I don't mind Spell Storing going up to 3rd-level spells, but 2x INT is way too many uses of it. And Enspelled Staff / Enspelled Armor / Enspelled Weapon) being on the list for Replicate is also too much. Between the two you can pile on two dozen or more bonus spell slots per day. Not to mention, the latter can poach from unpoachable spell lists too, like Paladin or Ranger - Find Steed anyone?
And even if you take the charged/consumable items out, Replicate making the item out of thin air is still potentially a problem. Adamantine Armor is uncommon, so this Artificer can make a suit of Adamantine Full Plate for free as early as level 6 - many groups can't even afford mundane full plate at that level, never mind a magical crit-immune variant, and even if they could afford it it would cost a considerable chunk of their wealth rather than being completely free.
I love the flexibility of the enspelled items, that really satisfies the artificer fantasy for me, but I agree that the power is a bit high. With the current rules you can give everyone in your party a homunculus, familiar and steed. RAW you can give your summons their own summons too, I don't think any DM would ever allow that but it shouldn't be up to the DM, it should be ruled out from the start.
I would like to see the number of "plans" increased but make it so that each type of enspelled item uses one of those plans, instead of just being able to take the enspelled item plan and replicate a different spell each day.
I don't think expensive things like Adamantine Full Plate are an issue. It feels weird and powerful at first but it seems like a fair use of the feature and it still requires the people using the armour to be proficient with it.
I would like to see the number of "plans" increased but make it so that each type of enspelled item uses one of those plans, instead of just being able to take the enspelled item plan and replicate a different spell each day.
That IS how it works. You select the specific item(s) you'd create when you level up; you don't get free rein to create any item. Note the text:
(you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)
I don't think "arbitrary item from an ever-expanding list" can possibly be balanced; probably need to bite the bullet and either provide a large (but curated) list, or a creation system (e.g. the way you could design weapons and armors in 3e).
Thank you. I remember years ago being able to include UA in their character builder. I wouldn't have figured this out w/o your reply. Bummer for me since I like the functionality of the dndb character sheet so much I refuse to use other more traditional sheets.
Can artificer to craft magic throwing weapons (surikens, daggers or axes) with the returning trait? to create magic throwing weapons working as boomerangs
I miss the "repair damage" spells to heal construct allies, and ghostly reload (1st level Races of Dragons) to reload crossbows.
Can homunculus servant to reload crossbows?
Can artificer to use metamagic feats to craft magic item? I miss the feat "energy substitution".
Can artificer to craft a magitek exosuit? It would work like a midnless/no-sentient construct mount.
Would be possible a future subclass focused to psionic powers like the psiartificer?
* My opinion is the future artificer will appear in a future sourcebook about Eberron. I wonder if the doors for the psionic mystic are totally closed.
Can artificer to craft magic throwing weapons (surikens, daggers or axes) with the returning trait? to create magic throwing weapons working as boomerangs
I miss the "repair damage" spells to heal construct allies, and ghostly reload (1st level Races of Dragons) to reload crossbows.
Can homunculus servant to reload crossbows?
The UA 2024 Artificer still has Repeating Shot (which creates and loads ammunition as well as being +1) and Returning Weapon.
Sounds like some well thought out additions and changes. Gives good diversity in play style from other classes. Hopefully the warforge are hot on their heels for release
I would like to see the number of "plans" increased but make it so that each type of enspelled item uses one of those plans, instead of just being able to take the enspelled item plan and replicate a different spell each day.
That IS how it works. You select the specific item(s) you'd create when you level up; you don't get free rein to create any item. Note the text:
(you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)
Don't you just select "Enspelled Weapon" as the plan though?
Don't you just select "Enspelled Weapon" as the plan though?
Unclear which, if any, decisions can be made after choosing the plan, but in general I would expect that you have to make all decisions about what you're making when designing the plan, so the plan is "Enspelled Greatsword of Magic Missile", not "Enspelled Weapon", but that's something that could be made more clear.
Don't you just select "Enspelled Weapon" as the plan though?
Unclear which, if any, decisions can be made after choosing the plan, but in general I would expect that you have to make all decisions about what you're making when designing the plan, so the plan is "Enspelled Greatsword of Magic Missile", not "Enspelled Weapon", but that's something that could be made more clear.
This is already a problem with the existing Artificer class with things like Spellwrought Tattoos.
Don't you just select "Enspelled Weapon" as the plan though?
