Until the new book comes out, I won't trust anything we read and see. Even that video I* linked earlier didn't cover any6 of the actual mechanics/abilities of the races and/or classes.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Mergon trust me, I know what is happening. For example: Boots of the winding path have been pushed to sixth level and no longer require a bonus action to use, and i am pretty sure many handed pouch is gone. the infusions (and many artificer abilities) scale at 2nd, 6th, 10th, and 14th level, while increasing the amount at 2nd, 5th, 10th, 14th, and 18th level.
Link to confirm that Arcane Weapon was scrapped? I can't think of any reason why they would do that. It wasn't poorly received to my knowledge, and the "worst" that could happen is a Bard might use Magical Secrets to take it (as if).
Whoever releaved a copy of the new book in advance of its release date is most likely in violation of NDA. I wouldn't be surprised if those who purport to know the validity of this source being contacted by the appropriate authorities.
As I have said before, I'll believe it when I see it myself. It doesn't make any sense to remove the one unique spell the Artificer gets.
Even if it's true, I will personally homebrew it back in as well as give the Artificer access to Booming Blade & Green-flame blade.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Oh, I'm certain NDAs have been broken. But yeah. Broken NDAs mostly just mean somebody's getting spanked for this, not that the information is invalid.
I have seen the information. I do not personally know the source, but I have seen a collection of numerous sources, all of which propel the same ideas: arcane weapon being removed is one of these.
I feel like a lot of people will homebrew stuff to bring the final release more like the UA version. I know I'd be okay with my players using some parts of the old ones, like Arcane Weapon.
Whoever releaved a copy of the new book in advance of its release date is most likely in violation of NDA. I wouldn't be surprised if those who purport to know the validity of this source being contacted by the appropriate authorities.
Depends on who released it and terms.
If it was a playtester they are unlikely to get future playtest opportunities.
An employee could get fired.
Third party tools like herolab, no advanced copy of product.
Employee at printer, loss of future print contracts for that company.
Watched the pagethrough video. Not a fan of most changes. They're taking away a lot what initially excited me about the Artificer. Getting rid of the Archivist, Many-Handed-Pouch, Arcane Weapon, Crossbow prof. and RCftJ ******* sucks.
Right Tool for the Job is an absolute throwaway feature as well. The other changes to Infusions are good though, spreading the Replicate Item options out more and improving the scaling for Magical Items was good and lowering the level for Spell-Storing Item is okay too.
I'll definitely stay with the Archivist, fixing the one issue it has and otherwise mix and match the core features a little.
Arcane weapon has been combined with turret summoning and is now called Eldritch Cannon that allows you to summon either turrets or tiny handheld weapons.
I don't know why they took out the Arcane Weapon spell. In all the chats I have followed cpncerning the Artificer, I have not seen a single posting complaining about the spell.
It can't be complained about that it is too powerful since it is basically the same as the Hex and Hunter's Mark spells.
I, for one, will definitely be homebrewing it back in.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I really dislike the loss of the many-handed pouch. It was by far my favorite infusion. Not to mention it would have really been useful with Experimental Elixir to spread out that two action requirement more handily (What the crap, Wizards?). The loss of Arcane Weapon doesn't bother me as much. It's much less useful without Arcane Armament to back it up. It does suck a that there are basically no spells exclusive to the artificer though.
Seems like the Alchemist could really benefit from additional spell slots so a good plan would be to find/craft pearls of power which due to being uncommon means you could craft it faster and cheaper at level 10. Then look for other things that effectively grant spell slots, or allow casting of spells you're likely to use a lot through charges, etc. Ring of Spell storing is definitely a good plan if you can get it. Rod of absorption, etc. Spell scrolls are common up to level 1 spells and uncommon up to level 3 spells. Honestly scrolls are looking really appealing for use with the alchemist now.
The addition of INT bonus to one roll of fire damage makes a wand of fireballs an extremely attractive option (more than it already was).
Winged Boots are also uncommon which is damn hilarious. So at 10th level you can get them as an infusion... or just craft them and not waste the infusion slot... or just craft a broom of flying which is also uncommon and doesn't require attunement freeing up another slot for a pearl of power. (All of this depends on tool proficiencies, formulas, etc but still).
Overall I like most of the changes to the base class (Flash of Genius is awesome), Alchemists got nerfed hard despite the fact that they were already (in some ways) the weakest subclass... still find that confusing and Artillerist and Battle Smith (who simply refused to follow the alliteration theme) just got slightly better.
And the homunculus is weaker and no longer immune to acid damage meaning it can no longer solo take down a gelatinous cube from the inside which was a hilarious side effect of it's UA stat block.
I am not the type of person for the "Experimental" items they keep trying. I'm just not one for random results, especially at higher levels. But, I have a player who loves his wild-magic sorcerer.
I'm going to wait until it's "in hand", but I think I'm going to add a "Stabilization" mechanic. Even if it is just to burn a Bonus Action and pick a specific effect.
I feel an Alchemist would know how to make a base elixir that has many potential effects, but through just a final ingredient to set it to just one. A balance between the players who want to pre-plan, and those who wing it.
