A couple threads dance around this topic, but it doesn't look like any ask it directly: What would you want to see when the Artificer eventually gets updated and reprinted in the post-2024 world?
Core Class Features:
Overall, the artificer gives you a firehose of information as a new player looking into it. That kept me away from this class for a long while. Anything they can do to make this class more digestible would be great.
Magical Tinkering: As-is, it basically amounts to "prestidigitation on an item". I've played through a whole campaign as an artificer, and used Magical Tinkering maybe twice, and that was just to get a light source. Anything to make this more useful, or quicker to read through would be an improvement.
Infusions: The list would really benefit from being sorted by level. I don't care what I can make 10 levels from now, I want to know what I can make now. I'd also like to see the weapon infusion options improve further, so they don't become totally obsolete in a high magic campaign. Maybe give the +2 weapon a secondary effect at level 14, and upgrade the radiant, returning, and repeating weapons to a +2 at that point as well. Another weapon infusion that does something different entirely could be nice.
Spellcasting: The artificer spell list is just plain jank, and feels like a grab bag compiled from everyone else's leftovers. Another damage option or two at levels 1, 2, and 3 would be very much appreciated, even if just for the sake of variety. I think the artificer should also get one more cantrip. Having only two really pigeonholes your choices, especially when two of the subclasses really want you to pick Mending.
New feature idea: Customized Item. Loot is an issue for the artificer. You can already make most of the obvious magic items, so nothing usually stands out as a suitable reward for an artificer unless it's very powerful or quirky. As a solution, maybe coming in around level 6, I think the artificer should be able to apply an infusion to one already-magical item to make it more powerful. Regardless of the original magic item and the infusion, the resulting Customized item always requires attunement, and can only be attuned by you. You can only have one Customized Item at a time. The infusions you can apply to a Customized Item would be limited based on the base magic item's rarity, and you can't stack +X bonuses.
Alchemist Subclass:
I haven't seen this one in action, but I've heard plenty of things about it from people who played it. It really needs a damage option that isn't one of the three most-resisted damage types in the game (which could be solved by expanding the core artificer list, as mentioned above). It could also use some better control and action economy for its main subclass feature, the experimental elixirs.
Armorer Subclass
The guardian's thunder gauntlets are cool, but it's always bothered me that using a shield with them is always superior to trying to go boxing with the pair. I'd love if there was a "light gauntlets" version that allowed a bonus action attack, likely at d6 damage die vs the d8 for the shielded version.
The armorer badly needs a real damage boosting feature for Tier 3. It's bad enough that they don't get a feature that keeps up with the other martials, but as I found when playing recently, there isn't even a "gas pedal" you can use to try to keep up. A paladin who's falling behind can smite harder or more often, a ranger can use spells like hunter's mark, a fighter can use action surge if they don't have subclass resources to spam, and a barbarian can use reckless attack. You know what an armorer can do to boost their damage mid-fight? Nothing.
For an always-on damage boost, it doesn't have to be flashy. Just tack on an extra d6 or something in the level 9 or level 15 feature.
For a temporary damage boost, if they don't end up getting any spells that increase damage, I'm imagining something like an "overdrive mode". You either drain the power from a magic item for the rest of the day, or break your attunement to an attuned magic item, to get some kind of damage buff for a minute or so.
Artillerist Subclass
Overall this one feels pretty good. Though one thing that always felt off, is that everyone I've seen use this subclass, has at some point "carried" the cannon on their shoulder. I get the feeling that's not quite intended, but everyone would otherwise get annoyed with the cannon's 15ft move speed. Either a clear "yes you can stick it on your shoulder", or a boost to its speed and a clear "no it can't sit on your shoulder" would be appreciated.
Another thing, covered in the core class spellcasting note earlier, but it would really be nice to not feel forced into Firebolt + Mending as my cantrips, and the freedom to choose some other damaging spells to use with Arcane Firearm would be nice.
Battle Smith Subclass
I haven't played it, but overall it seems pretty solid. The defender's AC should probably get a +1 at each of its subsequent subclass feature levels (5, 9, and 15), instead of just the +2 all the way at the end. The HP on it also feels a bit low, but I'm not sure how it plays out in practice.
I'm not sure if battle smiths need any additional damage boost like I was saying for the Armorer. Between the steel defender's contributions, arcane jolt, and the smite spells, it seems like they stand a decent chance at keeping up with the rest of the party.
If I were designing an Artificer class from scratch I would dump the entire Spellcasting feature altogether. Artificers as "half casters" has never felt right to me, especially since they have no signature spells of their own like Paladins and Rangers do.
Instead, make the Infusions the primary thing the class does. Take all of these numbers and multiply them by 2-3 or so: the number of infusions you can know at each level, the number of infusions that you can have active at a time, and the number of infusions that exist and are defined in the rules. And each subclass should have several subclass-specific infusions that only they get access to. Maybe have one subclass that does actual spellcasting (like Fighters and Rogues) but they do it through Infusions that hold spells.
If you have ever seen the Witch class developed by Eva Brown, that's fairly close to how I'd want Artificers to work.
This is the experiment I came up with to try out if anyone is interested in it.
Artificer
Core Artificer Traits
Primary Ability
Intelligence
Hit Point Die
D8 per Artificer level
Saving Throw Proficiencies
Constitution and Intelligence
Skill Proficiencies
Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Weapon Proficiencies
Simple weapons, Musket, Pistol
Tool Proficiencies
Thieves’ Tools, Tinker's Tools
Armor Training
Light and Medium armor, and Shields
Starting Equipment
Choose A or B: (A) Scale Mail, Shield, 2 Simple weapons of choice, Light Crossbow, 20 Bolts, Thieves' Tools, Dungeoneer's Pack, and 15 GP; or (B) 150 GP
Becoming an Artificer...
As a Level 1 Character
Gain all the traits in the Core Artificer Traits table.
Gain the Artificer’s level 1 features, which are listed in the Artificer Features table.
As a Multiclass Character
Gain the following traits from the Core Artificer Traits table: Hit Point Die, proficiency with Thieves' Tools, proficiency with Tinker's Tools, and training with Light and Medium armor and Shields.
Gain the Artificer’s level 1 features, which are listed in the Artificer Features table.
The Artificer
Level
Proficiency Bonus
Class Features
Infusions
Cantrips
Prepared Spells
1st
2nd
3rd
4th
5th
1st
+2
Crafter Feat, Magical Tinkering, Spellcasting
—
2
2
2
—
—
—
—
2nd
+2
Infuse Item, Tool Expertise
2
2
3
2
—
—
—
—
3rd
+2
Artificer Specialist, The Right Tool for the Job
3
2
4
3
—
—
—
—
4th
+2
Ability Score Improvement
4
2
5
3
—
—
—
—
5th
+3
Flash of Genius
5
2
6
4
2
—
—
—
6th
+3
Artificer Specialist feature
5
2
6
4
2
—
—
—
7th
+3
Spell-Storing Item
6
2
7
4
3
—
—
—
8th
+3
Ability Score Improvement
6
2
7
4
3
—
—
—
9th
+4
Magic Item Adept
7
2
9
4
3
2
—
—
10th
+4
Artificer Specialist feature
7
3
9
4
3
2
—
—
11th
+4
Retributive Infusion
8
3
10
4
3
3
—
—
12th
+4
Ability Score Improvement
8
3
10
4
3
3
—
—
13th
+5
—
9
3
11
4
3
3
1
—
14th
+5
Magic Item Savant
9
4
11
4
3
3
1
—
15th
+5
Artificer Specialist feature
10
4
12
4
3
3
2
—
16th
+5
Ability Score Improvement
10
4
12
4
3
3
2
—
17th
+6
—
11
4
14
4
3
3
3
1
18th
+6
Magic Item Master
11
4
14
4
3
3
3
1
19th
+6
Epic Boon
12
4
15
4
3
3
3
2
20th
+6
Soul of Artifice
12
4
15
4
3
3
3
2
Level 1: Crafter Feat
At 1st level the Artificer gains the benefits of the Crafter Feat. The Artificer is not limited to proficiency in the fast crafting table and may select any 3 Artisan's Tools.