Unclear which, if any, decisions can be made after choosing the plan, but in general I would expect that you have to make all decisions about what you're making when designing the plan, so the plan is "Enspelled Greatsword of Magic Missile", not "Enspelled Weapon", but that's something that could be made more clear.
This is already a problem with the existing Artificer class with things like Spellwrought Tattoos.
Tbf, spellwrought tattoos came after the initial release of the Artificer class, so that's less them overlooking something when they wrote the class feature and more them overlooking a class feature when they made the magic items a couple years later, which is typically not a concern with magic items. It is something they ought to address now, though.
Honestly, the only reason spellwrought tattoos is a problem is because of a small number of semi-permanent spells, such as find familiar. For that matter, the only reason Enspelled Items are a problem is because a Rare item can cast third level spells, if it was limited to second level spells it would be harmless (actually, enspelled items are just broken in general. A wand of fireballs is spellcaster-only and can be used twice, while an enspelled weapon with fireball can be used 6 times and has no class restrictions.
I think you misread the wand. You can use up to 3 charges per cast, but a basic 3rd level cast is only 1 charge with the other 2 possible per cast used for upcasting, and the wand holds 7. So you're getting even potential performance at no risk to an enspelled weapon, or spending an extra charge for an additional 3rd level spell and a 1-in-20 chance you lose the item. Upcasting is theoretically an option but practically speaking the exchange just isn't worth it here.
Hm. Yeah, I did, so the only important difference is who can attune it (and, well, a huge number of characters qualify for 'spellcaster'). Still, level 2 spells and and level 3 spells should really not be the same rarity.
To specifically comment around Enspelled Armor and Enspelled Weapon:
At 6th level, you can choose those spells at the Uncommon level, which is a cantrip or first level spell. In addition to the limits on the type of spell it could be, would we also rule that the spell has to be on the Artificer spell list, or otherwise a spell you know?
At 14th level, you can make a Rare version, allowing spells up to 3rd level.
I would rule that you can only take each of these plans once, and that you have to lock it to the specific spell. That is, you can't have two Enspelled Weapons, and you can't change the spell.
Being able to store a cantrip that you don't have prepared is not OP at all and potentially extremely fun. It's actually exactly the kind of magic item I've been itching to create as an Artificer. With a first level spell slot, that's a very nice item and extremely helpful to the Artificer.
I don't like anything about the new magical tinkering. Pretty much everything in that short list is things that SOMEONE will have in their backpack. Possibly most of the party. The only time I really see it coming up is when you are separated from most of your gear.
Yeah, you can conjure it with a magic action instead of digging it out of your pack, but ... when has that been a serious problem? I feel like this is a big nothingburger of an ability.
I am going to pretty much agree here. I can see what they were trying to do, BUT, this is not how to get there. Definitely one of the more worthless abilities I have seen among the 2024 lot thus far. When I first read it, I actually chuckled, like “really guys?!”
That would be why we already have the term “ribbon feature”. The meat of level 1 is the spellcasting feature and 3 tool profs- including a wildcard- this is just some class flavor on the side.
So Paladin’s lay on hands and Weapon Masteries at level 1 are ribbon features? Like the Artificer’s mundane item for 1 hour because they both get spellcasting?
I don't like anything about the new magical tinkering. Pretty much everything in that short list is things that SOMEONE will have in their backpack. Possibly most of the party. The only time I really see it coming up is when you are separated from most of your gear.
Yeah, you can conjure it with a magic action instead of digging it out of your pack, but ... when has that been a serious problem? I feel like this is a big nothingburger of an ability.
I am going to pretty much agree here. I can see what they were trying to do, BUT, this is not how to get there. Definitely one of the more worthless abilities I have seen among the 2024 lot thus far. When I first read it, I actually chuckled, like “really guys?!”
That would be why we already have the term “ribbon feature”. The meat of level 1 is the spellcasting feature and 3 tool profs- including a wildcard- this is just some class flavor on the side.
So Paladin’s lay on hands and Weapon Masteries at level 1 are ribbon features? Like the Artificer’s mundane item for 1 hour because they both get spellcasting?
Not those two, but Divine Sense certainly was in '14.
I don't like anything about the new magical tinkering. Pretty much everything in that short list is things that SOMEONE will have in their backpack. Possibly most of the party. The only time I really see it coming up is when you are separated from most of your gear.
Yeah, you can conjure it with a magic action instead of digging it out of your pack, but ... when has that been a serious problem? I feel like this is a big nothingburger of an ability.