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Coffeechemist
Until the new book comes out, I won't trust anything we read and see. Even that video I* linked earlier didn't cover any6 of the actual mechanics/abilities of the races and/or classes.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Can confirm leaks are legit
Mergon trust me, I know what is happening. For example: Boots of the winding path have been pushed to sixth level and no longer require a bonus action to use, and i am pretty sure many handed pouch is gone. the infusions (and many artificer abilities) scale at 2nd, 6th, 10th, and 14th level, while increasing the amount at 2nd, 5th, 10th, 14th, and 18th level.
Link to confirm that Arcane Weapon was scrapped? I can't think of any reason why they would do that. It wasn't poorly received to my knowledge, and the "worst" that could happen is a Bard might use Magical Secrets to take it (as if).
Whoever releaved a copy of the new book in advance of its release date is most likely in violation of NDA. I wouldn't be surprised if those who purport to know the validity of this source being contacted by the appropriate authorities.
As I have said before, I'll believe it when I see it myself. It doesn't make any sense to remove the one unique spell the Artificer gets.
Even if it's true, I will personally homebrew it back in as well as give the Artificer access to Booming Blade & Green-flame blade.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Oh, I'm certain NDAs have been broken. But yeah. Broken NDAs mostly just mean somebody's getting spanked for this, not that the information is invalid.
Please do not contact or message me.
I have seen the information. I do not personally know the source, but I have seen a collection of numerous sources, all of which propel the same ideas: arcane weapon being removed is one of these.
In before arcane weapon is added to the artificer's variant spell list, when that book comes out
(its not there, but it totally could lol)
I feel like a lot of people will homebrew stuff to bring the final release more like the UA version. I know I'd be okay with my players using some parts of the old ones, like Arcane Weapon.
Depends on who released it and terms.
If it was a playtester they are unlikely to get future playtest opportunities.
An employee could get fired.
Third party tools like herolab, no advanced copy of product.
Employee at printer, loss of future print contracts for that company.
Watched the pagethrough video. Not a fan of most changes. They're taking away a lot what initially excited me about the Artificer. Getting rid of the Archivist, Many-Handed-Pouch, Arcane Weapon, Crossbow prof. and RCftJ ******* sucks.
Right Tool for the Job is an absolute throwaway feature as well. The other changes to Infusions are good though, spreading the Replicate Item options out more and improving the scaling for Magical Items was good and lowering the level for Spell-Storing Item is okay too.
I'll definitely stay with the Archivist, fixing the one issue it has and otherwise mix and match the core features a little.
Watch me play live!
Every other Tuesday 4pm EST #TwilightGrove at @HwithoutLimits
Thursdays 4:30pm EST #retroverse #FurryRoad at @FracturedMoon1
Arcane weapon has been combined with turret summoning and is now called Eldritch Cannon that allows you to summon either turrets or tiny handheld weapons.
That is not what arcane weapon was (it was not turret summoning by any means) and that is one specific subclass.
I don't know why they took out the Arcane Weapon spell. In all the chats I have followed cpncerning the Artificer, I have not seen a single posting complaining about the spell.
It can't be complained about that it is too powerful since it is basically the same as the Hex and Hunter's Mark spells.
I, for one, will definitely be homebrewing it back in.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I really dislike the loss of the many-handed pouch. It was by far my favorite infusion. Not to mention it would have really been useful with Experimental Elixir to spread out that two action requirement more handily (What the crap, Wizards?). The loss of Arcane Weapon doesn't bother me as much. It's much less useful without Arcane Armament to back it up. It does suck a that there are basically no spells exclusive to the artificer though.
Seems like the Alchemist could really benefit from additional spell slots so a good plan would be to find/craft pearls of power which due to being uncommon means you could craft it faster and cheaper at level 10. Then look for other things that effectively grant spell slots, or allow casting of spells you're likely to use a lot through charges, etc. Ring of Spell storing is definitely a good plan if you can get it. Rod of absorption, etc. Spell scrolls are common up to level 1 spells and uncommon up to level 3 spells. Honestly scrolls are looking really appealing for use with the alchemist now.
The addition of INT bonus to one roll of fire damage makes a wand of fireballs an extremely attractive option (more than it already was).
Winged Boots are also uncommon which is damn hilarious. So at 10th level you can get them as an infusion... or just craft them and not waste the infusion slot... or just craft a broom of flying which is also uncommon and doesn't require attunement freeing up another slot for a pearl of power. (All of this depends on tool proficiencies, formulas, etc but still).
Overall I like most of the changes to the base class (Flash of Genius is awesome), Alchemists got nerfed hard despite the fact that they were already (in some ways) the weakest subclass... still find that confusing and Artillerist and Battle Smith (who simply refused to follow the alliteration theme) just got slightly better.
And the homunculus is weaker and no longer immune to acid damage meaning it can no longer solo take down a gelatinous cube from the inside which was a hilarious side effect of it's UA stat block.
ONE MORE DAY BEFORE ARTIFICER MOVES OUT OF UA WOOO
Yep. Only a day left before we can start fixing what Wizards broke.
Please do not contact or message me.
I am not the type of person for the "Experimental" items they keep trying. I'm just not one for random results, especially at higher levels. But, I have a player who loves his wild-magic sorcerer.
I'm going to wait until it's "in hand", but I think I'm going to add a "Stabilization" mechanic. Even if it is just to burn a Bonus Action and pick a specific effect.
I feel an Alchemist would know how to make a base elixir that has many potential effects, but through just a final ingredient to set it to just one. A balance between the players who want to pre-plan, and those who wing it.