Level 1: Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have Thieves’ Tools or Artisan’s Tools in hand. You can touch a Tiny nonmagical object as a Magic action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. The Artificer utters the message when they bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As a Magicaction, you can touch the object and end the property early that you created with this ability.
You can bestow this magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). Any attempt to exceed that maximum causes the oldest property to immediately end, and then the new property applies.
Level 1: Spellcasting
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required. You produce your Artificer spell effects through your tools. You must have a spellcasting focus — specifically Thieves’ Tools or some kind of Artisan’s Tool — in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Guidance are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.
When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.
Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Faerie Fire are recommended.
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number in the Artificer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of level 1 or 2 in any combination.
If another Artificer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells on your list with other Artificer spells for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.
Level 2: Infuse Item
Infusions Known. When you gain this feature select 2 Artificer infusions to learn from the Artificer Infusions list. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions column of the Artificer Features table. You many replace 1 Artificer infusion when you gain a level in this class. The infusion immediately vanishes from any item in which the infusion was exchanged in this way.
Infusing an Item. Whenever you finish a long rest, you can take a Magic action to touch an object and imbue it with one of your artificer infusions, transforming a mundane object into a magical one or enhancing a magical object further. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day).
Infusion Limits. You can infuse more than one object at the end of a long rest; the maximum number of objects is equal to the number of infusions known in the Infusions column of the Artificer Features table. You must touch each of the objects. No object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Infusion Attunement. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Level 2: Tool Expertise
Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Level 3: Artificer Subclass
You gain an Artificer subclass of your choice. Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith. Your choice grants you additional features at 6th level and again at 10th and 15th level. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.
Level 3: The Right Tool for the Job
You learn how to produce exactly the tool you need: with Thieves’ Tools or Artisan’s Tools in hand, you can magically create one set of Artisan’s Tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
You can craft one piece of gear from the Fast Crafting table as part of the process, provided you create the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish a Long Rest or until you use this feature again, at which point the item falls apart.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.
Level 5: Flash of Genius
You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Flash of Genius.
Level 7: Spell-Storing Item
You learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the Artificer spell list that requires 1 action to cast (you needn’t have it prepared).
While holding the object, a creature can take a Magic action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to your proficiency bonus plus your Intelligence modifier or until you use this feature again to store a spell in an object.
If you are the creature holding the object you can expend 2 uses of the stored spell to recover a 1st level spell slot as a Magic action. Once you use this feature, you can’t do so again until you finish a Short Rest.
Level 9: Magic Item Adept
You achieve a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once.
If you use a magic item that casts or replicates a spell and uses charges you can use a spell slot of the same level or higher of the spell in place of the charge. The spell does not need to be prepared or on the Artificer spell list.
If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Level 11: Retributive Infusion
You may release the magical energy of any Infusion you have created as a Magic action that you are holding, destroying the infused item in the process. This effect cannot be used on an infused magic item; it must be applied to a mundane item that you have infused.
The area and amount of damage is a function of the minimum level required for the infusion.
An infusion that has a minimum of 2nd level deals 2d8 damage out to a radius of 5'.
An infusion that has a minimum of 6th level deals 3d8 damage out to a radius of 10'.
An infusion that has a minimum of 10th level deals 5d8 damage out to a radius of 15'.
An infusion that has a minimum of 14th level deals 10d8 damage out to a radius of 20'.
Choose from the following damage types when you use this feature: Acid, Cold or Fire (but not both), Lightning, Thunder. Different damage dice can apply different damage types when you make this choice but you must select at least one die of each damage type, and you are not affected by the effect. Any Large or smaller creature caught in the area is subject to being Pushed 5' backwards and the Prone condition, and a loud noise can be heard up to 300' away.
Creatures can make a DEX save against your spell DC for 1/2 damage and are not subject to Push or Prone effects on a successful save.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 14: Magic Item Savant
Your skill with magic items deepens more:
You can attune to up to five magic items at once.
You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Level 18: Magic Item Master
You can attune up to 6 items at once.
Level 20: Soul of Artifice
You draw on a mystical connection to your magic items, which you can use for protection:
You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0 and you can use up to 2 Hit Dice to recover hit points as part of that reaction.
New Infusion...
Skillful Weapon
Item: A simple or martial weapon
This magic weapon grants the Weapon Mastery feature of the weapon to any wielder who is proficient in using the weapon.
Alchemist
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of Artificer traditions, and its versatility has long been valued during times of war and peace.
Level 3: Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Alchemist’s Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Alchemist Spells
You gain an additional Artificer cantrip of your choice from the Artificer spell list, and you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
Artificer Level
Spell
3rd
healing word, ray of sickness
5th
flaming sphere, Melf’s acid arrow
9th
gaseous form, mass healing word
13th
blight, death ward
17th
cloudkill, raise dead
Experimental Elixir
Whenever you finish a long rest, you can take a Magic action to produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. For each elixir you produce you may choose to make a DC 15 Arcana check to select the type of elixir instead of the roll, but failure by 5 or more ruins that elixir. You can make this check before or after the roll.
As an action or a bonus action, a creature can drink the elixir or administer it to an incapacitated creature.
Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
You can create up to one elixir per point of INT bonus. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two plus INT bonus at 6th level and five plus INT bonus at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.
Experimental Elixir
d6
Effect
1
Healing. The drinker regains a number of hit points equal to 4d4 + your Intelligence modifier.
2
Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
3
Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4
Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5
Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6
Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
Level 6: Alchemical Savant
You develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your Alchemist’s Supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Level 10: Restorative Reagents
You can incorporate restorative reagents into some of your works:
Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
You always have Lesser Restoration prepared and can cast it without expending a spell slot a number of times equal to you INT bonus (minimum of once) when you use Alchemist’s Supplies as the spellcasting focus. You regain all expended uses when you finish a long rest.
Level 15: Chemical Mastery
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
You gain resistance to Acid damage and Poison damage, and you are immune to the Poisoned condition.
You always have Greater Restoration and Heal prepared, and can cast each once without expending a spell slot and without material components when you use Alchemist’s Supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
As a Magic action or Bonus action, you can throw an Experimental Elixir up to 30' where it explodes in a 10' radius sphere for 2d6 Acid damage and 2d6 Poison damage. Add your INT modifier to the damage and creatures in the area have the Poisoned condition until the end of their next turn. The DC is your spell DC with a CON save for half damage and negates the Poisoned condition. This damage bypasses damage resistance.
Armorer
An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Artificer's magic, unleash potent attacks, and generate a formidable defense. The Artificer bonds with this armor, becoming one with it even as they experiment with it and refine it's magical capabilities.