I am going to pretty much agree here. I can see what they were trying to do, BUT, this is not how to get there. Definitely one of the more worthless abilities I have seen among the 2024 lot thus far. When I first read it, I actually chuckled, like “really guys?!”
That would be why we already have the term “ribbon feature”. The meat of level 1 is the spellcasting feature and 3 tool profs- including a wildcard- this is just some class flavor on the side.
So Paladin’s lay on hands and Weapon Masteries at level 1 are ribbon features? Like the Artificer’s mundane item for 1 hour because they both get spellcasting?
Not those two, but Divine Sense certainly was in '14.
True. But it went alongside Lay on Hands. Now, Artificers, Paladins, and Rangers all get spellcasting at level 1. And all Artificer gets is a ribbon to go along with it. While Paladin gets two good features and Rangers get Favored Enemy and Weapon Masteries. So, two good features, (or 1 good and 1 ok or bad depending your opinion on Hunter's Mark).
I know some people got good use out of Magical Tinkering even if it was Prestidigitation features on an object. All it took was some creativity on the player's part, and a non-adversarial DM. Me? I'm not that great at finding out-of-the-box ideas to take advantage of it. Much like Illusionist Wizards, I like the idea of them, but just wouldn't get the best use out of them or Illusion spells. But, that's just me.
I'm ok with the UA Magical Tinkering if the items lasted longer (8 hours or until the end of the next long rest). It wouldn't be game breaking. And maybe another feature to go along with it, in addition to Spellcasting.
I don't like anything about the new magical tinkering. Pretty much everything in that short list is things that SOMEONE will have in their backpack. Possibly most of the party. The only time I really see it coming up is when you are separated from most of your gear.
Yeah, you can conjure it with a magic action instead of digging it out of your pack, but ... when has that been a serious problem? I feel like this is a big nothingburger of an ability.
I am going to pretty much agree here. I can see what they were trying to do, BUT, this is not how to get there. Definitely one of the more worthless abilities I have seen among the 2024 lot thus far. When I first read it, I actually chuckled, like “really guys?!”
That would be why we already have the term “ribbon feature”. The meat of level 1 is the spellcasting feature and 3 tool profs- including a wildcard- this is just some class flavor on the side.
So Paladin’s lay on hands and Weapon Masteries at level 1 are ribbon features? Like the Artificer’s mundane item for 1 hour because they both get spellcasting?
Not those two, but Divine Sense certainly was in '14.
True. But it went alongside Lay on Hands. Now, Artificers, Paladins, and Rangers all get spellcasting at level 1. And all Artificer gets is a ribbon to go along with it. While Paladin gets two good features and Rangers get Favored Enemy and Weapon Masteries. So, two good features, (or 1 good and 1 ok or bad depending your opinion on Hunter's Mark).
I know some people got good use out of Magical Tinkering even if it was Prestidigitation features on an object. All it took was some creativity on the player's part, and a non-adversarial DM. Me? I'm not that great at finding out-of-the-box ideas to take advantage of it. Much like Illusionist Wizards, I like the idea of them, but just wouldn't get the best use out of them or Illusion spells. But, that's just me.
I'm ok with the UA Magical Tinkering if the items lasted longer (8 hours or until the end of the next long rest). It wouldn't be game breaking. And maybe another feature to go along with it, in addition to Spellcasting.
You can nitpick the particulars of who gets what ribbons when, but the fact is they're a thing that happens in class design. Plus Artificers get cantrips at level 1 when other half casters don't.
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I love the flexibility of the enspelled items, that really satisfies the artificer fantasy for me, but I agree that the power is a bit high. With the current rules you can give everyone in your party a homunculus, familiar and steed. RAW you can give your summons their own summons too, I don't think any DM would ever allow that but it shouldn't be up to the DM, it should be ruled out from the start.
I would like to see the number of "plans" increased but make it so that each type of enspelled item uses one of those plans, instead of just being able to take the enspelled item plan and replicate a different spell each day.
I don't think expensive things like Adamantine Full Plate are an issue. It feels weird and powerful at first but it seems like a fair use of the feature and it still requires the people using the armour to be proficient with it.
That IS how it works. You select the specific item(s) you'd create when you level up; you don't get free rein to create any item. Note the text:
I don't think "arbitrary item from an ever-expanding list" can possibly be balanced; probably need to bite the bullet and either provide a large (but curated) list, or a creation system (e.g. the way you could design weapons and armors in 3e).
