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.
There is also the possibility that one Plan for each Enspelled Item type (one staff, one armor, and one weapon). If it is one Plan, then it becomes versatile, but you can only have three replicated at a time, if you dedicate three known plans to it, and the weapon and armor are limited by spell school.
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.
There is also the possibility that one Plan for each Enspelled Item type (one staff, one armor, and one weapon). If it is one Plan, then it becomes versatile, but you can only have three replicated at a time, if you dedicate three known plans to it, and the weapon and armor are limited by spell school.
They cannot make enspelled staves at all. The staves start at uncommon, and they can only make uncommon or rare Armor, Rings, Weapons, Wands, or Wondrous Items.
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)
I think this is one of the factors that WOTC are themselves confused about. They don't really give the Artificer enough infusion/item slots to give those items away, but they're afraid to give more in case the Artificer keeps them all to themself. So maybe a mechanic that maybe brings a minor benefit for sharing, or at least less of a disincentive, might allow for some more fun things to happen. Like maybe you can make one more infusion but that one can't be on your person.
As a Battle Smith, one of the things I've had to battle with my desire to give away infusions is that I need one in my hand as a focus, plus I have one reserved as a bag of holding.
I think one of the issues is that there is nothing that says an artificer has to spread items between party members.
The artificer is underpowered if its only using its own actions for magic items; what makes it powerful is using the actions of allies. Ideally ones with low value actions, such as familiars.
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)
I think this is one of the factors that WOTC are themselves confused about. They don't really give the Artificer enough infusion/item slots to give those items away, but they're afraid to give more in case the Artificer keeps them all to themself. So maybe a mechanic that maybe brings a minor benefit for sharing, or at least less of a disincentive, might allow for some more fun things to happen. Like maybe you can make one more infusion but that one can't be on your person.
As a Battle Smith, one of the things I've had to battle with my desire to give away infusions is that I need one in my hand as a focus, plus I have one reserved as a bag of holding.
Or maybe just X items that can be used or given away as desired and another item or two that only functions if worn or wielded by the Artificer themselves.
Does anyone else feel like at least the Alchemist Artificer should be allowed to pick Potions as Replicate Magic Items? That way you actually feel like an Alchemist, spending your downtime brewing potions for the Party...
The Homunculus also no longer requires your bonus action to attack and gained telepathy for 1 mile. Personally I think it should be a Transmutation spell and not consume the gem like Tiny Servant in XGE instead of a Conjuration and since you cant cast rituals at a higher level, just keep the stat block proficiency bonus based instead of spell level. Would be great if it also inherited your tool proficiencies.
Does anyone else feel like at least the Alchemist Artificer should be allowed to pick Potions as Replicate Magic Items? That way you actually feel like an Alchemist, spending your downtime brewing potions for the Party...
Per the current draft, you can burn an infusion for spell slot, and burn a spell slot for an Elixir. So kinda, you can do that.
Reminder that today is the last day to get your feedback in for the revised Artificer. If you haven't shared your opinions, please do so before it closes!
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I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Things I hope are fixed, at least 1 subclass has guns, and weapon masteries.
Infusion need to be infusions.
crafting that makes sense
Alchemy can be done better IMO, it's like no TTRPG system wants a good potion master.
I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Things I hope are fixed, at least 1 subclass has guns, and weapon masteries.
Infusion need to be infusions.
crafting that makes sense
Alchemy can be done better IMO, it's like no TTRPG system wants a good potion master.
Technically one Subclass HAS guns. Battlesmith gets Martial Weapons, and Firearms are Martial Weapons now.
But other than that, i fully agree. I want to play an Artificer. I dont want to stay in my Bastion and craft things, while the other characters go out on adventure.
And well...there is one other TTRPG with "very similar classes", where Alchemist is a pretty solid class...
I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Things I hope are fixed, at least 1 subclass has guns, and weapon masteries.
Infusion need to be infusions.
crafting that makes sense
Alchemy can be done better IMO, it's like no TTRPG system wants a good potion master.
Technically one Subclass HAS guns. Battlesmith gets Martial Weapons, and Firearms are Martial Weapons now.
But other than that, i fully agree. I want to play an Artificer. I dont want to stay in my Bastion and craft things, while the other characters go out on adventure.
And well...there is one other TTRPG with "very similar classes", where Alchemist is a pretty solid class...