Level 3: Tools of the Trade
You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Level 3: Armorer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Armorer Spells
Artificer Level
Spell
3rd
magic missile, thunderwave
5th
mirror image, shatter
9th
hypnotic pattern, lightning bolt
13th
fire shield, greater invisibility
17th
passwall, wall of force
Level 3: Arcane Armor
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you.
You can use the Arcane Armor as a spellcasting focus for your Artificer spells.
The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a Bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.
Level 3: Armor Model
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Guardian. You design your armor to be in the front line of conflict. It has the following features:
Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your Intelligence bonus, and you regain all expended uses when you finish a long rest.
Infiltrator. You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Powered Steps. Your walking speed increases by 5 feet.
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Level 6: Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn. In addition, you can cast one of your Artificer cantrips that has a casting time of an action in place of one of those attacks if you are using your Arcane Armor as an arcane focus.
Level 10: Armor Modifications
You learn how to use your Artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Level 15: Perfected Armor
Your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Intelligence bonus, and you regain all expended uses of it when you finish a long rest.
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage and the creature cannot take reactions until after the end of its next turn.
Artillerist
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
Level 3: Tool Proficiency
You gain proficiency with Woodcarver’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Artillerist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artillerist Spells
Artificer Level
Spell
3rd
shield, thunderwave
5th
scorching ray, shatter
9th
fireball, windwall
13th
ice storm, wall of fire
17th
cone of cold, wall of force
Level 3: Eldritch Cannon
You learn how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small Eldritch Cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your Artificer level. It is immune to Poison damage and Psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a Bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same Bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Eldritch Cannons
Cannon
Activation
Flamethrower
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
Level 6: Arcane Firearm
You know how to turn a wand, staff, or rod into an Arcane Firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your Arcane Firearm as a spellcasting focus for your artificer spells. When you cast an Artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Level 10: Explosive Cannon
Every Eldritch Cannon you create is more destructive:
The cannon’s damage rolls all increase by 1d8.
You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.
As a Magic action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 5d6 force damage on a failed save or half as much damage on a successful one.
Level 15: Fortified Position
You’re a master at forming well-defended emplacements using Eldritch Cannon:
You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
You can now have three cannons at the same time. You can create three with the same action (but not the same spell slot), and you can activate all of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a fourth cannon while you have three.
Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
Level 3: Tool Proficiency
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Battle Smith Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
Artificer Level
Spell
3rd
heroism, shield
5th
shining smite, warding bond
9th
aura of vitality, conjure barrage
13th
aura of purity, fire shield
17th
banishing smite, mass cure wounds
Level 3: Battle Ready
Your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Level 3: Steel Defender
Your tinkering has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the defender to take the Force-Empowered Rend action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Smith’s Tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Steel Defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have Smith’s Tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Steel Defender Medium construct Armor Class 13 plus your INT modifier (natural armor) Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level) Speed 40 ft. STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (–3) WIS 10 (+0) CHA 6 (–2) Saving Throws Dex +1 plus PB, Con +2 plus PB Skills Athletics +2 plus PB, Perception +0 plus PB × 2 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 + (PB × 2) Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Vigilant. The defender can’t be surprised. Actions Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + INT modifier force damage. Repair (3/Day). The magical mechanisms inside the defender restores 4d8 + INT modifier hit points to itself or to one construct or object within 5 feet of it. Reaction Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Level 10: Arcane Jolt
You learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:
The target takes an extra 2d6 force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 4d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 15: Improved Defender
At 15th level, your Arcane Jolt and steel defender become more powerful:
The Arcane Jolt extra damage increases to 4d6 and the healing increases to 8d6.
Your steel defender gains a +2 bonus to Armor Class.
Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
A couple threads dance around this topic, but it doesn't look like any ask it directly: What would you want to see when the Artificer eventually gets updated and reprinted in the post-2024 world?
Core Class Features:
Overall, the artificer gives you a firehose of information as a new player looking into it. That kept me away from this class for a long while. Anything they can do to make this class more digestible would be great.
I have heard a lot of people say this, but my experience was almost exactly the opposite. I found it much more digestible than any other class I considered BECAUSE all of its rules and subclasses are organized together in a single chapter in a single book. By contrast, the features of my Ranger are split between three books that I have to synthesize together.
What I think is a potential obstacle to Artificer is that it plays best for a player that wants to do research and prep between sessions to think about what options there are and how to manage them. I don't think this is a downside, but rather, one of the interesting things that distinguishes it from say the Ranger. It supports a different playstyle which is exactly the reason to have different classes.
Magical Tinkering: As-is, it basically amounts to "prestidigitation on an item". I've played through a whole campaign as an artificer, and used Magical Tinkering maybe twice, and that was just to get a light source. Anything to make this more useful, or quicker to read through would be an improvement.
Oh, my friend, you are missing out! There are many threads on creative ways to use this, but my personal favorite OP use of it is that it is an instant copy machine/camera that will make up to 6 copies for you. You can put a short message on an arrow, and fire it. You can use it to signal a simple binary/timing message over any distance, by tinkering n items and then tinkering a (n+1)th to turn the effect off on the first item.
I have to say, I wish that the light source aspect was more useful. 5 feet is too dim, and/or I think that the person possessing it should be able to turn the light on and off. I think making a simple flashlight that you can hand out would be much more fun and in no way OP.
Infusions: The list would really benefit from being sorted by level. I don't care what I can make 10 levels from now, I want to know what I can make now. I'd also like to see the weapon infusion options improve further, so they don't become totally obsolete in a high magic campaign. Maybe give the +2 weapon a secondary effect at level 14, and upgrade the radiant, returning, and repeating weapons to a +2 at that point as well. Another weapon infusion that does something different entirely could be nice.
I think the Artificer should get more infusions sooner and be allowed more creativity with them. For example, it's cool that you can pick make a common magic item, but I think it would be fun for there to be a group of relatively minor items that you could swap between. I'm not going to spend an infusion for a whole levelup period on Cloak of Billowing but I think it could be pretty fun if you got a 10-pack of similar items that you could rotate between.
I'd also like infusions to be rethought so that it is easier to give interesting single-use or limited items away. Like, I think it would be fun to be able to give away a single use Absorb Elements item to anyone in my party. I can make a scroll if I have downtime and money, but also they have to have it on their spell list, so it's not quite the same.
I've been very interested in using my Infusions to help the party, but with only two and given my other limitations, it has not been valuable/optimal to do so at the low levels. Like think of how the strategy would change if you were allowed 4 known infusions and you can hold the magic for 3 but you can only personally possess 2 at a time.
The item of spell storing is great, but it doesn't come until so late and then is very powerful. I'd love a less powerful version sooner.
As it stands, I find that I really have to work to flavor the Artificer as spellcasting through magical items.
Spellcasting: The artificer spell list is just plain jank, and feels like a grab bag compiled from everyone else's leftovers. Another damage option or two at levels 1, 2, and 3 would be very much appreciated, even if just for the sake of variety. I think the artificer should also get one more cantrip. Having only two really pigeonholes your choices, especially when two of the subclasses really want you to pick Mending.
Mending should absolutely come for free to an Artificer. It's essential to the class and with only two cantrips, comes very dear. Alternately, start with 3 known cantrips.
I love the idea of the Crafting feat and the Fast Crafting table, but I find the choices in the table to be distinctly underwhelming for an Artificer. I can't say that I've ever really wanted to craft any of those relatively mundane items, and also I find them a little confusing mechanically. Making ball bearings is actually really hard compared to say making rope, and all the items on that list are things you can usually buy easily, at least if you're in a town where you can buy the raw materials. None of them seem interesting to make in game. I wish Artificer had a table that was a little more magical and a little more quirky. I don't want to make rope, I want to make Armor of Vicious Mockery. :) Or special leather armor out of Thousand-Tooth The Devourer.