Thank you. I remember years ago being able to include UA in their character builder. I wouldn't have figured this out w/o your reply. Bummer for me since I like the functionality of the dndb character sheet so much I refuse to use other more traditional sheets.
Can artificer to craft magic throwing weapons (surikens, daggers or axes) with the returning trait? to create magic throwing weapons working as boomerangs
I miss the "repair damage" spells to heal construct allies, and ghostly reload (1st level Races of Dragons) to reload crossbows.
Can homunculus servant to reload crossbows?
Can artificer to use metamagic feats to craft magic item? I miss the feat "energy substitution".
Can artificer to craft a magitek exosuit? It would work like a midnless/no-sentient construct mount.
Would be possible a future subclass focused to psionic powers like the psiartificer?
* My opinion is the future artificer will appear in a future sourcebook about Eberron. I wonder if the doors for the psionic mystic are totally closed.
The UA 2024 Artificer still has Repeating Shot (which creates and loads ammunition as well as being +1) and Returning Weapon.
Sounds like some well thought out additions and changes. Gives good diversity in play style from other classes. Hopefully the warforge are hot on their heels for release
Don't you just select "Enspelled Weapon" as the plan though?
Unclear which, if any, decisions can be made after choosing the plan, but in general I would expect that you have to make all decisions about what you're making when designing the plan, so the plan is "Enspelled Greatsword of Magic Missile", not "Enspelled Weapon", but that's something that could be made more clear.
This is already a problem with the existing Artificer class with things like Spellwrought Tattoos.
pronouns: he/she/they
Tbf, spellwrought tattoos came after the initial release of the Artificer class, so that's less them overlooking something when they wrote the class feature and more them overlooking a class feature when they made the magic items a couple years later, which is typically not a concern with magic items. It is something they ought to address now, though.
Honestly, the only reason spellwrought tattoos is a problem is because of a small number of semi-permanent spells, such as find familiar. For that matter, the only reason Enspelled Items are a problem is because a Rare item can cast third level spells, if it was limited to second level spells it would be harmless (actually, enspelled items are just broken in general. A wand of fireballs is spellcaster-only and can be used twice, while an enspelled weapon with fireball can be used 6 times and has no class restrictions.
I think you misread the wand. You can use up to 3 charges per cast, but a basic 3rd level cast is only 1 charge with the other 2 possible per cast used for upcasting, and the wand holds 7. So you're getting even potential performance at no risk to an enspelled weapon, or spending an extra charge for an additional 3rd level spell and a 1-in-20 chance you lose the item. Upcasting is theoretically an option but practically speaking the exchange just isn't worth it here.
Hm. Yeah, I did, so the only important difference is who can attune it (and, well, a huge number of characters qualify for 'spellcaster'). Still, level 2 spells and and level 3 spells should really not be the same rarity.
Even when they can't get at them until 14th level? By that point a DC of 15 is pretty sub par.
To specifically comment around Enspelled Armor and Enspelled Weapon:
Being able to store a cantrip that you don't have prepared is not OP at all and potentially extremely fun. It's actually exactly the kind of magic item I've been itching to create as an Artificer. With a first level spell slot, that's a very nice item and extremely helpful to the Artificer.
So Paladin’s lay on hands and Weapon Masteries at level 1 are ribbon features? Like the Artificer’s mundane item for 1 hour because they both get spellcasting?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Not those two, but Divine Sense certainly was in '14.
True. But it went alongside Lay on Hands. Now, Artificers, Paladins, and Rangers all get spellcasting at level 1. And all Artificer gets is a ribbon to go along with it. While Paladin gets two good features and Rangers get Favored Enemy and Weapon Masteries. So, two good features, (or 1 good and 1 ok or bad depending your opinion on Hunter's Mark).
I know some people got good use out of Magical Tinkering even if it was Prestidigitation features on an object. All it took was some creativity on the player's part, and a non-adversarial DM. Me? I'm not that great at finding out-of-the-box ideas to take advantage of it. Much like Illusionist Wizards, I like the idea of them, but just wouldn't get the best use out of them or Illusion spells. But, that's just me.
I'm ok with the UA Magical Tinkering if the items lasted longer (8 hours or until the end of the next long rest). It wouldn't be game breaking. And maybe another feature to go along with it, in addition to Spellcasting.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
You can nitpick the particulars of who gets what ribbons when, but the fact is they're a thing that happens in class design. Plus Artificers get cantrips at level 1 when other half casters don't.