I guess I should have been more Clear, Artillerist needs All Ranged and Ranged Masteries. A magical stick is not a replacement for the six shooter artificer fantasy.
I mean, if your big thing is about a lot of personally shooting magic guns, I don't think the core Artificer class is a good basis for that; honestly that sounds more like another Gunslinger subclass for Fighter. Of the four Artificer subclasses, 2 are cantrip spammers, 1 is a pet user who also happens to make weapon attacks, and 1 has a very narrow pool of custom weapons that are regarded as fairly "meh". The only one that focuses on weapons is the Armorer, and that's a completely different dynamic.
I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Things I hope are fixed, at least 1 subclass has guns, and weapon masteries.
Infusion need to be infusions.
crafting that makes sense
Alchemy can be done better IMO, it's like no TTRPG system wants a good potion master.
Technically one Subclass HAS guns. Battlesmith gets Martial Weapons, and Firearms are Martial Weapons now.
But other than that, i fully agree. I want to play an Artificer. I dont want to stay in my Bastion and craft things, while the other characters go out on adventure.
And well...there is one other TTRPG with "very similar classes", where Alchemist is a pretty solid class...
I guess I should have been more Clear, Artillerist needs All Ranged and Ranged Masteries. A magical stick is not a replacement for the six shooter artificer fantasy.
I strongly disagree on Masteries. Artificers are not a martial class and if WotC is giving out Masteries on a Class level and not Sub Class level (Eldritch Knights have it because of Fighter and College of Valor doesn't because of Bard), Artificers don't warrant it (and neither will Bladesingers).
As far as all ranged weapons, WotC appears to be generally awarding weapon proficiencies by weapon category. Monks and Rogues, I think, are the only exception. I definitely could see proficiency with Crossbows and Firearms, but not Longbows and Blowguns.
You may want to look at the Iron Kingdom's Arcane Tempest Gun Mages as another magical firearm wielder. They shoot magic bullets from their magic flintlocks (called Magelock Pistols or Magelock Rifles). They very much could be represented with a magical stick mechanics of Arcane Firearm. The Iron Kingdoms RPG had rules for them in 3.0e that were a bit busted. Either way, might be worth checking out the setting Wiki for inspiration. (Also, I just found out there was a Kickstarter for a 5e update, but I probably won't pick it up if I find it.)
I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Things I hope are fixed, at least 1 subclass has guns, and weapon masteries.
Infusion need to be infusions.
crafting that makes sense
Alchemy can be done better IMO, it's like no TTRPG system wants a good potion master.
Technically one Subclass HAS guns. Battlesmith gets Martial Weapons, and Firearms are Martial Weapons now.
But other than that, i fully agree. I want to play an Artificer. I dont want to stay in my Bastion and craft things, while the other characters go out on adventure.
And well...there is one other TTRPG with "very similar classes", where Alchemist is a pretty solid class...
I guess I should have been more Clear, Artillerist needs All Ranged and Ranged Masteries. A magical stick is not a replacement for the six shooter artificer fantasy.
Well, i guess that image is supposed to be Percy? If so, then he was a Pathfinder to DnD conversion of the Gunslinger, a Fighter variant.
Artillerist has the Arcane Firearms. Vi, the Artificer played by Jeremy Crawford, is an Artillerist with a "Pistol", which is just such a Firearm. Its simply a Wand or Staff that looks like a Gun. Artillerist has no use for real Firearms because they get a Bonus from Wands and Staffs.
BUT i would really love to see an Arcane Archer which can use more than just Bows. Add Crossbows and Firearms.
I mean, if your big thing is about a lot of personally shooting magic guns, I don't think the core Artificer class is a good basis for that; honestly that sounds more like another Gunslinger subclass for Fighter. Of the four Artificer subclasses, 2 are cantrip spammers, 1 is a pet user who also happens to make weapon attacks, and 1 has a very narrow pool of custom weapons that are regarded as fairly "meh". The only one that focuses on weapons is the Armorer, and that's a completely different dynamic.
Though i would argue that Battlesmith is more about Weapons than about Pets. Its literally in their description.
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.