Alternately, if I make my own rope or I make my own pouch, does that give me advantages for enchanting it? That makes creating the mundane interesting again.
One nice change to the backgrounds is that the Artisan no longer assumes you're at the Master level with your own business but also has room for the stifled apprentice.
I wonder if we're going to get level 1 infusions like the Warlock got level 1 invocations.
I am thinking Tool Expertise would go away. Maybe, artificers would get bonus artisan tool proficiencies, perhaps even a proficiency in all artisan tools at some point.
Mending should be folded into the Magical Tinkering feature.
I hope that the subtype artwork includes examples that are not steampunk.
Change their spellcasting focus to an Arcane Focus (even if the qualifying items are the same).
Revamp the UA Archivist into a scroll-based and scholarly sub class.
I would like to see a Crafter of beings Artificer, like the Dr. Mabuse or the Dr. Frankenstein, which they could create any kind of creature, from flesh or any kind of material. Just by being Expertise in Medicine and in knowledge of Body parts, those artificers could be creators of extra companions or familiars for any purpose.
Hmm, a very interesting question. First thing I'd expect would be an updated spell list. Obviously have Mending as an always prepared cantrip in addition to whatever else they plan on. Since Tasha's Bubbling Cauldron is a 6th level spell, that pretty much keeps the Artificer from ever using it. But I could see the ability to use it once a day becoming something of a late game capstone for the Alchemist. As for the Armorer and Battle Smith, I could see them being capable of getting Weapon Mastery system upgrades. Take the gauntlets on the Armorer, they could be treated as having the Sap or the Topple options. Technically, it already has a variant on the Sap mastery property. A similar thing could be done for the Battle Smith, as their apparent mastery of using magical weapons could apply to the mundane fare as well. Alternatively, you could just have the base Artificer have Weapon Mastery with firearms.
I do think some tweaks on the starting equipment could be nice. I like how there's been more of a selection that the 2024 rules give for gearing up your character from the outset, so expanding that to the Artificer wouldn't be a bad thing. The Infusions will probably need to be updated as we have revamped versions of various magical items. Some of the classics shouldn't be too affected, but we could use some new rules for expanded options in the common magic item category. Maybe could have a new feature that allows the Artificer to produce spell scrolls from the wizard spell list. Not necessarily the full Wizard spell list, but perhaps up to 5th level spells. Perhaps some kind of research notes or formula book to better represent it.
Speaking of Infusions and improvements, we might want to see the templating for the Homunculus Servant and the Steel Defender updated to work with other "pet" options. Steel Defender could have some of its subclass upgrades just be baked into the Steel Defender template, thus freeing up things for other possible updates to the Battle Smith.
I think they make u use too much resource to maintain eldritch cannon aka spell slots which as an artificer r precious aka half caster
I generally think making the Artificer a half caster was a mistake. Part of it is that other half casters have a whole mess of spells that are unique to their class — Paladins have all these cool smite spells, Rangers have a bunch of stuff letting them shoot interesting arrows all over — while neither published version of the Artificer class included even a single new spell that was just for Artificers. So it's often the case that anything you can do with your spellcasting, there's someone else in your party who can do it better, or at least has more spell slots to do it with. So those precious few spells and spell slots that you do get often don't feel like they're even worthwhile to use at all.
Honestly, the only thing that I really want is a better/more flavorful Alchemist subclass. I mean, I would like better spellcasting and more infusions, but I think the Subclasses need the most work.
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Build a man a fire, keep him warm for a day. light a man on fire, keep him warm for the rest of his life.
I generally think making the Artificer a half caster was a mistake.
In 3.5 Bard and Artificer were 2/3rds casters (going up to 6th level spells but with caster level equal to their class level).
For some reason, Bard became full casters in 5e, but Artificers did not. This is not likely to change until 6e+.
I don't expect it to change at all.
The 3.5 bard was a "2/3's" caster by spell progression table only with a huge back of magical ability in the songs to supplement it and PRC's to further fill it out. They also had iconic higher level spells reduced in spell level specifically to allow bards to have those higher level spells.
Standardized spell levels and the removal of all those bard songs and using subclasses without PRC's led to keeping bards closer to other full casters like they were throughout their history. Much closer than they were to rangers and paladins.
3.5 artificers didn't even cast spells. They had infusions on a similar table to spellcasting that emulated spells, sure, but it was a poor list and they crafted magic items under 3.5 rules.
Artificers were not remotely as magical as bards.
Warlocks had a similar issue. They weren't really spellcasters in 3.5 and relied on invocations. They're closer to what a 3.5 bard might look like if songs weren't just merged with spells and kept as a second major resource.
Warlocks ended up with similar spell progression, a heavy secondary mechanic with invocations instead of bard songs, and mystic arcanum for access to iconic high level spells instead of just adding them to the list at a lower level.
I think in the bard's case it was just simpler to fold the songs into the spell casting and add some inspiration benefits.
I think the warlock did pretty well with that structure, but neither the bard nor the warlock is at the same level as those other "full casters". The subclass structure and features, and spell preparation mechanics create that gap, and in the sorcerer's case it's metamagic instead of the spell preparation.
With the Artificer they were not portrayed as casters as much as crafters so that's where the "half-caster" makes sense. If a person wanted to restructure that then the Warlock structure would work. That allows faster spell progression and a crafting supplement to with infusions. They'd still need something to fill out higher levels though.
The 3.5 bard spell chart compared to the 3.5 artificer infusion chart isn't a good comparison, however, because that ignores far too much of the rest of the class in both cases.
I generally think making the Artificer a half caster was a mistake.
In 3.5 Bard and Artificer were 2/3rds casters (going up to 6th level spells but with caster level equal to their class level).
For some reason, Bard became full casters in 5e, but Artificers did not. This is not likely to change until 6e+.
I don't expect it to change at all.
The 3.5 bard was a "2/3's" caster by spell progression table only with a huge back of magical ability in the songs to supplement it and PRC's to further fill it out. They also had iconic higher level spells reduced in spell level specifically to allow bards to have those higher level spells.
Standardized spell levels and the removal of all those bard songs and using subclasses without PRC's led to keeping bards closer to other full casters like they were throughout their history. Much closer than they were to rangers and paladins.
3.5 artificers didn't even cast spells. They had infusions on a similar table to spellcasting that emulated spells, sure, but it was a poor list and they crafted magic items under 3.5 rules.
Artificers were not remotely as magical as bards.
That is blatantly untrue.
Artificer's used their full caster level for level based effects, but also met crafting level requirements as if their level was 2 levels higher.
It's a mistake to discount the incredible support an Artificer gave to his party or themself with the magic item crafting. Toss a homunculus in a portable hole and craft while you adventure, turning unwanted magic items into dream items.
Plua no other character could use as many magic items as an artificer. Their magical prowess isn't immediately obvious from the class description in 3.5e and 5e doesn't do the class justice (but that's partially because 5e doesn't do crafting justice).
I generally think making the Artificer a half caster was a mistake.
In 3.5 Bard and Artificer were 2/3rds casters (going up to 6th level spells but with caster level equal to their class level).
For some reason, Bard became full casters in 5e, but Artificers did not. This is not likely to change until 6e+.
