I think at least Battle Smith needs weapon masteries, paladin and ranger still get weapon masteries as half casters. Though their base classes are more geared towards being gish/martial+spells, compared to artificer's lean towards utility. Battle Smith fills that martial/gish role.
Since swords bard and bladesinger are both still full casters i can see why they don't have weapon masteries but i feel like since battle smith is more martial and is also a half-caster it should get them the same way as paladin and ranger do.
Or atleast limit it to Weapons created through "Replicate Magic Item".
The Artillerist change is neat, but the Battlesmith nerfs...why? "You can create a +1 Shield, but you are not allowed to use it because you need a free hand to cast spells".
But my biggest problem with this UA is the level 6 change. Artificer is no longer an expert. Ranger got expertise in 3 skills, and even wizard has it in 2. Artificer atleast had Tool Expertise at level 6, which worked nicely with Xanathars Tool rules. This is now gone, and with the change to "Infusions", it is the worst type of "spell slot recovery".
Usually my Infusions exist for a reason. With old infusions, it would have worked better. Remove the +1 infusion from your Armor, and you still have Armor left. But now the whole armor would vanish, because it was created, not infused. Remove it from a Weapon, and you are left unarmed instead of having a basic one left to fight with. Not to mention that as half casters with a limited amount of spells, this is mostly meh anyway. I cant see a single spell where i would think "yeah, i will sacrify my combat efficiency to cast Web"
I also wish that Prestidigitation and Mending would be free core-spells. I dont understand why Rock Gnomes got features so fitting for Artificers...
Artificer has always been a skill monkey character with pretty subpar combat capabilities, and the update... hasn't changed that.
I beg to differ, it has in fact changed that. With the loss of tool expertise, it isn't even that good of a skill monkey character. Rogues and bards both do it better with nothing unique in the Artificer's court.
Even Wizard. They now get Scholar-Expertise at level 2.
So once again the d&d beyond players get shafted? Cool
Huh? How?
The update won't be in effect in the character creator, according to this post. So artificers won't be updated.
If you read here, you'll see an explanation of why they stopped character sheet integration for UA. TLDR: Too much back end work for something that might be thoroughly reworked or never ultimately implemented. Has nothing to do with not implementing the final product.
I think at least Battle Smith needs weapon masteries, paladin and ranger still get weapon masteries as half casters. Though their base classes are more geared towards being gish/martial+spells, compared to artificer's lean towards utility. Battle Smith fills that martial/gish role.
Since swords bard and bladesinger are both still full casters i can see why they don't have weapon masteries but i feel like since battle smith is more martial and is also a half-caster it should get them the same way as paladin and ranger do.
Or atleast limit it to Weapons created through "Replicate Magic Item".
The Artillerist change is neat, but the Battlesmith nerfs...why? "You can create a +1 Shield, but you are not allowed to use it because you need a free hand to cast spells".
But my biggest problem with this UA is the level 6 change. Artificer is no longer an expert. Ranger got expertise in 3 skills, and even wizard has it in 2. Artificer atleast had Tool Expertise at level 6, which worked nicely with Xanathars Tool rules. This is now gone, and with the change to "Infusions", it is the worst type of "spell slot recovery".
Usually my Infusions exist for a reason. With old infusions, it would have worked better. Remove the +1 infusion from your Armor, and you still have Armor left. But now the whole armor would vanish, because it was created, not infused. Remove it from a Weapon, and you are left unarmed instead of having a basic one left to fight with. Not to mention that as half casters with a limited amount of spells, this is mostly meh anyway. I cant see a single spell where i would think "yeah, i will sacrify my combat efficiency to cast Web"
I also wish that Prestidigitation and Mending would be free core-spells. I dont understand why Rock Gnomes got features so fitting for Artificers...
Good callout on the issue of the armor or weapon vanishing. My current character uses the +1 Defense infusion as the default, but that's the one she swaps out if she wants (for example) to use Repeating Shot for some reason. To do this under the new rules, she'd have to carry an extra set of mundane armor, weapons, etc in order to swap. At a table with encumbrance, I'd probably just never swap. And that's fine, but it's not as interesting to play. They gave us the option of extra plans for a reason.
One thing that bears repeating is that our maximum infusions known/plans known were reduced and the defensive options were split up from one infusion to 4 plans known. Previously, you could use Enhanced Defense to give an armor or shield a +1 bonus at level 2 and the bonus increased to +2 at level 10. Now, it no longer automatically scales, and it is a separate plan for armor and shield, the armor is not available until level 6, and now a +1 shield, +2 shield (level 14+), +1 Armor (level 6+), and +2 Armor (level 14+) are all separate plans known. This is also true for weapons and wands of the war mage, but just in terms of no longer automatically scaling.
