Eberron. That is my opinion at least and I understand It might not be shared by others. If this were to become the official version I will not allow them in any setting other than Ravnica and have no idea what Inwould
do with Eberron.
 

I really, really, really don't like that they're trying to fit mechanical engineering into a spellcasting chassis.

Personally, I love it. I think it suits what they're trying to accomplish perfectly. I'm all for having multiple ways for magic to happen.

It gets worse as it goes on, and the whole time I'm wondering... why? Why not just give the Artificer their own unique abilities that allow them to manufacture mechanical spiders that bind wounds or produce healing salves? Why make these abilities "spells" and dump all the responsibility of making them cool and flavorful onto the players themselves? Also, what happens when the Artificer enters an anti-magic zone? Do the clockwork spiders suddenly stop working? Or the healing salves? Meh...

I wish they'd just make an all-out engineer class (with gunpowder and clockwork inventions a la World of Warcraft) or an all-out magic-item-creation class. Instead, they're trying to kill two birds with one stone and fit both archetypes into a single class. It just doesn't work.

Because, from a game design perspective, you're asking for new mechanical game systems for things that don't actually need new mechanical game systems. Balance-wise, spells are a known commodity including how they work with multiclassing. You'll either end up designing something that looks like bad spells that don't scale right because you had to oversimplify the system (e.g., Battlemaster dice) or you're essentially completely re-implementing the entire magic system with the same underlying balancing rules except it has to look like that's not exactly what you've done. It's much easier to just reuse the existing design. It not only saves you the considerable hassle of building two competing game systems that have to be balanced against each other, you also don't have to teach your players a new system from scratch and you don't have to worry that what you're doing is going to work great at one table and completely break down at another. That's why the answer the designers go to is almost always "give it spells and magic." Further, one of the 5e philosophies is to try to keep the rules as simple as practicable. That also pushes design towards re-use of spellcasting and magic and the mechanics.

Second of all, people want a class that can build magic items. That's absolutely core to the class concept of an Artifacer. It's what people asked for in 3e, and it's what that Eberron's Artifacer did. It's like the Paladin's Smite Evil or the Bard's music or the Wizard's signature spells or the Rogue's sneak attack. Artifacers make magic items.

So, not only is it extremely difficult to do what you're asking, what people are expecting the class to do pretty much requires magic. So, they tell you to use magic, and use spells, but to come up with thematic and narrative components to how your stuff works. Going to cast web? Well, you pull out a glue gun and fire it. The same gun also has a grease mode. Casting expeditious retreat? Rocket skates. Cure wounds? Hypospray. Wall of stone? Instant concrete grenade. Why do you have limited uses? Because the devices are roughly made, slipshod, one-off, hand-crafted, cobbled together prototypes. Just because you're a genius doesn't mean your tools have the precision required for them to work reliably -- in the field no less! They require a lot of maintenance to keep working, and it's exhausting to do it. And, yes, they may of the effects use magic combined with technology to create the result.

Couple of things jump out.

1. Being able to spend a bonus action to have your homonculus perform the Help action kinda steps on the Mastermind's toes a bit. But, it is pretty cool. And, it makes the pet VERY useful without needing to have a "combat pet".

Eh, I don't think preserving the uniqueness of one ability of one subclass is particularly valuable. Particularly when the Homunculus is going to have to expose itself to combat if it wants to help in combat.

2. I get the notion, but, a turret isn't really a pet is it?

It is now. It made me think of the engineer from Team Fortress 2. I dig it. Realistically, you could call it a golem or construct if the name "turret" bothers you. It moves so slowly and lasts such a short amount of time, it's not going to be around very long.

3. Why does this class get extra attacks per round? I mean, the spell list for both subclasses is pretty robust - they've got damage spells down pat. None of the other casters get multiple attacks as a baseline. Seems a tad unnecessary to me. And, unless you pick up a magic weapon, doesn't that make the Enhanced Weapon infusion pretty much a must have? Additionally, I know that my current DM had a real issue with my forge priest getting a magic weapon at 1st level, I can't imagine he's going to be thrilled with someone who can create two magic weapons at 2nd level and give them to anyone.

100% because it's a half-caster. Note that the class gets a pretty beefy selection of armors. This class, like Bard and (to some degree) Cleric, gets to choose whether they want to be spell-based or weapon-based for basic combat. Bladesinger, too, gets Extra Attack, so full casters with Extra Attack are already a thing.

I kind of wish the class could craft a Crossbow of Loading or Repeating Crossbow, however. I suppose you could always take Crossbow Expert, however.

First thing I notice... Artificer's as far as I now are now the first class to be able to change out cantrips.

I don't think we've ever not allowed players to swap out cantrips as long as it's within reason and you ask. I mean, they're described by the game as the most basic spells that you learn. They are, by it's own narrative, so simple that a beginner can memorize them. Even then, cantrips are relatively weak and not major game changers. Yeah, the game expects you to have one useful attack cantrip, but after that it's really all gravy. Granted, Artifacers get much better at swapping cantrips at level 10 than even we would allow, but it's still really not a particularly powerful ability.
 

doctorbadwolf

Heretic of The Seventh Circle
Regardless of anything else, I am just happy to see that firearms are only mentioned in an optional sidebar and not forced into the base class, which would not fit Eberron. Save the guns for future subclasses/archetypes that would fit other worlds better.