I don't expect it to change at all.
The 3.5 bard was a "2/3's" caster by spell progression table only with a huge back of magical ability in the songs to supplement it and PRC's to further fill it out. They also had iconic higher level spells reduced in spell level specifically to allow bards to have those higher level spells.
Standardized spell levels and the removal of all those bard songs and using subclasses without PRC's led to keeping bards closer to other full casters like they were throughout their history. Much closer than they were to rangers and paladins.
3.5 artificers didn't even cast spells. They had infusions on a similar table to spellcasting that emulated spells, sure, but it was a poor list and they crafted magic items under 3.5 rules.
Artificers were not remotely as magical as bards.
That is blatantly untrue.
Artificer's used their full caster level for level based effects, but also met crafting level requirements as if their level was 2 levels higher.
It's a mistake to discount the incredible support an Artificer gave to his party or themself with the magic item crafting. Toss a homunculus in a portable hole and craft while you adventure, turning unwanted magic items into dream items.
Plua no other character could use as many magic items as an artificer. Their magical prowess isn't immediately obvious from the class description in 3.5e and 5e doesn't do the class justice (but that's partially because 5e doesn't do crafting justice).
Everything I said was true. Artificers were more crafters than spellcasters. Sheesh.
I generally think making the Artificer a half caster was a mistake.
In 3.5 Bard and Artificer were 2/3rds casters (going up to 6th level spells but with caster level equal to their class level).
For some reason, Bard became full casters in 5e, but Artificers did not. This is not likely to change until 6e+.
I don't expect it to change at all.
The 3.5 bard was a "2/3's" caster by spell progression table only with a huge back of magical ability in the songs to supplement it and PRC's to further fill it out. They also had iconic higher level spells reduced in spell level specifically to allow bards to have those higher level spells.
Standardized spell levels and the removal of all those bard songs and using subclasses without PRC's led to keeping bards closer to other full casters like they were throughout their history. Much closer than they were to rangers and paladins.
3.5 artificers didn't even cast spells. They had infusions on a similar table to spellcasting that emulated spells, sure, but it was a poor list and they crafted magic items under 3.5 rules.
Artificers were not remotely as magical as bards.
That is blatantly untrue.
Artificer's used their full caster level for level based effects, but also met crafting level requirements as if their level was 2 levels higher.
It's a mistake to discount the incredible support an Artificer gave to his party or themself with the magic item crafting. Toss a homunculus in a portable hole and craft while you adventure, turning unwanted magic items into dream items.
Plua no other character could use as many magic items as an artificer. Their magical prowess isn't immediately obvious from the class description in 3.5e and 5e doesn't do the class justice (but that's partially because 5e doesn't do crafting justice).
Everything I said was true. Artificers were more crafters than spellcasters. Sheesh.
Artificers buffed themselves and their party via temporary and permanent magic items and were not just capable of creating more magic items than an equivalent wizard, without losing exp from the process, but they were also capable of using most of them.
If you ignore that, you might as well ignore buffs from bard songs and buff spells.
Artificers were only about magic. Everything they did was magic. Their infusions only went to 6th level but used the Artificer's full caster level. Their items were magic. They could use more magic items. Disarm Trap was, I believe the only nonmagical class feature and even then, it includes dealing with magical traps. By contrast, bards got Bardic Knowledge as a nonmagical ability, which is purely nonmagical. They were at least as magical as bards and possibly more so.
I generally think making the Artificer a half caster was a mistake.
In 3.5 Bard and Artificer were 2/3rds casters (going up to 6th level spells but with caster level equal to their class level).
For some reason, Bard became full casters in 5e, but Artificers did not. This is not likely to change until 6e+.
I don't expect it to change at all.
The 3.5 bard was a "2/3's" caster by spell progression table only with a huge back of magical ability in the songs to supplement it and PRC's to further fill it out. They also had iconic higher level spells reduced in spell level specifically to allow bards to have those higher level spells.
Standardized spell levels and the removal of all those bard songs and using subclasses without PRC's led to keeping bards closer to other full casters like they were throughout their history. Much closer than they were to rangers and paladins.
3.5 artificers didn't even cast spells. They had infusions on a similar table to spellcasting that emulated spells, sure, but it was a poor list and they crafted magic items under 3.5 rules.
Artificers were not remotely as magical as bards.
That is blatantly untrue.
Artificer's used their full caster level for level based effects, but also met crafting level requirements as if their level was 2 levels higher.
It's a mistake to discount the incredible support an Artificer gave to his party or themself with the magic item crafting. Toss a homunculus in a portable hole and craft while you adventure, turning unwanted magic items into dream items.
Plua no other character could use as many magic items as an artificer. Their magical prowess isn't immediately obvious from the class description in 3.5e and 5e doesn't do the class justice (but that's partially because 5e doesn't do crafting justice).
Everything I said was true. Artificers were more crafters than spellcasters. Sheesh.
Artificers buffed themselves and their party via temporary and permanent magic items and were not just capable of creating more magic items than an equivalent wizard, without losing exp from the process, but they were also capable of using most of them.
If you ignore that, you might as well ignore buffs from bard songs and buff spells.
Artificers were only about magic. Everything they did was magic. Their infusions only went to 6th level but used the Artificer's full caster level. Their items were magic. They could use more magic items. Disarm Trap was, I believe the only nonmagical class feature and even then, it includes dealing with magical traps. By contrast, bards got Bardic Knowledge as a nonmagical ability, which is purely nonmagical. They were at least as magical as bards and possibly more so.
I gave a list of reasons bards were highly magical spellcasters:
They supplemented spells with magical songs; a lot of songs. Casting mass suggestion, for example, as a spell-like ability a dozen times a day is a lot,
Spells that would be higher than 6th level were intentionally placed within the bard list as lower level spells because bards were meant to have iconic spells that were normally a higher level.
Popular bard PrC's added more spellcasting including options like Sublime Chord and allowed bards to progress to 9th level spells already.
Artificers had a limited list and crafted magic item on which they relied.
5e combined the magic spells and songs into spells, and standardized spell levels so that necessitated higher level spells to maintain access to those higher level iconic spells. This also maintained bards magical abilities as closer to other spellcasters than "half-casters" like every other edition of the game. There's also the powerful magical bards from mythology and legend whose archetypes get built from the class.
Artificers did not have the same presentation. Eberron's premise was a lot of low magic and mage-punk tech instead.
Your argument is "these charts looked similar" while ignoring context within those charts (such as variable spell levels by class) and rest of the class. 3.5 bards cast 8th level spells within the base class and 9th level spells in PrC's, and the combination of spell slots plus songs was similar to wizard spell slots.
I would like to see a golem maker. Shield guardians, stone and iron golem ect. We have rules and even magic items for their creation but many can't be made as we lack the spell slots.
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A couple threads dance around this topic, but it doesn't look like any ask it directly: What would you want to see when the Artificer eventually gets updated and reprinted in the post-2024 world?
Core Class Features:
Overall, the artificer gives you a firehose of information as a new player looking into it. That kept me away from this class for a long while. Anything they can do to make this class more digestible would be great.
Magical Tinkering: As-is, it basically amounts to "prestidigitation on an item". I've played through a whole campaign as an artificer, and used Magical Tinkering maybe twice, and that was just to get a light source. Anything to make this more useful, or quicker to read through would be an improvement.
