Like you get to make 3 of these potions (can be of the same type) on a rest at third level and you gain more as levels go on (not as subclass abilities, just like +1 every 3 levels) and its stuff like:
Buoyancy: A creature that drinks this potion gains a flying speed of 10 feet for 10 minutes.
Inspiration: A creature that drinks this potion feels giddy and effective, gaining advantage on certain ability checks in the next hour. This creature chooses the checks before or after rolling. The magic runs out after this creature has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
Resilience: A creature that drinks this potion gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
Health: A creature that drinks this potion is immune to the poisoned condition for one minute. During this minute, as an action, this creature may heal 1d4+1 of their hit points. Once a creature has used this ability, they may not use it again until they have taken damage, or have drunk another one of these potions.
Slumber: A creature that drinks this potion, or is hit with a weapon doused in this potion, can make a CHA saving throw. Creatures that are a size of Huge or above automatically succeed on this saving throw. A creature that fails this saving throw falls asleep for 10 minutes. A creature wakes up from this sleep if they take damage, or if a creature next to them wakes them up as an action. Dousing a weapon in this potion requires a bonus action, and lasts until this potion takes effect.
Breath: A creature that drinks this potion does not need to breathe for 1 hour after drinking it.
Resistance: A creature that drinks this potion gains resistance to one damage type for 1 minute. You choose this damage type when you brew it.
Hiding: A creature that drinks this potion becomes invisible until the end of their next turn.
Nourishment: Drinking this potion is equivalent to a full days rations of food and water. If a creature drinks more than 3 of these potions in a week, they gain a level of exhaustion for each one of these potions they drank.
I sorta liked having the ability to craft things like Alchemical Fire and Alchemical acid, using formulas to create offensive spells rather than just falling back into a caster role with spell slots
Edit: When I think Alchemist I think of Ragnorake Online where you make potions and can only hold oh so many of them at any one time. Yes you can create potions in the middle of combat but that in itself is a stupid idea but a man of science suddenly going. "Well time to put the science away and rely on magic." Is just as bad in my opinion.
That being said, being able to create say...4 first tier potions, 2 second tier potions, and 1 third tier would be perfect for a 6 level artificer alchemist.
Magical Tinkering - This is a good skill, however it is a horrible class feature and needs to instead be changed to an Artificer only cantrip. Every time I see it I just think “Druidcraft, but worse because it takes up an entire class feature”.
Level 2
Infuse Item - This is a great feature and I like the customization because i feel that the Artificer need to be the most customizable class. However this feature needs a few tweaks; 1) Some of the infusions are pointless, namely ‘Many-Handed Pouch’ and ‘Boots of the Winding Path’ these literally just need to be added to the DMs guide and moved to ‘Replicate Magic Item’ cause they are a complete waste of thought here 2) Holy Xanathar does there need to be more of these. There are only about 3 super unique ones that i feel can be reflavored in a way that makes sense to any given subclass and i feel that is a problem.
Level 5
Arcane Armament - I understand the idea for this feature, however its kinda dumb. The idea that somehow you are only good at using a sword as long as it's a flaming sword fails to make sense to me. Not to mention unlike the 2016 version you still only have 3 attunement slots at this point so the chances of a non-frontline class (most of the time) fighting with a weapon is dumb. Not to mention this super specific extra attack can't even stack with other extra attacks which is a complete waste, if you ask me.
Alchemist
Alchemical Homunculus - This thing is utterly useless and stupid. I could write an entire essay about what is wrong with this thing but for now i will sum it up as; More work than its worth.
Artillerist
Wand Prototype - A cool idea that just kinda falls off. Like okay, we get it, you like wands, but the Bard over here can cast ‘Vicious Mockery’ all of the time and doesn't have to hold on to a stick to do so. It just doesn't add as much versatility as you would think especially because this class cannot fill a main spell caster roll and this doesn't help. Just take the Magic initiate feat and move on
I find Magical Tinkering to be fairly versatile. It may do less than Druid Craft but the effects are effectively permanent until you chose to end them. I suspect this is why it's not a cantrip.
Infuse Item
'Many-Handed Pouch' and ‘Boots of the Winding Path’ are separate because it places a level restriction on them not found in Replicate Magic Item. In the case of the pouch it forces a choice for multi class characters because the item is great. Short on healing potions, no need to guess who will need it. Negotiations between two groups, instantly pass messages.
