D&D 5E (2024) What's New with the Artificer in Eberron: Forge of the Artificer

So which 2025 artificer is better: UA or Forge?
Best as i can tell from the preview, Forge just gets a few more things.

Mainly they added Charge and Transmute Magic Item at 6 for instance. Which will greatly improve flexibility.

And recovering Flash of Genius at 14.

Could debate if the level 20 feature is better or worse, but I've never made it that far so I don't care.
 

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One of my players is playing a level 9 Artillerist, and she had upgraded to use both of the UAs as her baseline for the class and subclass as each came out, and she is super effective. Her pet Eldritch Cannon commonly uses all 3 options in the same fight, which is amazing for her compared to how it used to work (each cannon being a 1-trick pony).

True Strike crossbow and Bonus Action Force Blast deal solid damage. But the Protector ability is so strong, she is as important as the Cleric for party survival. I really want the Artillerist to have proficiency in Martial ranged weapons, which would give them pistols and rifles.

The Tinker's Magic ability has been useful several times (crowbar, caltrops, pole, a variety of containers for a variety of substances), because the players have to have their items on their character sheet, they sometimes just don't have the right tool for the job, especially when they have to split the party.

At 9th level, she has and uses more magic items than everyone else, after helping people fill up their attunement slots and creating a party collection of utility items. Admittedly, my campaign has lots of downtime, so the players can actually use their bastions and well-earned loot to create Uncommon magic items. She also started with the Crafter feat and is trained with lots of different crafting kits, and she just has the ability to make more kinds of items than everyone else.
 

If you make the tweaks, let me (us) know what they are, I'm in the same boat.
If i go with tweaking the original artificer, i will be adding more infusions, including ones that let you cast a spell ypu otherwise couldn't, with more active infusions at a time, as a first step. Then little things like splitting the pet guy from the extra attack with Int guy, and making artillerist work with ranged weapons as well as wands and such.

I will post more later of course.
 

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