Infusions: The list would really benefit from being sorted by level. I don't care what I can make 10 levels from now, I want to know what I can make now. I'd also like to see the weapon infusion options improve further, so they don't become totally obsolete in a high magic campaign. Maybe give the +2 weapon a secondary effect at level 14, and upgrade the radiant, returning, and repeating weapons to a +2 at that point as well. Another weapon infusion that does something different entirely could be nice.
Spellcasting: The artificer spell list is just plain jank, and feels like a grab bag compiled from everyone else's leftovers. Another damage option or two at levels 1, 2, and 3 would be very much appreciated, even if just for the sake of variety. I think the artificer should also get one more cantrip. Having only two really pigeonholes your choices, especially when two of the subclasses really want you to pick Mending.
New feature idea: Customized Item. Loot is an issue for the artificer. You can already make most of the obvious magic items, so nothing usually stands out as a suitable reward for an artificer unless it's very powerful or quirky. As a solution, maybe coming in around level 6, I think the artificer should be able to apply an infusion to one already-magical item to make it more powerful. Regardless of the original magic item and the infusion, the resulting Customized item always requires attunement, and can only be attuned by you. You can only have one Customized Item at a time. The infusions you can apply to a Customized Item would be limited based on the base magic item's rarity, and you can't stack +X bonuses.
Alchemist Subclass:
I haven't seen this one in action, but I've heard plenty of things about it from people who played it. It really needs a damage option that isn't one of the three most-resisted damage types in the game (which could be solved by expanding the core artificer list, as mentioned above). It could also use some better control and action economy for its main subclass feature, the experimental elixirs.
Armorer Subclass
The guardian's thunder gauntlets are cool, but it's always bothered me that using a shield with them is always superior to trying to go boxing with the pair. I'd love if there was a "light gauntlets" version that allowed a bonus action attack, likely at d6 damage die vs the d8 for the shielded version.
The armorer badly needs a real damage boosting feature for Tier 3. It's bad enough that they don't get a feature that keeps up with the other martials, but as I found when playing recently, there isn't even a "gas pedal" you can use to try to keep up. A paladin who's falling behind can smite harder or more often, a ranger can use spells like hunter's mark, a fighter can use action surge if they don't have subclass resources to spam, and a barbarian can use reckless attack. You know what an armorer can do to boost their damage mid-fight? Nothing.
For an always-on damage boost, it doesn't have to be flashy. Just tack on an extra d6 or something in the level 9 or level 15 feature.
For a temporary damage boost, if they don't end up getting any spells that increase damage, I'm imagining something like an "overdrive mode". You either drain the power from a magic item for the rest of the day, or break your attunement to an attuned magic item, to get some kind of damage buff for a minute or so.
Artillerist Subclass
Overall this one feels pretty good. Though one thing that always felt off, is that everyone I've seen use this subclass, has at some point "carried" the cannon on their shoulder. I get the feeling that's not quite intended, but everyone would otherwise get annoyed with the cannon's 15ft move speed. Either a clear "yes you can stick it on your shoulder", or a boost to its speed and a clear "no it can't sit on your shoulder" would be appreciated.
Another thing, covered in the core class spellcasting note earlier, but it would really be nice to not feel forced into Firebolt + Mending as my cantrips, and the freedom to choose some other damaging spells to use with Arcane Firearm would be nice.
Battle Smith Subclass
I haven't played it, but overall it seems pretty solid. The defender's AC should probably get a +1 at each of its subsequent subclass feature levels (5, 9, and 15), instead of just the +2 all the way at the end. The HP on it also feels a bit low, but I'm not sure how it plays out in practice.
I'm not sure if battle smiths need any additional damage boost like I was saying for the Armorer. Between the steel defender's contributions, arcane jolt, and the smite spells, it seems like they stand a decent chance at keeping up with the rest of the party.
If I were designing an Artificer class from scratch I would dump the entire Spellcasting feature altogether. Artificers as "half casters" has never felt right to me, especially since they have no signature spells of their own like Paladins and Rangers do.
Instead, make the Infusions the primary thing the class does. Take all of these numbers and multiply them by 2-3 or so: the number of infusions you can know at each level, the number of infusions that you can have active at a time, and the number of infusions that exist and are defined in the rules. And each subclass should have several subclass-specific infusions that only they get access to. Maybe have one subclass that does actual spellcasting (like Fighters and Rogues) but they do it through Infusions that hold spells.
If you have ever seen the Witch class developed by Eva Brown, that's fairly close to how I'd want Artificers to work.
pronouns: he/she/they
This is the experiment I came up with to try out if anyone is interested in it.
Artificer
Core Artificer Traits
Becoming an Artificer...
As a Level 1 Character
As a Multiclass Character
The Artificer
Level 1: Crafter Feat
At 1st level the Artificer gains the benefits of the Crafter Feat. The Artificer is not limited to proficiency in the fast crafting table and may select any 3 Artisan's Tools.
Level 1: Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have Thieves’ Tools or Artisan’s Tools in hand. You can touch a Tiny nonmagical object as a Magic action and give it one of the following magical properties of your choice:
The chosen property lasts indefinitely. As a Magicaction, you can touch the object and end the property early that you created with this ability.
You can bestow this magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). Any attempt to exceed that maximum causes the oldest property to immediately end, and then the new property applies.
Level 1: Spellcasting
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required. You produce your Artificer spell effects through your tools. You must have a spellcasting focus — specifically Thieves’ Tools or some kind of Artisan’s Tool — in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Guidance are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.
When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.
Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Faerie Fire are recommended.
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number in the Artificer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of level 1 or 2 in any combination.
If another Artificer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells on your list with other Artificer spells for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.
Level 2: Infuse Item
Infusions Known. When you gain this feature select 2 Artificer infusions to learn from the Artificer Infusions list. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions column of the Artificer Features table. You many replace 1 Artificer infusion when you gain a level in this class. The infusion immediately vanishes from any item in which the infusion was exchanged in this way.
Infusing an Item. Whenever you finish a long rest, you can take a Magic action to touch an object and imbue it with one of your artificer infusions, transforming a mundane object into a magical one or enhancing a magical object further. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day).
Infusion Limits. You can infuse more than one object at the end of a long rest; the maximum number of objects is equal to the number of infusions known in the Infusions column of the Artificer Features table. You must touch each of the objects. No object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Infusion Attunement. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Level 2: Tool Expertise
Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Level 3: Artificer Subclass
You gain an Artificer subclass of your choice. Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith. Your choice grants you additional features at 6th level and again at 10th and 15th level. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.
Level 3: The Right Tool for the Job
You learn how to produce exactly the tool you need: with Thieves’ Tools or Artisan’s Tools in hand, you can magically create one set of Artisan’s Tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
You can craft one piece of gear from the Fast Crafting table as part of the process, provided you create the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish a Long Rest or until you use this feature again, at which point the item falls apart.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.
Level 5: Flash of Genius
You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Flash of Genius.
Level 7: Spell-Storing Item
You learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the Artificer spell list that requires 1 action to cast (you needn’t have it prepared).
While holding the object, a creature can take a Magic action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to your proficiency bonus plus your Intelligence modifier or until you use this feature again to store a spell in an object.
If you are the creature holding the object you can expend 2 uses of the stored spell to recover a 1st level spell slot as a Magic action. Once you use this feature, you can’t do so again until you finish a Short Rest.
Level 9: Magic Item Adept
You achieve a profound understanding of how to use and make magic items:
Level 11: Retributive Infusion
You may release the magical energy of any Infusion you have created as a Magic action that you are holding, destroying the infused item in the process. This effect cannot be used on an infused magic item; it must be applied to a mundane item that you have infused.
