I’m honestly disappointed with the changes to the Artificer in the 2024 UA. After hearing about the "glow-up," I really expected improvements that would enhance the class. While there are some positive changes, I don't think they make the class better overall.
For those who are only intrested in the UA overhall
My UA Version for the Community
Here is the link to it (I use google doc know, since libre office hates my formation ...):
The new Replicate Magic Item feature feels like a downgrade compared to the original Infuse Item. For example, removing the scaling AC improvement really weakens defensive builds. While I appreciate that the bag of holding bomb is harder to exploit, the overall scaling for created magic items feels lackluster, especially given how easily uncommon magic items can now be crafted.
2. Crafting Costs and Time
While halving the crafting time for specialized items is a nice touch, I was hoping Artificers would retain their ability to reduce both costs and time for crafting all magic items. The Artificer's identity has always been about unparalleled craftsmanship, and that should extend beyond just one or two specific fields.
3. Capstone Ability – Soul of Artifice
The revised Soul of Artifice is really underwhelming. The removal of the scaling bonus tied to the number of infused items takes away one of the most flavorful and thematic elements of the Artificer. This change feels like a loss in both power and identity, especially for high-level Artificers.
4. Spell List Changes
The changes to the Artificer’s spell list are frustrating. Removing Booming Blade and Green-Flame Blade strips away much-needed options for dealing melee damage. Furthermore, why not add thematic spells like Fireball, Healing Word, or even Shield?
Fireball could be flavored as a grenade or magical explosion.
Healing Word could be reimagined as a healing injection or an alchemical stimulant.
Removing these options feels like a missed opportunity to make the spell list more versatile and engaging.
5. Attunement Issues
Why did Artificers lose the ability to attune to more magic items? They are supposed to be magic item users, so why can’t they use their Replicated Magic Items as arcane focuses? This feels like another unnecessary limitation.
6. Alchemist Subclass
The Alchemist subclass still feels underwhelming.
Experimental Elixir should allow players to choose which potions to produce. Randomness is fine, but there should also be an option for certainty—sacrificing quantity for choice.
The elixirs don’t scale well with level, and their utility diminishes as characters get stronger.
Why not bring back Greater Restoration or Heal as free spells for the Alchemist, or even give them their poison immunity back? This subclass is still missing key tools that would make it versatile, and it definitely needs more love to compete with the other Artificer subclasses.
7. Battle Smith and Armorer Subclasses
Why weren’t Weapon Masteries incorporated into the Battle Smith and Armorer subclasses? These could add so much depth, especially if the Armorer is allowed to choose weapon mastery properties. This would make the subclass much more dynamic. Also, why doesn't Extra Attack let you use a cantrip as part of your Multiattack? This would work perfectly with the Armorer and Battle Smith, and it's nothing new—Bladesinger and Eldritch Knight already do something similar.
8. Armorer Nerfs
The Armorer has been significantly nerfed in several ways:
Infusions should work on any item, even magic items, but each item should only hold one infusion at a time. Losing the flexibility of multiple infusions really reduces the Artificer’s creative potential.
The inability to enhance magic armor used as the base for Arcane Armor is a huge blow. This restriction takes away an important avenue for customization and power progression.
The fact that you can’t improve integrated weapons for the Armorer only adds to the frustration.
9. Other Issues
Losing 4 infusions known is another frustrating change. The old Artificer had 4 more infusion slots known, which made it feel more flexible and customizable.
Overall, while the new version introduces some intriguing ideas, it feels like the changes have stripped away much of the Artificer’s unique flavor and flexibility. The class seems simpler now, and not in a good way—it feels like it has lost its creative appeal.
What I Like About the New UA
That said, there are some good changes:
The Homunculus is now an Artificer-exclusive spell, which means no more choosing between a +1 AC or a little buddy. It would have been nice if it were a 1st-level spell instead of 2nd-level, but I appreciate the improvement.
The Artillerist subclass is great! Some additional uses would be nice, but the changes here are very promising.
I love the Spell Storing Item change—being able to store 3rd-level spells is fantastic. The Flash of Genius change is also a great touch, allowing it to work after a fail.
I also like the additional options for Armorer models, even though I think the nerfs to the overall class make it harder to enjoy.
P.S. The Biggest Problem
I just realized the worst change: Artificers lost 4 slots for magic items in total, and for Armorer, it's even worse with 5 missing infusion slots. At this point, it feels like playing a Wizard is better than playing an Artificer with the new changes. Wizards would even do a better job at the Artificer’s role, especially with the new magic item crafting rules. It's honestly heartbreaking, especially since I really like the concept of the new Armorer model—but it feels like a distraction from all the terrible changes to the class. It hurts to see my two favorite classes nerfed and then told they’ve been buffed. (Even Paladin seems to have lost more than it gained, especially since Divine Smite is now a bonus action and a counterspell target. It would have been a better design choice to limit Divine Smite to once per turn, like Sneak Attack for Rogues.)