They are better at creating Weapons, they buff their Weapons with Smites-Spells, they attack with Intelligence and gain Martial knowledge... The Steel Defender is just there to aid, its not good at tanking hits (until you put on magic items), its not that good at attacking, but it can be really helpful to "Deflect Attacks" meant against you or others. Personally i would only move it and then let is use "Dodge" and its Reaction, so that my Bonus Action has a better use.
Shepherd Druid and Beast Master Ranger, THEY are Pet Classes.
I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Things I hope are fixed, at least 1 subclass has guns, and weapon masteries.
Infusion need to be infusions.
crafting that makes sense
Alchemy can be done better IMO, it's like no TTRPG system wants a good potion master.
Technically one Subclass HAS guns. Battlesmith gets Martial Weapons, and Firearms are Martial Weapons now.
But other than that, i fully agree. I want to play an Artificer. I dont want to stay in my Bastion and craft things, while the other characters go out on adventure.
And well...there is one other TTRPG with "very similar classes", where Alchemist is a pretty solid class...
I guess I should have been more Clear, Artillerist needs All Ranged and Ranged Masteries. A magical stick is not a replacement for the six shooter artificer fantasy.
I strongly disagree on Masteries. Artificers are not a martial class and if WotC is giving out Masteries on a Class level and not Sub Class level (Eldritch Knights have it because of Fighter and College of Valor doesn't because of Bard), Artificers don't warrant it (and neither will Bladesingers).
Well, Armorer has Masteries, even though they are not called that.
Dreadnaught has a variant of Push, which allows 10ft Push / Pull against targets smaller than you. Guardian has a variant of Sap which is more of a Taunting-Ability since the hit enemy has disadvantage against anyone but you (similar to Swashbucklers Panache) Infiltrator has extra damage once per turn on hit.
Mechanically they are the same as Masteries. They are just not in the list of the general ones.
I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Things I hope are fixed, at least 1 subclass has guns, and weapon masteries.
Infusion need to be infusions.
crafting that makes sense
Alchemy can be done better IMO, it's like no TTRPG system wants a good potion master.
Technically one Subclass HAS guns. Battlesmith gets Martial Weapons, and Firearms are Martial Weapons now.
But other than that, i fully agree. I want to play an Artificer. I dont want to stay in my Bastion and craft things, while the other characters go out on adventure.
And well...there is one other TTRPG with "very similar classes", where Alchemist is a pretty solid class...
I guess I should have been more Clear, Artillerist needs All Ranged and Ranged Masteries. A magical stick is not a replacement for the six shooter artificer fantasy.
I strongly disagree on Masteries. Artificers are not a martial class and if WotC is giving out Masteries on a Class level and not Sub Class level (Eldritch Knights have it because of Fighter and College of Valor doesn't because of Bard), Artificers don't warrant it (and neither will Bladesingers).
Well, Armorer has Masteries, even though they are not called that.
Dreadnaught has a variant of Push, which allows 10ft Push / Pull against targets smaller than you. Guardian has a variant of Sap which is more of a Taunting-Ability since the hit enemy has disadvantage against anyone but you (similar to Swashbucklers Panache) Infiltrator has extra damage once per turn on hit.
Mechanically they are the same as Masteries. They are just not in the list of the general ones.
These effects predated Masteries (except for the Dreadnaught's) and mechanically are more in line with Booming Blade, Green Flame Blade, and Lightning Lure, cantrips which the Battle Smith has access to (for now, but I don't see them removing access). The UA content didn't add them to the Guardian and Infiltrator, they just broke them out into a separate description. The Guardian's Distracting Pulse is similar, but more effective than the Steel Defender's Deflect Attack, but I think that makes sense given the focus of a Guardian Armorer.
I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Things I hope are fixed, at least 1 subclass has guns, and weapon masteries.
Infusion need to be infusions.
crafting that makes sense
Alchemy can be done better IMO, it's like no TTRPG system wants a good potion master.
Technically one Subclass HAS guns. Battlesmith gets Martial Weapons, and Firearms are Martial Weapons now.
But other than that, i fully agree. I want to play an Artificer. I dont want to stay in my Bastion and craft things, while the other characters go out on adventure.
And well...there is one other TTRPG with "very similar classes", where Alchemist is a pretty solid class...
I guess I should have been more Clear, Artillerist needs All Ranged and Ranged Masteries. A magical stick is not a replacement for the six shooter artificer fantasy.
