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....
The Artificer needs a curated list of magic items that it can make. Have cart blanche access to every item in the DMG removes the purpose of putting Magic Items in the DMG. It trivializes the crafting rules, makes a couple of the item creation rooms in the Bastion system pointless, and creates a game breaking combo with the enspelled items and the Homunculus Servant. This UA is way way over the top and needs toned down significantly.
The Artificer needs a curated list of magic items that it can make. Have cart blanche access to every item in the DMG removes the purpose of putting Magic Items in the DMG. It trivializes the crafting rules, makes a couple of the item creation rooms in the Bastion system pointless, and creates a game breaking combo with the enspelled items and the Homunculus Servant. This UA is way way over the top and needs toned down significantly.
Eh, the number they can make at a time isn't exactly gonna break the game, especially spread between 4 or 5 party members at the usual 3rd to 10th level range of play. And honestly I feel like for the issue with enspelled items is a little overstated- they take up an attunement slot, the performance out of the uncommon ones is only up to 1st level spells, and you can't get at rares until 14th level. Getting a few casts of low level spells with sub par casting stats isn't going to break the game- especially if they clarify that you have to pick a specific spell when you learn the plan, which then can't be changed out until you get the one swap at the next level up so it's not any kind of multi tool pick.
Part of the issue is that how attunement slots work for allies is totally unclear. If familiars, homunculi, eldritch cannons, steel defenders, etc, either don't have attunement slots or cannot take the magic action, most of the issues vanish.
I have 2 main gripes with this UA, and I suppose a third that isn't specific to the Artificer, but is certainly easy for an Artificer to exploit.
1. Replicate Magic Item. You can't create potions or scrolls with this feature, but you can create other consumable items. The Spellwrought Tattoos are just scrolls without being called "scrolls", and have the same rarity. And the Elemental Gems are Uncommon, even though they would be effectively doing the same job as the rare Elemental Command items, and can be made at level 10. 2. Spell-Storing Item. Level 3 is a huge mistake. Not only is it super strong, passing it around your whole party to cast Haste/Fly on themselves, but you can also hand it to a homunculus or familiar and have them cast Fireball/Mass Healing Word/Hypnotic Pattern up to 10 times a day. Aura of Vitality for 200d6 healing, anyone? *PLUS*, it ignores the original casting time and components, so Glyph of Warding, Revivify, Tiny Servant suddenly become available for free. 3. Attunement. As per the comment above, whether controlled NPCs (Like familiars, homunculi, steel defenders, steeds, beast companions) can attune to magic items is a huge deal. Personally, I've always run with the AL guidelines, basically saying that any such NPCs attuning to magic items also count towards the controlling PC's attunement slots. But I think that is something that should have been written in the PBH or DMG somewhere.
You can't create potions or scrolls with this feature, but you can create other consumable items. The Spellwrought Tattoos are just scrolls without being called "scrolls", and have the same rarity.
I think it's so that you can't just get a bunch of spell scrolls for wizards to copy into their book, or a bunch of potions to try and make permanent using the potion miscibility
Half this thread are complaining it’s under powered and useless and the other half are complaining it’s game breakingly overpowered. I’d call that a pretty well balanced class 😂
Half this thread are complaining it’s under powered and useless and the other half are complaining it’s game breakingly overpowered. I’d call that a pretty well balanced class 😂
Well, if you ignore the potential “exploits”, that are RAW in this UA, the Artificer is underpowered. If you embrace them the Artificer is overpowered.
People see fireball on the artillarist and lightening bolt on the armorer spell list and they turn into angry chimps. Meanwhile every other spell is a nothing burger.
How anyone can call transmutation spells OP is beyond me
Half this thread are complaining it’s under powered and useless and the other half are complaining it’s game breakingly overpowered. I’d call that a pretty well balanced class 😂
I feel like the UA Artificer is "wrongly" powered.
They feel weak in areas I feel they should be strong and they feel overly strong in areas that I feel that they should be weaker (excessive spellcasting should be a Sorcerer thing).
Half this thread are complaining it’s under powered and useless and the other half are complaining it’s game breakingly overpowered. I’d call that a pretty well balanced class 😂
The class is a balance mess. It's got mass abuse potential, which makes it overpowered if you take advantage, but if you don't exploit all the bad ideas, it's underpowered.
Half this thread are complaining it’s under powered and useless and the other half are complaining it’s game breakingly overpowered. I’d call that a pretty well balanced class 😂
Well, if you ignore the potential “exploits”, that are RAW in this UA, the Artificer is underpowered. If you embrace them the Artificer is overpowered.
Like everything else where you exploit mechanics. Cheesegrater, Conjure Woodland and pass the Druid around, Juggle Weapons to benefit from multiple fighting styles at the same time...