The area and amount of damage is a function of the minimum level required for the infusion.
Choose from the following damage types when you use this feature: Acid, Cold or Fire (but not both), Lightning, Thunder. Different damage dice can apply different damage types when you make this choice but you must select at least one die of each damage type, and you are not affected by the effect. Any Large or smaller creature caught in the area is subject to being Pushed 5' backwards and the Prone condition, and a loud noise can be heard up to 300' away.
Creatures can make a DEX save against your spell DC for 1/2 damage and are not subject to Push or Prone effects on a successful save.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 14: Magic Item Savant
Your skill with magic items deepens more:
Level 18: Magic Item Master
You can attune up to 6 items at once.
Level 20: Soul of Artifice
You draw on a mystical connection to your magic items, which you can use for protection:
New Infusion...
Skillful Weapon
Item: A simple or martial weapon
This magic weapon grants the Weapon Mastery feature of the weapon to any wielder who is proficient in using the weapon.
Alchemist
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of Artificer traditions, and its versatility has long been valued during times of war and peace.
Level 3: Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Alchemist’s Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Alchemist Spells
You gain an additional Artificer cantrip of your choice from the Artificer spell list, and you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
Experimental Elixir
Whenever you finish a long rest, you can take a Magic action to produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. For each elixir you produce you may choose to make a DC 15 Arcana check to select the type of elixir instead of the roll, but failure by 5 or more ruins that elixir. You can make this check before or after the roll.
As an action or a bonus action, a creature can drink the elixir or administer it to an incapacitated creature.
Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
You can create up to one elixir per point of INT bonus. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two plus INT bonus at 6th level and five plus INT bonus at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.
Experimental Elixir
Level 6: Alchemical Savant
You develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your Alchemist’s Supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Level 10: Restorative Reagents
You can incorporate restorative reagents into some of your works:
Level 15: Chemical Mastery
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
Armorer
An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Artificer's magic, unleash potent attacks, and generate a formidable defense. The Artificer bonds with this armor, becoming one with it even as they experiment with it and refine it's magical capabilities.
Level 3: Tools of the Trade
You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Level 3: Armorer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Armorer Spells
Level 3: Arcane Armor
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
You gain the following benefits while wearing this armor:
The armor continues to be Arcane Armor until you don another suit of armor or you die.
Level 3: Armor Model
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Guardian. You design your armor to be in the front line of conflict. It has the following features:
Infiltrator. You customize your armor for subtle undertakings. It has the following features:
Level 6: Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn. In addition, you can cast one of your Artificer cantrips that has a casting time of an action in place of one of those attacks if you are using your Arcane Armor as an arcane focus.
Level 10: Armor Modifications
You learn how to use your Artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Level 15: Perfected Armor
Your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Intelligence bonus, and you regain all expended uses of it when you finish a long rest.
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage and the creature cannot take reactions until after the end of its next turn.
Artillerist
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
Level 3: Tool Proficiency
You gain proficiency with Woodcarver’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Artillerist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artillerist Spells
Level 3: Eldritch Cannon
You learn how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small Eldritch Cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your Artificer level. It is immune to Poison damage and Psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a Bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same Bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Eldritch Cannons
Level 6: Arcane Firearm
You know how to turn a wand, staff, or rod into an Arcane Firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your Arcane Firearm as a spellcasting focus for your artificer spells. When you cast an Artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Level 10: Explosive Cannon
Every Eldritch Cannon you create is more destructive:
Level 15: Fortified Position
You’re a master at forming well-defended emplacements using Eldritch Cannon:
Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
Level 3: Tool Proficiency
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Battle Smith Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
Level 3: Battle Ready
Your combat training and your experiments with magic have paid off in two ways:
Level 3: Steel Defender
Your tinkering has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the defender to take the Force-Empowered Rend action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Smith’s Tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Steel Defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have Smith’s Tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Level 6: Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Level 10: Arcane Jolt
You learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 15: Improved Defender
At 15th level, your Arcane Jolt and steel defender become more powerful:
I have heard a lot of people say this, but my experience was almost exactly the opposite. I found it much more digestible than any other class I considered BECAUSE all of its rules and subclasses are organized together in a single chapter in a single book. By contrast, the features of my Ranger are split between three books that I have to synthesize together.
What I think is a potential obstacle to Artificer is that it plays best for a player that wants to do research and prep between sessions to think about what options there are and how to manage them. I don't think this is a downside, but rather, one of the interesting things that distinguishes it from say the Ranger. It supports a different playstyle which is exactly the reason to have different classes.
Oh, my friend, you are missing out! There are many threads on creative ways to use this, but my personal favorite OP use of it is that it is an instant copy machine/camera that will make up to 6 copies for you. You can put a short message on an arrow, and fire it. You can use it to signal a simple binary/timing message over any distance, by tinkering n items and then tinkering a (n+1)th to turn the effect off on the first item.
I have to say, I wish that the light source aspect was more useful. 5 feet is too dim, and/or I think that the person possessing it should be able to turn the light on and off. I think making a simple flashlight that you can hand out would be much more fun and in no way OP.
I think the Artificer should get more infusions sooner and be allowed more creativity with them. For example, it's cool that you can pick make a common magic item, but I think it would be fun for there to be a group of relatively minor items that you could swap between. I'm not going to spend an infusion for a whole levelup period on Cloak of Billowing but I think it could be pretty fun if you got a 10-pack of similar items that you could rotate between.
I'd also like infusions to be rethought so that it is easier to give interesting single-use or limited items away. Like, I think it would be fun to be able to give away a single use Absorb Elements item to anyone in my party. I can make a scroll if I have downtime and money, but also they have to have it on their spell list, so it's not quite the same.
I've been very interested in using my Infusions to help the party, but with only two and given my other limitations, it has not been valuable/optimal to do so at the low levels. Like think of how the strategy would change if you were allowed 4 known infusions and you can hold the magic for 3 but you can only personally possess 2 at a time.
The item of spell storing is great, but it doesn't come until so late and then is very powerful. I'd love a less powerful version sooner.
As it stands, I find that I really have to work to flavor the Artificer as spellcasting through magical items.
Mending should absolutely come for free to an Artificer. It's essential to the class and with only two cantrips, comes very dear. Alternately, start with 3 known cantrips.
The All-Purpose tool is an interesting counter.
I love the idea of the Crafting feat and the Fast Crafting table, but I find the choices in the table to be distinctly underwhelming for an Artificer. I can't say that I've ever really wanted to craft any of those relatively mundane items, and also I find them a little confusing mechanically. Making ball bearings is actually really hard compared to say making rope, and all the items on that list are things you can usually buy easily, at least if you're in a town where you can buy the raw materials. None of them seem interesting to make in game. I wish Artificer had a table that was a little more magical and a little more quirky. I don't want to make rope, I want to make Armor of Vicious Mockery. :) Or special leather armor out of Thousand-Tooth The Devourer.
Alternately, if I make my own rope or I make my own pouch, does that give me advantages for enchanting it? That makes creating the mundane interesting again.
One nice change to the backgrounds is that the Artisan no longer assumes you're at the Master level with your own business but also has room for the stifled apprentice.
I wonder if we're going to get level 1 infusions like the Warlock got level 1 invocations.
I am thinking Tool Expertise would go away. Maybe, artificers would get bonus artisan tool proficiencies, perhaps even a proficiency in all artisan tools at some point.