I strongly disagree on Masteries. Artificers are not a martial class and if WotC is giving out Masteries on a Class level and not Sub Class level (Eldritch Knights have it because of Fighter and College of Valor doesn't because of Bard), Artificers don't warrant it (and neither will Bladesingers).
Well, Armorer has Masteries, even though they are not called that.
Dreadnaught has a variant of Push, which allows 10ft Push / Pull against targets smaller than you. Guardian has a variant of Sap which is more of a Taunting-Ability since the hit enemy has disadvantage against anyone but you (similar to Swashbucklers Panache) Infiltrator has extra damage once per turn on hit.
Mechanically they are the same as Masteries. They are just not in the list of the general ones.
These effects predated Masteries (except for the Dreadnaught's) and mechanically are more in line with Booming Blade, Green Flame Blade, and Lightning Lure, cantrips which the Battle Smith has access to (for now, but I don't see them removing access). The UA content didn't add them to the Guardian and Infiltrator, they just broke them out into a separate description. The Guardian's Distracting Pulse is similar, but more effective than the Steel Defender's Deflect Attack, but I think that makes sense given the focus of a Guardian Armorer.
True, but by 2024 definitions those "On Hit Weapon Effects" would be closer to a Mastery than a Cantrip. All three of the ones you mentioned are Magic Actions. The Armorers is closer to a Mastery because it says: "If you hit a creature that is at least one size smaller than you with the flail" "A creature hit by the gauntlet" "Once on each of your turns when you hit a creature with your Lightning Launcher" They are part of the Attack Action, not a Magic Action.
But this just opened up another question...what if you use those Cantrips with those Weapons? Can you use them? Green Flame Blade says that you make a melee attack with the weapon...which should trigger the Armorers additional effect, and should trigger masteries in general...right?
Well, Armorer has Masteries, even though they are not called that.
Dreadnaught has a variant of Push, which allows 10ft Push / Pull against targets smaller than you. Guardian has a variant of Sap which is more of a Taunting-Ability since the hit enemy has disadvantage against anyone but you (similar to Swashbucklers Panache) Infiltrator has extra damage once per turn on hit.
Mechanically they are the same as Masteries. They are just not in the list of the general ones.
These effects predated Masteries (except for the Dreadnaught's) and mechanically are more in line with Booming Blade, Green Flame Blade, and Lightning Lure, cantrips which the Battle Smith has access to (for now, but I don't see them removing access). The UA content didn't add them to the Guardian and Infiltrator, they just broke them out into a separate description. The Guardian's Distracting Pulse is similar, but more effective than the Steel Defender's Deflect Attack, but I think that makes sense given the focus of a Guardian Armorer.
True, but by 2024 definitions those "On Hit Weapon Effects" would be closer to a Mastery than a Cantrip. All three of the ones you mentioned are Magic Actions. The Armorers is closer to a Mastery because it says: "If you hit a creature that is at least one size smaller than you with the flail" "A creature hit by the gauntlet" "Once on each of your turns when you hit a creature with your Lightning Launcher" They are part of the Attack Action, not a Magic Action.
But this just opened up another question...what if you use those Cantrips with those Weapons? Can you use them? Green Flame Blade says that you make a melee attack with the weapon...which should trigger the Armorers additional effect, and should trigger masteries in general...right?
The Armorer Weapons do not have Mastery Qualities and so you would need to be a 9th level Fighter for Tactical Master to have Weapon Masteries to apply to the Armorer Weapons, but otherwise, yes. I believe this would mean a Dreadnaught Armorer 3+/Fighter 9+ could use Push with the Armor Flail to push 20 ft or combine it with Slow.
As far as using the Cantrips with the Armorer weapons, it depends on the Cantrip. True Strike, Booming Blade, and Green Flame Blade require a costly weapon as a material component. The Armor Weapons don't have a cost so they can't be used. This is not a new restriction with the UA version. It is debatable if any weapon conjured with Replicate Magic Item can be used. This would be a new restriction.
As far as using the Cantrips with the Armorer weapons, it depends on the Cantrip. True Strike, Booming Blade, and Green Flame Blade require a costly weapon as a material component. The Armor Weapons don't have a cost so they can't be used.
Yeah they do -- they're part of the armor so the cost is the cost of the armor.