One thing that bears repeating is that our maximum infusions known/plans known were reduced and the defensive options were split up from one infusion to 4 plans known. Previously, you could use Enhanced Defense to give an armor or shield a +1 bonus at level 2 and the bonus increased to +2 at level 10. Now, it no longer automatically scales, and it is a separate plan for armor and shield, the armor is not available until level 6, and now a +1 shield, +2 shield (level 14+), +1 Armor (level 6+), and +2 Armor (level 14+) are all separate plans known. This is also true for weapons and wands of the war mage, but just in terms of no longer automatically scaling.
Hadnt even noticed that, you are right. We now only get one plan on each breakpoint instead of two. Also, by their own RAW, the +1 Armor should not be available at level 6. The list only mentions "Uncommon Armor", but the DMG Magic Item crafting lists a +1 Plate as Rare, which is only available at level 14. +2 Armor is not mentioned in those exceptions, and level 14 only allows Rare. But +2 Armor is "Very Rare" So...the new system is even more confusing than the old with those exceptions and on my Table i wouldnt use them.
For me it feels like this UA has a too strong focus on "just craft the item", but what if we rarely have months of downtime to craft them?
Regarding the +1 Armor availability, they specifically list it as an option on the level 6 table. It's a specific beats general case where the relatively low impact stuff becomes available earlier than the rest.
Previously, you could use Enhanced Defense to give an armor or shield a +1 bonus at level 2 and the bonus increased to +2 at level 10.
No you couldn't. "each of your infusions can be in only one object at a time" meant it was impossible to have both +1 shield and +1 armor.
OR not AND. So what you could do easily was swap it between a shield and your armor. What you couldn't do is apply it to both.
Advantages and disadvantages to both cases - getting to swap where it is has some value - on your armor it's always on, and you can't lose it; on the shield it's in your hand, for people who are sticklers for casting foci, if you needed something not-a-tool in the other hand. Also, the shield can be more easily lent to another party member, and didn't require attunement (though you could alternately infuse someone else's armor). It would be less swappable if the items themselves weren't permanent.
Having them separate as in the UA means you can take both plans and end up with a +2 right away if that's how you want to spend it, but it means you have to decide where it will be for your entire level.
Having them separate as in the UA means you can take both plans and end up with a +2 right away if that's how you want to spend it, but it means you have to decide where it will be for your entire level.
Sadly, you cant. +1 Shield is available at level 2, while +1 Armor is at level 6.
Previously, you could use Enhanced Defense to give an armor or shield a +1 bonus at level 2 and the bonus increased to +2 at level 10.
No you couldn't. "each of your infusions can be in only one object at a time" meant it was impossible to have both +1 shield and +1 armor.
OR not AND. So what you could do easily was swap it between a shield and your armor. What you couldn't do is apply it to both.
Advantages and disadvantages to both cases - getting to swap where it is has some value - on your armor it's always on, and you can't lose it; on the shield it's in your hand, for people who are sticklers for casting foci, if you needed something not-a-tool in the other hand. Also, the shield can be more easily lent to another party member, and didn't require attunement (though you could alternately infuse someone else's armor). It would be less swappable if the items themselves weren't permanent.
Having them separate as in the UA means you can take both plans and end up with a +2 right away if that's how you want to spend it, but it means you have to decide where it will be for your entire level.
Exactly. And while you could combine the two, if you don't want to use a shield, you are out of luck for defensive options until level 6.
One thing that bears repeating is that our maximum infusions known/plans known were reduced and the defensive options were split up from one infusion to 4 plans known. Previously, you could use Enhanced Defense to give an armor or shield a +1 bonus at level 2 and the bonus increased to +2 at level 10. Now, it no longer automatically scales, and it is a separate plan for armor and shield, the armor is not available until level 6, and now a +1 shield, +2 shield (level 14+), +1 Armor (level 6+), and +2 Armor (level 14+) are all separate plans known. This is also true for weapons and wands of the war mage, but just in terms of no longer automatically scaling.
Hadnt even noticed that, you are right. We now only get one plan on each breakpoint instead of two. Also, by their own RAW, the +1 Armor should not be available at level 6. The list only mentions "Uncommon Armor", but the DMG Magic Item crafting lists a +1 Plate as Rare, which is only available at level 14. +2 Armor is not mentioned in those exceptions, and level 14 only allows Rare. But +2 Armor is "Very Rare" So...the new system is even more confusing than the old with those exceptions and on my Table i wouldnt use them.
For me it feels like this UA has a too strong focus on "just craft the item", but what if we rarely have months of downtime to craft them?