Mending should be folded into the Magical Tinkering feature.
I hope that the subtype artwork includes examples that are not steampunk.
Change their spellcasting focus to an Arcane Focus (even if the qualifying items are the same).
Revamp the UA Archivist into a scroll-based and scholarly sub class.
How to add Tooltips.
I would like to see a Crafter of beings Artificer, like the Dr. Mabuse or the Dr. Frankenstein, which they could create any kind of creature, from flesh or any kind of material. Just by being Expertise in Medicine and in knowledge of Body parts, those artificers could be creators of extra companions or familiars for any purpose.
That idea turned into real would be great.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Hmm, a very interesting question. First thing I'd expect would be an updated spell list. Obviously have Mending as an always prepared cantrip in addition to whatever else they plan on. Since Tasha's Bubbling Cauldron is a 6th level spell, that pretty much keeps the Artificer from ever using it. But I could see the ability to use it once a day becoming something of a late game capstone for the Alchemist. As for the Armorer and Battle Smith, I could see them being capable of getting Weapon Mastery system upgrades. Take the gauntlets on the Armorer, they could be treated as having the Sap or the Topple options. Technically, it already has a variant on the Sap mastery property. A similar thing could be done for the Battle Smith, as their apparent mastery of using magical weapons could apply to the mundane fare as well. Alternatively, you could just have the base Artificer have Weapon Mastery with firearms.
I do think some tweaks on the starting equipment could be nice. I like how there's been more of a selection that the 2024 rules give for gearing up your character from the outset, so expanding that to the Artificer wouldn't be a bad thing. The Infusions will probably need to be updated as we have revamped versions of various magical items. Some of the classics shouldn't be too affected, but we could use some new rules for expanded options in the common magic item category. Maybe could have a new feature that allows the Artificer to produce spell scrolls from the wizard spell list. Not necessarily the full Wizard spell list, but perhaps up to 5th level spells. Perhaps some kind of research notes or formula book to better represent it.
Speaking of Infusions and improvements, we might want to see the templating for the Homunculus Servant and the Steel Defender updated to work with other "pet" options. Steel Defender could have some of its subclass upgrades just be baked into the Steel Defender template, thus freeing up things for other possible updates to the Battle Smith.
I think they make u use too much resource to maintain eldritch cannon aka spell slots which as an artificer r precious aka half caster
I generally think making the Artificer a half caster was a mistake. Part of it is that other half casters have a whole mess of spells that are unique to their class — Paladins have all these cool smite spells, Rangers have a bunch of stuff letting them shoot interesting arrows all over — while neither published version of the Artificer class included even a single new spell that was just for Artificers. So it's often the case that anything you can do with your spellcasting, there's someone else in your party who can do it better, or at least has more spell slots to do it with. So those precious few spells and spell slots that you do get often don't feel like they're even worthwhile to use at all.
pronouns: he/she/they
In 3.5 Bard and Artificer were 2/3rds casters (going up to 6th level spells but with caster level equal to their class level).
For some reason, Bard became full casters in 5e, but Artificers did not. This is not likely to change until 6e+.
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Honestly, the only thing that I really want is a better/more flavorful Alchemist subclass. I mean, I would like better spellcasting and more infusions, but I think the Subclasses need the most work.
Build a man a fire, keep him warm for a day. light a man on fire, keep him warm for the rest of his life.
Terry Pratchett (Paraphrased)
I don't expect it to change at all.
The 3.5 bard was a "2/3's" caster by spell progression table only with a huge back of magical ability in the songs to supplement it and PRC's to further fill it out. They also had iconic higher level spells reduced in spell level specifically to allow bards to have those higher level spells.
Standardized spell levels and the removal of all those bard songs and using subclasses without PRC's led to keeping bards closer to other full casters like they were throughout their history. Much closer than they were to rangers and paladins.
3.5 artificers didn't even cast spells. They had infusions on a similar table to spellcasting that emulated spells, sure, but it was a poor list and they crafted magic items under 3.5 rules.
Artificers were not remotely as magical as bards.
Warlocks had a similar issue. They weren't really spellcasters in 3.5 and relied on invocations. They're closer to what a 3.5 bard might look like if songs weren't just merged with spells and kept as a second major resource.
Warlocks ended up with similar spell progression, a heavy secondary mechanic with invocations instead of bard songs, and mystic arcanum for access to iconic high level spells instead of just adding them to the list at a lower level.
I think in the bard's case it was just simpler to fold the songs into the spell casting and add some inspiration benefits.
I think the warlock did pretty well with that structure, but neither the bard nor the warlock is at the same level as those other "full casters". The subclass structure and features, and spell preparation mechanics create that gap, and in the sorcerer's case it's metamagic instead of the spell preparation.
With the Artificer they were not portrayed as casters as much as crafters so that's where the "half-caster" makes sense. If a person wanted to restructure that then the Warlock structure would work. That allows faster spell progression and a crafting supplement to with infusions. They'd still need something to fill out higher levels though.
The 3.5 bard spell chart compared to the 3.5 artificer infusion chart isn't a good comparison, however, because that ignores far too much of the rest of the class in both cases.
That is blatantly untrue.
Artificer's used their full caster level for level based effects, but also met crafting level requirements as if their level was 2 levels higher.
It's a mistake to discount the incredible support an Artificer gave to his party or themself with the magic item crafting. Toss a homunculus in a portable hole and craft while you adventure, turning unwanted magic items into dream items.
Plua no other character could use as many magic items as an artificer. Their magical prowess isn't immediately obvious from the class description in 3.5e and 5e doesn't do the class justice (but that's partially because 5e doesn't do crafting justice).
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Everything I said was true. Artificers were more crafters than spellcasters. Sheesh.
Artificers buffed themselves and their party via temporary and permanent magic items and were not just capable of creating more magic items than an equivalent wizard, without losing exp from the process, but they were also capable of using most of them.
If you ignore that, you might as well ignore buffs from bard songs and buff spells.
Artificers were only about magic. Everything they did was magic. Their infusions only went to 6th level but used the Artificer's full caster level. Their items were magic. They could use more magic items. Disarm Trap was, I believe the only nonmagical class feature and even then, it includes dealing with magical traps. By contrast, bards got Bardic Knowledge as a nonmagical ability, which is purely nonmagical. They were at least as magical as bards and possibly more so.
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I gave a list of reasons bards were highly magical spellcasters:
Artificers had a limited list and crafted magic item on which they relied.
5e combined the magic spells and songs into spells, and standardized spell levels so that necessitated higher level spells to maintain access to those higher level iconic spells. This also maintained bards magical abilities as closer to other spellcasters than "half-casters" like every other edition of the game. There's also the powerful magical bards from mythology and legend whose archetypes get built from the class.
Artificers did not have the same presentation. Eberron's premise was a lot of low magic and mage-punk tech instead.
Your argument is "these charts looked similar" while ignoring context within those charts (such as variable spell levels by class) and rest of the class. 3.5 bards cast 8th level spells within the base class and 9th level spells in PrC's, and the combination of spell slots plus songs was similar to wizard spell slots.
scroll based subclass would be cool!
This was in one of the Unearthed Arcana, it was called the Archivist. I think this became the Order of the Scribes Wizard subclass instead.
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I would like to see a golem maker. Shield guardians, stone and iron golem ect. We have rules and even magic items for their creation but many can't be made as we lack the spell slots.