As far as using the Cantrips with the Armorer weapons, it depends on the Cantrip. True Strike, Booming Blade, and Green Flame Blade require a costly weapon as a material component. The Armor Weapons don't have a cost so they can't be used.
Yeah they do -- they're part of the armor so the cost is the cost of the armor.
Armor that has a cost is not a substitute for a weapon that has a cost. This is not a new restriction, but I don't see a Sage Advice that contradicts it.
Jeremy Crawford tweeted the intention of the weapon material components that suggests that RAI, they should work, but RAW, they do not.
If a D&D spell’s material component lacks a monetary value and isn’t consumed, you don’t need that component; you could substitute a component pouch, for instance.
Booming/Green-Flame Blade need a weapon with a monetary value because they require an actual weapon. #DnD
There is also the possibility that one Plan for each Enspelled Item type (one staff, one armor, and one weapon). If it is one Plan, then it becomes versatile, but you can only have three replicated at a time, if you dedicate three known plans to it, and the weapon and armor are limited by spell school.
How to add Tooltips.
My houserulings.
They cannot make enspelled staves at all. The staves start at uncommon, and they can only make uncommon or rare Armor, Rings, Weapons, Wands, or Wondrous Items.
I think this is one of the factors that WOTC are themselves confused about. They don't really give the Artificer enough infusion/item slots to give those items away, but they're afraid to give more in case the Artificer keeps them all to themself. So maybe a mechanic that maybe brings a minor benefit for sharing, or at least less of a disincentive, might allow for some more fun things to happen. Like maybe you can make one more infusion but that one can't be on your person.
As a Battle Smith, one of the things I've had to battle with my desire to give away infusions is that I need one in my hand as a focus, plus I have one reserved as a bag of holding.
The artificer is underpowered if its only using its own actions for magic items; what makes it powerful is using the actions of allies. Ideally ones with low value actions, such as familiars.
Or maybe just X items that can be used or given away as desired and another item or two that only functions if worn or wielded by the Artificer themselves.
Does anyone else feel like at least the Alchemist Artificer should be allowed to pick Potions as Replicate Magic Items? That way you actually feel like an Alchemist, spending your downtime brewing potions for the Party...
The Homunculus also no longer requires your bonus action to attack and gained telepathy for 1 mile. Personally I think it should be a Transmutation spell and not consume the gem like Tiny Servant in XGE instead of a Conjuration and since you cant cast rituals at a higher level, just keep the stat block proficiency bonus based instead of spell level. Would be great if it also inherited your tool proficiencies.
Per the current draft, you can burn an infusion for spell slot, and burn a spell slot for an Elixir. So kinda, you can do that.
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I did my part.
I will say I am hoping they fix some of the glaring issues before release, but the survey really wasn't aimed at getting proper feedback. It was more do you like this or not, and kind of fell short on options for real feedback.
Technically one Subclass HAS guns. Battlesmith gets Martial Weapons, and Firearms are Martial Weapons now.
But other than that, i fully agree. I want to play an Artificer. I dont want to stay in my Bastion and craft things, while the other characters go out on adventure.
And well...there is one other TTRPG with "very similar classes", where Alchemist is a pretty solid class...
I guess I should have been more Clear, Artillerist needs All Ranged and Ranged Masteries. A magical stick is not a replacement for the six shooter artificer fantasy.
or even my avatar...
If all else fails, there is always Deadlands.
I mean, if your big thing is about a lot of personally shooting magic guns, I don't think the core Artificer class is a good basis for that; honestly that sounds more like another Gunslinger subclass for Fighter. Of the four Artificer subclasses, 2 are cantrip spammers, 1 is a pet user who also happens to make weapon attacks, and 1 has a very narrow pool of custom weapons that are regarded as fairly "meh". The only one that focuses on weapons is the Armorer, and that's a completely different dynamic.
I strongly disagree on Masteries. Artificers are not a martial class and if WotC is giving out Masteries on a Class level and not Sub Class level (Eldritch Knights have it because of Fighter and College of Valor doesn't because of Bard), Artificers don't warrant it (and neither will Bladesingers).
As far as all ranged weapons, WotC appears to be generally awarding weapon proficiencies by weapon category. Monks and Rogues, I think, are the only exception. I definitely could see proficiency with Crossbows and Firearms, but not Longbows and Blowguns.