I didn't realize Armor had a higher rarity. I think I was referencing the Shield breakdown and assumed it was the same for armors as well. No longer having access to +2 armor really sucks for Artificers that don't use a shield or whose primary shtick is their armor.
One thing that bears repeating is that our maximum infusions known/plans known were reduced and the defensive options were split up from one infusion to 4 plans known. Previously, you could use Enhanced Defense to give an armor or shield a +1 bonus at level 2 and the bonus increased to +2 at level 10. Now, it no longer automatically scales, and it is a separate plan for armor and shield, the armor is not available until level 6, and now a +1 shield, +2 shield (level 14+), +1 Armor (level 6+), and +2 Armor (level 14+) are all separate plans known. This is also true for weapons and wands of the war mage, but just in terms of no longer automatically scaling.
Hadnt even noticed that, you are right. We now only get one plan on each breakpoint instead of two. Also, by their own RAW, the +1 Armor should not be available at level 6. The list only mentions "Uncommon Armor", but the DMG Magic Item crafting lists a +1 Plate as Rare, which is only available at level 14. +2 Armor is not mentioned in those exceptions, and level 14 only allows Rare. But +2 Armor is "Very Rare" So...the new system is even more confusing than the old with those exceptions and on my Table i wouldnt use them.
For me it feels like this UA has a too strong focus on "just craft the item", but what if we rarely have months of downtime to craft them?
I didn't realize Armor had a higher rarity. I think I was referencing the Shield breakdown and assumed it was the same for armors as well. No longer having access to +2 armor really sucks for Artificers that don't use a shield or whose primary shtick is their armor.
Eh, it's not great but Artillerists and Alchemists aren't front row so they don't have the same need for AC, Armorers can go heavy so you're getting somewhat into diminishing returns with +2 instead of +1 on plate with a shield, and Battle Smiths have their Defender to help run interference for them in combat, both by drawing aggro an because of the reaction to give an attack roll disadvantage. Not saying it would be overpowered or anything if they did work the +2 back in, but it's not really essential to class performance and there are worse trade-offs for broadening the overall pool of potential creations.
Talking about the armorer lvl 9 feature which allowed you to treat your armor as separate parts for the purpose of magic infusions but the quote got lost.
Absolutely agree with that. You make a whole subclass based on power armor and give them zero means to upgrade their attack or damage on said armor. It is a straight downgrade for the Armorer which is already lacking behind other subclasses...
IT is sad rgat the best user of magical trinkets is a their rouge The artificer should have the ability to use those items reinstated at level 10 or just level 1. They are the maker of magical stuff. Their unique spell casting focus are gone as well so that removes some of their uniqueness. With the original magical tinkering they did ave some useful trinkets that were just robbed of that gave them more of a fun flair and those original items should be added back.
Ive been playing it "made out of thin air" style since i started playing the class, it doesn't effect anything negatively, i can promise you that. The poor magic item choices however....
Or atleast limit it to Weapons created through "Replicate Magic Item".
The Artillerist change is neat, but the Battlesmith nerfs...why? "You can create a +1 Shield, but you are not allowed to use it because you need a free hand to cast spells".
But my biggest problem with this UA is the level 6 change. Artificer is no longer an expert.
Ranger got expertise in 3 skills, and even wizard has it in 2.
Artificer atleast had Tool Expertise at level 6, which worked nicely with Xanathars Tool rules. This is now gone, and with the change to "Infusions", it is the worst type of "spell slot recovery".
Usually my Infusions exist for a reason. With old infusions, it would have worked better. Remove the +1 infusion from your Armor, and you still have Armor left. But now the whole armor would vanish, because it was created, not infused. Remove it from a Weapon, and you are left unarmed instead of having a basic one left to fight with. Not to mention that as half casters with a limited amount of spells, this is mostly meh anyway. I cant see a single spell where i would think "yeah, i will sacrify my combat efficiency to cast Web"
I also wish that Prestidigitation and Mending would be free core-spells. I dont understand why Rock Gnomes got features so fitting for Artificers...
Even Wizard. They now get Scholar-Expertise at level 2.
The update won't be in effect in the character creator, according to this post. So artificers won't be updated.
The update won't be in effect in the character creator, according to this post. So artificers won't be updated.
If you read here, you'll see an explanation of why they stopped character sheet integration for UA. TLDR: Too much back end work for something that might be thoroughly reworked or never ultimately implemented. Has nothing to do with not implementing the final product.
Good callout on the issue of the armor or weapon vanishing. My current character uses the +1 Defense infusion as the default, but that's the one she swaps out if she wants (for example) to use Repeating Shot for some reason. To do this under the new rules, she'd have to carry an extra set of mundane armor, weapons, etc in order to swap. At a table with encumbrance, I'd probably just never swap. And that's fine, but it's not as interesting to play. They gave us the option of extra plans for a reason.