Only problem I see is that Replicate Magic Item is a single item and can only change when leveling.
Alchemical Homunculus - you simply lack imagination. I'll take free minor spells and the Help action
Wand Prototype
Gives you an extra cantrip (or 2 at 14th). It does not specify the level it is cast at, so assume character level, and it gains a damage bonus.
Kind of annoyed there isn't any text I can find that mentions the ability to attune to things - got a Staff of Healing last session and was real upset that artificers can't attune to it... or many of the other staves mentioned in the DMG, despite the artillerist being a thing.
I feel that they made this class just because their competitors 'P' have it in their new book. Unfortunately in this verision it's just a cleric with 'roleplay it yourself'. I want to love it but it's hard
what do you mean their competitors? if you mean pathfinder, this class UA came out long before Pathfinder 2, and has been in the works for like, 4 years.
As a long-time player through all the versions of D&D, I am kind of excited to be able to play a warforged envoy artillerist/forge cleric . My character was crafted as a sniper/medic and then the war ended. I now use the same kind of creation magic that made me to create magical gadgets.
Some of the descriptions do sound a little strange when you first look at them, but you have to remember that you're comparing them to a system where eating a spider allows to walk on the ceiling. From there summoning a pile of nuts and bolts that then begins to assemble itself isn't that big of a jump. I do think there are some balance issues with the turrets, they need to scale better. However, they are not the main function of the class. So who is my character? Equal parts Merlin, Billy the Kid, ,Flint Fireforge, Leonardo DaVinci and the Tin Man.
I don't worry about being a squishy caster, because I send the turret in to help with melee, and then if it is destroyed, I stand back and fire spells out of my blunderbuss. Then when it's all said and done, I patch up the party all for the glory of Moradin.
Whelp. We now know what they replaced the Alchemical Homunculus with.
Experimental Elixir: roll a d6 at the end of a long rest. An empty flask you touch is filled with a magical fluid that has one of six randomly determined weak-ass effects, per the d6. The fluid disappears at the end of your next long rest. You can burn a spell slot to fill a flask, choosing the weak-ass effect in question if you do, and as you level up you get more Wild Chemistry freefills on long rest.
Among the amazing science effects(!!) you can burn a spell slot to create (since the long-rest freebie basically doesn't exist): -A common potion of healing -Longstrider, in liquid suppository form. -+1AC for ten minutes, provided you're prescient enough to drink it before combat starts. -Bless, except you only roll once instead of just rolling a d4 whenever you make a Bless-able roll. I guarantee you will always - always - roll a 1. -The Buoyancy effect everybody hated from the Alchemical Homunculus, except now it's even MORE resource intensive to use. -Alter Self, without the ability to change the alterations mid-duration. Plastic surgery in a bottle that stops working after ten minutes.
Man. Super impressive. Sure am glad the awesome steampunk mechanized familiar got axed so we could get a Wild Magic roll for a bunch of junk the homunculus did on command without eating your spell slots or requiring you to carry around forty pounds of empty flasks. Alchemists lost Arcane Armament too, so they can't fight with weapons anymore, nor can they use combat cantrips to do their work without losing the ability to repair or manipulate their creations, but they CAN...drink a potion that gives their unarmed attacks claw damage. If they rolled the right number on their daily d6, anyways.
Yep. #Adventurer, right there. I'm impressed - they actually managed to make the Sack of Wild Alchemy even worse.
The one you get for finishing a long rest is randomized, yes. You get two random ones at sixth level, or three at fifteenth. You can expend a first-level spell slot (or higher, I assume), to make one; if you do, you get to pick the effect.
Also, as the thread I'm pulling this from pointed out, but which I missed? Tool Expertise is gone. Artificers are no longer any good at using tools. Each subclass only gets one tool proficiency, not two - alchemists lost herbalism kits, artillerists lots smith's tools, battlesmiths lost leatherworker's tools. The artillerist's dumb turret is still there, but you can now make it Tiny and handheld, and they're calling it an 'Arcane Cannon' now.
So yeah. Alchemist got power-butf*cked, the artificer class in general no longer gets effective tool use, and we all lost one tool proficiency. Man. Great time to be a magical inventor-adventurer. Got until the 19th before you stop being relevant whatsoever in whatever game you might be in. Get those warlock backup sheets ready, me buckos.
Yurei, which thread were you looking at? I don't doubt your information, but I haven't had an opportunity to see what news for the artificer has come out lately.