You may want to look at the Iron Kingdom's Arcane Tempest Gun Mages as another magical firearm wielder. They shoot magic bullets from their magic flintlocks (called Magelock Pistols or Magelock Rifles). They very much could be represented with a magical stick mechanics of Arcane Firearm. The Iron Kingdoms RPG had rules for them in 3.0e that were a bit busted. Either way, might be worth checking out the setting Wiki for inspiration. (Also, I just found out there was a Kickstarter for a 5e update, but I probably won't pick it up if I find it.)
How to add Tooltips.
My houserulings.
Well, i guess that image is supposed to be Percy? If so, then he was a Pathfinder to DnD conversion of the Gunslinger, a Fighter variant.
Artillerist has the Arcane Firearms. Vi, the Artificer played by Jeremy Crawford, is an Artillerist with a "Pistol", which is just such a Firearm. Its simply a Wand or Staff that looks like a Gun. Artillerist has no use for real Firearms because they get a Bonus from Wands and Staffs.
BUT i would really love to see an Arcane Archer which can use more than just Bows. Add Crossbows and Firearms.
Though i would argue that Battlesmith is more about Weapons than about Pets. Its literally in their description.
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.
They are better at creating Weapons, they buff their Weapons with Smites-Spells, they attack with Intelligence and gain Martial knowledge...
The Steel Defender is just there to aid, its not good at tanking hits (until you put on magic items), its not that good at attacking, but it can be really helpful to "Deflect Attacks" meant against you or others. Personally i would only move it and then let is use "Dodge" and its Reaction, so that my Bonus Action has a better use.
Shepherd Druid and Beast Master Ranger, THEY are Pet Classes.
Well, Armorer has Masteries, even though they are not called that.
Dreadnaught has a variant of Push, which allows 10ft Push / Pull against targets smaller than you.
Guardian has a variant of Sap which is more of a Taunting-Ability since the hit enemy has disadvantage against anyone but you (similar to Swashbucklers Panache)
Infiltrator has extra damage once per turn on hit.
Mechanically they are the same as Masteries. They are just not in the list of the general ones.
These effects predated Masteries (except for the Dreadnaught's) and mechanically are more in line with Booming Blade, Green Flame Blade, and Lightning Lure, cantrips which the Battle Smith has access to (for now, but I don't see them removing access). The UA content didn't add them to the Guardian and Infiltrator, they just broke them out into a separate description. The Guardian's Distracting Pulse is similar, but more effective than the Steel Defender's Deflect Attack, but I think that makes sense given the focus of a Guardian Armorer.
How to add Tooltips.
My houserulings.
True, but by 2024 definitions those "On Hit Weapon Effects" would be closer to a Mastery than a Cantrip.
All three of the ones you mentioned are Magic Actions. The Armorers is closer to a Mastery because it says:
"If you hit a creature that is at least one size smaller than you with the flail"
"A creature hit by the gauntlet"
"Once on each of your turns when you hit a creature with your Lightning Launcher"
They are part of the Attack Action, not a Magic Action.
But this just opened up another question...what if you use those Cantrips with those Weapons? Can you use them? Green Flame Blade says that you make a melee attack with the weapon...which should trigger the Armorers additional effect, and should trigger masteries in general...right?
The Armorer Weapons do not have Mastery Qualities and so you would need to be a 9th level Fighter for Tactical Master to have Weapon Masteries to apply to the Armorer Weapons, but otherwise, yes. I believe this would mean a Dreadnaught Armorer 3+/Fighter 9+ could use Push with the Armor Flail to push 20 ft or combine it with Slow.
As far as using the Cantrips with the Armorer weapons, it depends on the Cantrip. True Strike, Booming Blade, and Green Flame Blade require a costly weapon as a material component. The Armor Weapons don't have a cost so they can't be used. This is not a new restriction with the UA version. It is debatable if any weapon conjured with Replicate Magic Item can be used. This would be a new restriction.
How to add Tooltips.
My houserulings.
Yeah they do -- they're part of the armor so the cost is the cost of the armor.
Armor that has a cost is not a substitute for a weapon that has a cost. This is not a new restriction, but I don't see a Sage Advice that contradicts it.
Jeremy Crawford tweeted the intention of the weapon material components that suggests that RAI, they should work, but RAW, they do not.
How to add Tooltips.
My houserulings.