I tried to analyze the changes for the general artificer class in my post in another thread.
One thing that bears repeating is that our maximum infusions known/plans known were reduced and the defensive options were split up from one infusion to 4 plans known. Previously, you could use Enhanced Defense to give an armor or shield a +1 bonus at level 2 and the bonus increased to +2 at level 10. Now, it no longer automatically scales, and it is a separate plan for armor and shield, the armor is not available until level 6, and now a +1 shield, +2 shield (level 14+), +1 Armor (level 6+), and +2 Armor (level 14+) are all separate plans known. This is also true for weapons and wands of the war mage, but just in terms of no longer automatically scaling.
How to add Tooltips.
My houserulings.
Hadnt even noticed that, you are right. We now only get one plan on each breakpoint instead of two. Also, by their own RAW, the +1 Armor should not be available at level 6.
The list only mentions "Uncommon Armor", but the DMG Magic Item crafting lists a +1 Plate as Rare, which is only available at level 14.
+2 Armor is not mentioned in those exceptions, and level 14 only allows Rare. But +2 Armor is "Very Rare"
So...the new system is even more confusing than the old with those exceptions and on my Table i wouldnt use them.
For me it feels like this UA has a too strong focus on "just craft the item", but what if we rarely have months of downtime to craft them?
Regarding the +1 Armor availability, they specifically list it as an option on the level 6 table. It's a specific beats general case where the relatively low impact stuff becomes available earlier than the rest.
No you couldn't. "each of your infusions can be in only one object at a time" meant it was impossible to have both +1 shield and +1 armor.
OR not AND. So what you could do easily was swap it between a shield and your armor. What you couldn't do is apply it to both.
Advantages and disadvantages to both cases - getting to swap where it is has some value - on your armor it's always on, and you can't lose it; on the shield it's in your hand, for people who are sticklers for casting foci, if you needed something not-a-tool in the other hand. Also, the shield can be more easily lent to another party member, and didn't require attunement (though you could alternately infuse someone else's armor). It would be less swappable if the items themselves weren't permanent.
Having them separate as in the UA means you can take both plans and end up with a +2 right away if that's how you want to spend it, but it means you have to decide where it will be for your entire level.
Yes, you could only use "Enhanced Defense" on either Armor or Shield, but there was also the "Repulsion Shield" which added +1AC to shields.
Sadly, you cant. +1 Shield is available at level 2, while +1 Armor is at level 6.
Exactly. And while you could combine the two, if you don't want to use a shield, you are out of luck for defensive options until level 6.
How to add Tooltips.
My houserulings.
I didn't realize Armor had a higher rarity. I think I was referencing the Shield breakdown and assumed it was the same for armors as well. No longer having access to +2 armor really sucks for Artificers that don't use a shield or whose primary shtick is their armor.
How to add Tooltips.
My houserulings.
Eh, it's not great but Artillerists and Alchemists aren't front row so they don't have the same need for AC, Armorers can go heavy so you're getting somewhat into diminishing returns with +2 instead of +1 on plate with a shield, and Battle Smiths have their Defender to help run interference for them in combat, both by drawing aggro an because of the reaction to give an attack roll disadvantage. Not saying it would be overpowered or anything if they did work the +2 back in, but it's not really essential to class performance and there are worse trade-offs for broadening the overall pool of potential creations.
Sorry if this has already been asked or mentioned in the thread. I tried searching for something similar, but I couldn't find it.
The Artificer now has True Strike on its spell list. You must have one of the focuses in hand when you cast an Artificer spell.
Could they use the spell to attack with a Two-Handed weapon?
Yeah. You need Two-Hands to attack with that weapon, but you only need one hand to hold it.
Talking about the armorer lvl 9 feature which allowed you to treat your armor as separate parts for the purpose of magic infusions but the quote got lost.
Absolutely agree with that. You make a whole subclass based on power armor and give them zero means to upgrade their attack or damage on said armor. It is a straight downgrade for the Armorer which is already lacking behind other subclasses...
IT is sad rgat the best user of magical trinkets is a their rouge The artificer should have the ability to use those items reinstated at level 10 or just level 1. They are the maker of magical stuff. Their unique spell casting focus are gone as well so that removes some of their uniqueness. With the original magical tinkering they did ave some useful trinkets that were just robbed of that gave them more of a fun flair and those original items should be added back.
Ive been playing it "made out of thin air" style since i started playing the class, it doesn't effect anything negatively, i can promise you that. The poor magic item choices however....
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