I have 2 main gripes with this UA, and I suppose a third that isn't specific to the Artificer, but is certainly easy for an Artificer to exploit.
1. Replicate Magic Item. You can't create potions or scrolls with this feature, but you can create other consumable items. The Spellwrought Tattoos are just scrolls without being called "scrolls", and have the same rarity. And the Elemental Gems are Uncommon, even though they would be effectively doing the same job as the rare Elemental Command items, and can be made at level 10. 2. Spell-Storing Item. Level 3 is a huge mistake. Not only is it super strong, passing it around your whole party to cast Haste/Fly on themselves, but you can also hand it to a homunculus or familiar and have them cast Fireball/Mass Healing Word/Hypnotic Pattern up to 10 times a day. Aura of Vitality for 200d6 healing, anyone? *PLUS*, it ignores the original casting time and components, so Glyph of Warding, Revivify, Tiny Servant suddenly become available for free. 3. Attunement. As per the comment above, whether controlled NPCs (Like familiars, homunculi, steel defenders, steeds, beast companions) can attune to magic items is a huge deal. Personally, I've always run with the AL guidelines, basically saying that any such NPCs attuning to magic items also count towards the controlling PC's attunement slots. But I think that is something that should have been written in the PBH or DMG somewhere.
I think there's a conversation around spell-storing item but I also think it's maybe not as powerful in actual play as you're thinking.Yes, I could put my 10 daily charges of Revivify in it at level 11 if my Int is 20.
But then, for 99% of the time, the item is useless. Because I pretty much never need 10 castings of Revivify. And if I do, boy howdy, it's super nice but it doesn't really affect combat other than to prevent a TPK.
You can only get Fireball if you're an Artillerist but again it means you can't cast anything else with the item. As a DM it's so easy to make Fireball not usable without also needing that staff of Revivify. ;-)
Fly is pretty great. But honestly a lot of the value of the spell-storing item is in guessing ahead of time what spell you should put in there, and the DM can always give you the day's assignment after you decide what to load up, if the players are abusive.
The Artificer needs a curated list of magic items that it can make. Have cart blanche access to every item in the DMG removes the purpose of putting Magic Items in the DMG. It trivializes the crafting rules, makes a couple of the item creation rooms in the Bastion system pointless, and creates a game breaking combo with the enspelled items and the Homunculus Servant. This UA is way way over the top and needs toned down significantly.
Eh, the number they can make at a time isn't exactly gonna break the game, especially spread between 4 or 5 party members at the usual 3rd to 10th level range of play. And honestly I feel like for the issue with enspelled items is a little overstated- they take up an attunement slot, the performance out of the uncommon ones is only up to 1st level spells, and you can't get at rares until 14th level. Getting a few casts of low level spells with sub par casting stats isn't going to break the game- especially if they clarify that you have to pick a specific spell when you learn the plan, which then can't be changed out until you get the one swap at the next level up so it's not any kind of multi tool pick.
I think one of the issues is that there is nothing that says an artificer has to spread items between party members. That seems to be a big thing that I see a lot of people assuming. In my experience with people playing artificiers, its been 50/50. Half the time the Artificer will share items (infusions) with the other party members, the other half of the time the artificer themselves have all the infusions. (This isn't really a huge sample size as I've only been in a game with two people who have played artificer)
The Artificer needs a curated list of magic items that it can make. Have cart blanche access to every item in the DMG removes the purpose of putting Magic Items in the DMG. It trivializes the crafting rules, makes a couple of the item creation rooms in the Bastion system pointless, and creates a game breaking combo with the enspelled items and the Homunculus Servant. This UA is way way over the top and needs toned down significantly.
Eh, the number they can make at a time isn't exactly gonna break the game, especially spread between 4 or 5 party members at the usual 3rd to 10th level range of play. And honestly I feel like for the issue with enspelled items is a little overstated- they take up an attunement slot, the performance out of the uncommon ones is only up to 1st level spells, and you can't get at rares until 14th level. Getting a few casts of low level spells with sub par casting stats isn't going to break the game- especially if they clarify that you have to pick a specific spell when you learn the plan, which then can't be changed out until you get the one swap at the next level up so it's not any kind of multi tool pick.
I think one of the issues is that there is nothing that says an artificer has to spread items between party members. That seems to be a big thing that I see a lot of people assuming. In my experience with people playing artificiers, its been 50/50. Half the time the Artificer will share items (infusions) with the other party members, the other half of the time the artificer themselves have all the infusions. (This isn't really a huge sample size as I've only been in a game with two people who have played artificer)
Which will then thoroughly compress how many infusion effects can go off in the space of an encounter, flattening the curve on their output. Artificers are intended to have an array of options from magic items available to them, that's why they get extra attunement slots.