THis makes no sense, to me. You're glad there isn't a gunsmith subclass, but you're fine with a future gunsmith subclass?

You know you don't have to use any subclass, right?

This.

Not only moving the subclass to level 1 would fix the delayed proficiencies oddity, but it would also push spellcasting to 2nd level, fixing the other oddity of a non-standard half-caster spell slots progression. Cantrips can still start at 1st, as they are unprecedented to half-casters. Then maybe move Infuse Item to 3rd:

1st: Magical Tinkering, Artificer Specialist*, Tool Expertise
2nd: Spellcasting
3rd: Infuse Item, Artificer Specialist feature*

*The Homunculus/Turret can stay at 3rd level

I'd lose all interest in it if they did that.

I see some people happy that the gunsmith is gone because "no guns in Eberron." Aren't turrets just fancy guns?

Kinda. The turret is very Eberron, though. It also doesn't shoot projectiles, which helps keep it from being a gun.

And iron defender would be even more eberron, and a subclass that makes bomb ammo for a crossbow while being defended by a metal construct dog would be about as Eberron as it could get, but the Artillerist is very very Eberron, and quite cool.

I just want the wandslinger part to be it's own subclass, rather than a level 6 feature for an otherwise unrelated subclass.
 

Given most campaigns end around level 10, this doesn't feel like a game breaking problem.

I don't think it's game-breaking in any event. Deciding to give up 25% of your infused items to buff your own prime ability score is a real trade-off, considering most parties would probably be expecting this class to provide magic items to the other PCs, not just hoarding them. Not only that, but there's a real risk to a character whose primary ability is nerfed if they're deprived of their equipment.
 

All other things aside, I really like Many-Handed Pouch.

Here you go guys, everyone take one. Oh, you need a potion, i put it in my bag, now it's also in your bag.

Magic shared inventory.

It's funny, just a couple weeks ago I wondered about pretty much this exact magic item in response to an episode of Critical Role.

[sblock=Critical Role Campaign 2, Episode 50]When Nott was trapped alone with the fire giants coming after her, I thought this would be a perfect situation to be able to pass Caleb's Transmuter's Stone (which I think was set to fire resistance) to her through some sort of magically shared pocket. One of those "not super powerful, but in rare situations is absolutely life saving" sort of items that are my favorite kind.[/sblock]
 

duelistjp

First Post
so looking at the replicate magic weapon infusion in order to change the item you replicate you have to do it on level up by using the one change of your infusions you know. seems a bit overly limiting. i think they should have offered to let you tinker for some amount of time to figure out how to do a different time. in universe their are often weeks between parts of an adventure and it would make sense to be able to change that. if it took like 3 days of 8 hours work to do would that be so gamebreaking?
 

Hawk Diesel

Adventurer
Ok, so looking at the class a few times, I have the following thoughts:

1) Magical Tinkering does not belong. It seems to be a ribbon ability, but it is basically a reskinned Prestidigitation that lasts longer. This wouldn't necessarily be a problem, but the ability is weighted heavily enough to be the only other ability provided in addition to spellcasting. This is supposed to put it on par with a Wizard's Arcane Recovery or a Sorcerer's access to their archetype at first level, since these are the other two classes that get access to Spell Casting at level 1. Erase this ability and give the Artificer access to their first archetype ability at level 1.

2) Flavorwise, neither the alchemist's nor the arterialist's mechanical abilities seem thematically linked to the concept they are meant to represent.

3) Take out the pets for both archetypes. This gives each archetype more design space for thematically appropriate abilities, and provides an opportunity for a new archetype focused on making and using constructs.

4) The original 3.5 version of the Artificer had a means to replicate spells from any other spell list. I'm not sure how they would do it on the existing framework (I've figured it out for my own homebrew version), but they need an ability similar to a Bard's Magical Secrets.

5) The Right Cantrip for the Job is a genuinely good ability, fits the Artificer concept, and I'm glad it's included. However, it needs to come online well before level 10.

6) Not sure the Artificer needs Tool Expertise. Proficiency in their tools is enough. Tool use seldom comes up in the games I've played except Thieves' Tools. I would prefer this was scrapped to allow design space for less mundane abilities more related to their archetype or the creation of magical items. Artificers are skilled in creating things, but I would not say they are Artisans. At least to me, they are more about the binding and manipulation of magical energies to replicate spells and magical enchantments.

7) Spell-Storing Item is interesting. I need to reflect on this ability a bit more, but I am leaning towards liking it. It is effective at replicating a wand, and has a good amount of power. It is also similar to a Wizard's Signature Spell ability, but can be used by other characters.

8) Infusions are interesting. I don't exactly like the way it is executed, but it does allow for the feel of creating magic items.

9) Arcane Weapon seems too powerful in comparison to similar spells. It's certainly more powerful than Divine Favor (another 1st level spell). This seems to be at least a 2nd level spell, on par with Magic Weapon. You do more damage, but don't get the benefit of bonus on attack. Additionally, placing it at level 1 makes it a ripe choice for Magic Initiate.
 

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