No DDB thread. Google "Artificer experimental elixir" and you should find a Reddit thread with pictures taken of pregen sheets from Gamehole Con. They're where all this information comes from.
Not gonna lie - it's looking pretty bad, girls. Our class is defo on the road to Ranger Town.
I think that they did not include all features, due to the fact that this was for a convention. They probably weren't going to be doing any crafting during a one-off.
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Like you get to make 3 of these potions (can be of the same type) on a rest at third level and you gain more as levels go on (not as subclass abilities, just like +1 every 3 levels) and its stuff like:
Buoyancy: A creature that drinks this potion gains a flying speed of 10 feet for 10 minutes.
Inspiration: A creature that drinks this potion feels giddy and effective, gaining advantage on certain ability checks in the next hour. This creature chooses the checks before or after rolling. The magic runs out after this creature has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
Resilience: A creature that drinks this potion gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
Health: A creature that drinks this potion is immune to the poisoned condition for one minute. During this minute, as an action, this creature may heal 1d4+1 of their hit points. Once a creature has used this ability, they may not use it again until they have taken damage, or have drunk another one of these potions.
Slumber: A creature that drinks this potion, or is hit with a weapon doused in this potion, can make a CHA saving throw. Creatures that are a size of Huge or above automatically succeed on this saving throw. A creature that fails this saving throw falls asleep for 10 minutes. A creature wakes up from this sleep if they take damage, or if a creature next to them wakes them up as an action. Dousing a weapon in this potion requires a bonus action, and lasts until this potion takes effect.
Breath: A creature that drinks this potion does not need to breathe for 1 hour after drinking it.
Resistance: A creature that drinks this potion gains resistance to one damage type for 1 minute. You choose this damage type when you brew it.
Hiding: A creature that drinks this potion becomes invisible until the end of their next turn.
Nourishment: Drinking this potion is equivalent to a full days rations of food and water. If a creature drinks more than 3 of these potions in a week, they gain a level of exhaustion for each one of these potions they drank.
So, apparently, the battle smith is keeping the iron defender, but it is being renamed the steel defender.
Source? You don't just get to say stuff like that and not provide any backup material, mang. Need muh fix on artificer progress.
Please do not contact or message me.
https://www.sageadvice.eu/2019/10/12/explaining-druid-circle-of-wildfire-w-jeremy-crawford/
Can confirm. I watched this whole video.
I sorta liked having the ability to craft things like Alchemical Fire and Alchemical acid, using formulas to create offensive spells rather than just falling back into a caster role with spell slots
Edit: When I think Alchemist I think of Ragnorake Online where you make potions and can only hold oh so many of them at any one time. Yes you can create potions in the middle of combat but that in itself is a stupid idea but a man of science suddenly going. "Well time to put the science away and rely on magic." Is just as bad in my opinion.
That being said, being able to create say...4 first tier potions, 2 second tier potions, and 1 third tier would be perfect for a 6 level artificer alchemist.
FWIW, a list is being put together on all known changes to the UA Artificer.
It did not say anything about an "Alchemist Sachel". Where was that talked about?
Its from the first version of the 5e Artificer back in 2017. Thats why we keep referencing it
Gotcha.
Here is the thread i found with some of the changes.
https://www.reddit.com/r/dndnext/comments/dibbei/known_changes_to_artificer/?utm_medium=android_app&utm_source=share
I find Magical Tinkering to be fairly versatile. It may do less than Druid Craft but the effects are effectively permanent until you chose to end them. I suspect this is why it's not a cantrip.
Infuse Item
'Many-Handed Pouch' and ‘Boots of the Winding Path’ are separate because it places a level restriction on them not found in Replicate Magic Item. In the case of the pouch it forces a choice for multi class characters because the item is great. Short on healing potions, no need to guess who will need it. Negotiations between two groups, instantly pass messages.
Only problem I see is that Replicate Magic Item is a single item and can only change when leveling.
Alchemical Homunculus - you simply lack imagination. I'll take free minor spells and the Help action
Wand Prototype
Gives you an extra cantrip (or 2 at 14th). It does not specify the level it is cast at, so assume character level, and it gains a damage bonus.
Kind of annoyed there isn't any text I can find that mentions the ability to attune to things - got a Staff of Healing last session and was real upset that artificers can't attune to it... or many of the other staves mentioned in the DMG, despite the artillerist being a thing.