My UA Version for the Community I created my own version of the Artificer to address these concerns and offer a more balanced, flavorful alternative. I’m sharing it here with the community for feedback. If Wizards of the Coast wants to use any of these ideas, they’re more than welcome to!
Here is the link to it (I use google doc know, since libre office hates my formation ...):
I’m honestly disappointed with the changes to the Artificer in the 2024 UA. After hearing about the "glow-up," I really expected improvements that would enhance the class. While there are some positive changes, I don't think they make the class better overall.
For those who are only intrested in the UA overhall
My UA Version for the Community
Here is the link to it (I use google doc know, since libre office hates my formation ...):
https://drive.google.com/file/d/1hbeAmQEmZTRYKxZgMdmzHDwsAGfymAlc/view?usp=sharing
feedback would be greate for improvements^^
Here are some reasons why i did it:
1. Infusion Changes
The new Replicate Magic Item feature feels like a downgrade compared to the original Infuse Item. For example, removing the scaling AC improvement really weakens defensive builds. While I appreciate that the bag of holding bomb is harder to exploit, the overall scaling for created magic items feels lackluster, especially given how easily uncommon magic items can now be crafted.
2. Crafting Costs and Time
While halving the crafting time for specialized items is a nice touch, I was hoping Artificers would retain their ability to reduce both costs and time for crafting all magic items. The Artificer's identity has always been about unparalleled craftsmanship, and that should extend beyond just one or two specific fields.
3. Capstone Ability – Soul of Artifice
The revised Soul of Artifice is really underwhelming. The removal of the scaling bonus tied to the number of infused items takes away one of the most flavorful and thematic elements of the Artificer. This change feels like a loss in both power and identity, especially for high-level Artificers.
4. Spell List Changes
The changes to the Artificer’s spell list are frustrating. Removing Booming Blade and Green-Flame Blade strips away much-needed options for dealing melee damage. Furthermore, why not add thematic spells like Fireball, Healing Word, or even Shield?
Removing these options feels like a missed opportunity to make the spell list more versatile and engaging.
5. Attunement Issues
Why did Artificers lose the ability to attune to more magic items? They are supposed to be magic item users, so why can’t they use their Replicated Magic Items as arcane focuses? This feels like another unnecessary limitation.
6. Alchemist Subclass
The Alchemist subclass still feels underwhelming.
7. Battle Smith and Armorer Subclasses
Why weren’t Weapon Masteries incorporated into the Battle Smith and Armorer subclasses? These could add so much depth, especially if the Armorer is allowed to choose weapon mastery properties. This would make the subclass much more dynamic. Also, why doesn't Extra Attack let you use a cantrip as part of your Multiattack? This would work perfectly with the Armorer and Battle Smith, and it's nothing new—Bladesinger and Eldritch Knight already do something similar.
8. Armorer Nerfs
The Armorer has been significantly nerfed in several ways:
9. Other Issues
What I Like About the New UA
That said, there are some good changes:
P.S. The Biggest Problem
I just realized the worst change: Artificers lost 4 slots for magic items in total, and for Armorer, it's even worse with 5 missing infusion slots. At this point, it feels like playing a Wizard is better than playing an Artificer with the new changes. Wizards would even do a better job at the Artificer’s role, especially with the new magic item crafting rules. It's honestly heartbreaking, especially since I really like the concept of the new Armorer model—but it feels like a distraction from all the terrible changes to the class. It hurts to see my two favorite classes nerfed and then told they’ve been buffed. (Even Paladin seems to have lost more than it gained, especially since Divine Smite is now a bonus action and a counterspell target. It would have been a better design choice to limit Divine Smite to once per turn, like Sneak Attack for Rogues.)
My UA Version for the Community
I created my own version of the Artificer to address these concerns and offer a more balanced, flavorful alternative. I’m sharing it here with the community for feedback. If Wizards of the Coast wants to use any of these ideas, they’re more than welcome to!
Here is the link to it (I use google doc know, since libre office hates my formation ...):
https://drive.google.com/file/d/1hbeAmQEmZTRYKxZgMdmzHDwsAGfymAlc/view?usp=sharing
https://drive.google.com/drive/folders/1ttHt8-r5x0oH6oW5gZPlUomAfX8DFUSk?usp=drive_link