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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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The Artificer needs a curated list of magic items that it can make. Have cart blanche access to every item in the DMG removes the purpose of putting Magic Items in the DMG. It trivializes the crafting rules, makes a couple of the item creation rooms in the Bastion system pointless, and creates a game breaking combo with the enspelled items and the Homunculus Servant. This UA is way way over the top and needs toned down significantly.
I must say I put in a lot of Yellow features.
Eh, the number they can make at a time isn't exactly gonna break the game, especially spread between 4 or 5 party members at the usual 3rd to 10th level range of play. And honestly I feel like for the issue with enspelled items is a little overstated- they take up an attunement slot, the performance out of the uncommon ones is only up to 1st level spells, and you can't get at rares until 14th level. Getting a few casts of low level spells with sub par casting stats isn't going to break the game- especially if they clarify that you have to pick a specific spell when you learn the plan, which then can't be changed out until you get the one swap at the next level up so it's not any kind of multi tool pick.
Part of the issue is that how attunement slots work for allies is totally unclear. If familiars, homunculi, eldritch cannons, steel defenders, etc, either don't have attunement slots or cannot take the magic action, most of the issues vanish.
I have 2 main gripes with this UA, and I suppose a third that isn't specific to the Artificer, but is certainly easy for an Artificer to exploit.
1. Replicate Magic Item. You can't create potions or scrolls with this feature, but you can create other consumable items. The Spellwrought Tattoos are just scrolls without being called "scrolls", and have the same rarity. And the Elemental Gems are Uncommon, even though they would be effectively doing the same job as the rare Elemental Command items, and can be made at level 10.
2. Spell-Storing Item. Level 3 is a huge mistake. Not only is it super strong, passing it around your whole party to cast Haste/Fly on themselves, but you can also hand it to a homunculus or familiar and have them cast Fireball/Mass Healing Word/Hypnotic Pattern up to 10 times a day. Aura of Vitality for 200d6 healing, anyone? *PLUS*, it ignores the original casting time and components, so Glyph of Warding, Revivify, Tiny Servant suddenly become available for free.
3. Attunement. As per the comment above, whether controlled NPCs (Like familiars, homunculi, steel defenders, steeds, beast companions) can attune to magic items is a huge deal. Personally, I've always run with the AL guidelines, basically saying that any such NPCs attuning to magic items also count towards the controlling PC's attunement slots. But I think that is something that should have been written in the PBH or DMG somewhere.
I think it's so that you can't just get a bunch of spell scrolls for wizards to copy into their book, or a bunch of potions to try and make permanent using the potion miscibility
Half this thread are complaining it’s under powered and useless and the other half are complaining it’s game breakingly overpowered. I’d call that a pretty well balanced class 😂
Well, if you ignore the potential “exploits”, that are RAW in this UA, the Artificer is underpowered. If you embrace them the Artificer is overpowered.
EZD6 by DM Scotty
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People see fireball on the artillarist and lightening bolt on the armorer spell list and they turn into angry chimps. Meanwhile every other spell is a nothing burger.
How anyone can call transmutation spells OP is beyond me
I feel like the UA Artificer is "wrongly" powered.
They feel weak in areas I feel they should be strong and they feel overly strong in areas that I feel that they should be weaker (excessive spellcasting should be a Sorcerer thing).
How to add Tooltips.
My houserulings.
The class is a balance mess. It's got mass abuse potential, which makes it overpowered if you take advantage, but if you don't exploit all the bad ideas, it's underpowered.
Like everything else where you exploit mechanics. Cheesegrater, Conjure Woodland and pass the Druid around, Juggle Weapons to benefit from multiple fighting styles at the same time...
I think there's a conversation around spell-storing item but I also think it's maybe not as powerful in actual play as you're thinking.Yes, I could put my 10 daily charges of Revivify in it at level 11 if my Int is 20.
But then, for 99% of the time, the item is useless. Because I pretty much never need 10 castings of Revivify. And if I do, boy howdy, it's super nice but it doesn't really affect combat other than to prevent a TPK.
You can only get Fireball if you're an Artillerist but again it means you can't cast anything else with the item. As a DM it's so easy to make Fireball not usable without also needing that staff of Revivify. ;-)
Fly is pretty great. But honestly a lot of the value of the spell-storing item is in guessing ahead of time what spell you should put in there, and the DM can always give you the day's assignment after you decide what to load up, if the players are abusive.
I think one of the issues is that there is nothing that says an artificer has to spread items between party members. That seems to be a big thing that I see a lot of people assuming. In my experience with people playing artificiers, its been 50/50. Half the time the Artificer will share items (infusions) with the other party members, the other half of the time the artificer themselves have all the infusions. (This isn't really a huge sample size as I've only been in a game with two people who have played artificer)
Which will then thoroughly compress how many infusion effects can go off in the space of an encounter, flattening the curve on their output. Artificers are intended to have an array of options from magic items available to them, that's why they get extra attunement slots.