I feel that they made this class just because their competitors 'P' have it in their new book. Unfortunately in this verision it's just a cleric with 'roleplay it yourself'. I want to love it but it's hard
what do you mean their competitors? if you mean pathfinder, this class UA came out long before Pathfinder 2, and has been in the works for like, 4 years.
As a long-time player through all the versions of D&D, I am kind of excited to be able to play a warforged envoy artillerist/forge cleric . My character was crafted as a sniper/medic and then the war ended. I now use the same kind of creation magic that made me to create magical gadgets.
Some of the descriptions do sound a little strange when you first look at them, but you have to remember that you're comparing them to a system where eating a spider allows to walk on the ceiling. From there summoning a pile of nuts and bolts that then begins to assemble itself isn't that big of a jump. I do think there are some balance issues with the turrets, they need to scale better. However, they are not the main function of the class. So who is my character? Equal parts Merlin, Billy the Kid, ,Flint Fireforge, Leonardo DaVinci and the Tin Man.
I don't worry about being a squishy caster, because I send the turret in to help with melee, and then if it is destroyed, I stand back and fire spells out of my blunderbuss. Then when it's all said and done, I patch up the party all for the glory of Moradin.
Whelp. We now know what they replaced the Alchemical Homunculus with.
Experimental Elixir: roll a d6 at the end of a long rest. An empty flask you touch is filled with a magical fluid that has one of six randomly determined weak-ass effects, per the d6. The fluid disappears at the end of your next long rest. You can burn a spell slot to fill a flask, choosing the weak-ass effect in question if you do, and as you level up you get more Wild Chemistry freefills on long rest.
Among the amazing science effects(!!) you can burn a spell slot to create (since the long-rest freebie basically doesn't exist):
-A common potion of healing
-Longstrider, in liquid suppository form.
-+1AC for ten minutes, provided you're prescient enough to drink it before combat starts.
-Bless, except you only roll once instead of just rolling a d4 whenever you make a Bless-able roll. I guarantee you will always - always - roll a 1.
-The Buoyancy effect everybody hated from the Alchemical Homunculus, except now it's even MORE resource intensive to use.
-Alter Self, without the ability to change the alterations mid-duration. Plastic surgery in a bottle that stops working after ten minutes.
Man. Super impressive. Sure am glad the awesome steampunk mechanized familiar got axed so we could get a Wild Magic roll for a bunch of junk the homunculus did on command without eating your spell slots or requiring you to carry around forty pounds of empty flasks. Alchemists lost Arcane Armament too, so they can't fight with weapons anymore, nor can they use combat cantrips to do their work without losing the ability to repair or manipulate their creations, but they CAN...drink a potion that gives their unarmed attacks claw damage. If they rolled the right number on their daily d6, anyways.
Yep. #Adventurer, right there. I'm impressed - they actually managed to make the Sack of Wild Alchemy even worse.
Please do not contact or message me.
The one you get for finishing a long rest is randomized, yes. You get two random ones at sixth level, or three at fifteenth. You can expend a first-level spell slot (or higher, I assume), to make one; if you do, you get to pick the effect.
Also, as the thread I'm pulling this from pointed out, but which I missed? Tool Expertise is gone. Artificers are no longer any good at using tools. Each subclass only gets one tool proficiency, not two - alchemists lost herbalism kits, artillerists lots smith's tools, battlesmiths lost leatherworker's tools. The artillerist's dumb turret is still there, but you can now make it Tiny and handheld, and they're calling it an 'Arcane Cannon' now.
So yeah. Alchemist got power-butf*cked, the artificer class in general no longer gets effective tool use, and we all lost one tool proficiency. Man. Great time to be a magical inventor-adventurer. Got until the 19th before you stop being relevant whatsoever in whatever game you might be in. Get those warlock backup sheets ready, me buckos.
Please do not contact or message me.
Yurei, which thread were you looking at? I don't doubt your information, but I haven't had an opportunity to see what news for the artificer has come out lately.
No DDB thread. Google "Artificer experimental elixir" and you should find a Reddit thread with pictures taken of pregen sheets from Gamehole Con. They're where all this information comes from.
Not gonna lie - it's looking pretty bad, girls. Our class is defo on the road to Ranger Town.
Please do not contact or message me.
...Whelp, I sincerely hope there's something I'm missing from all this, because most of what I see is pretty goddamn disappointing...
I think that they did not include all features, due to the fact that this was for a convention. They probably weren't going to be doing any crafting during a one-off.