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.
Fighter wouldnt work here. Tactical Mastery requires a Mastery to be present in the first place. The Armorer Weapons only behave like Weapons. They are all considered Simple Weapons, but the "on hit effect" is not listed as a Mastery, though it behaves exactly like one.
Also the Weapons are not a specified Type, they only behave like them. Armor Flail is just a bad name, because it is not a Flail. Flail is a Martial Weapon with 1d8 and no properties. The Armor Flail is a Simple Weapon with 1d10 and Reach. The other two dont have any similar named weapon.
So basically they are Weapons with special rules attached. They use the Mechanics, but not the Wording. Thats why i dont see a problem when Battlesmith would be able to use Masteries with Infused / Replicated Weapons. That way both Martials would have a special variant of Weapon Mastery, without gaining full access.
Yeah they do -- they're part of the armor so the cost is the cost of the armor.
I would say so too. They are considered to be Simple Weapons, and they are formed as part of the Armor. So the value of them is the value of the Armor they were made from.
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.
Fighter wouldnt work here. Tactical Mastery requires a Mastery to be present in the first place. The Armorer Weapons only behave like Weapons. They are all considered Simple Weapons, but the "on hit effect" is not listed as a Mastery, though it behaves exactly like one.
Also the Weapons are not a specified Type, they only behave like them. Armor Flail is just a bad name, because it is not a Flail. Flail is a Martial Weapon with 1d8 and no properties. The Armor Flail is a Simple Weapon with 1d10 and Reach. The other two dont have any similar named weapon.
So basically they are Weapons with special rules attached. They use the Mechanics, but not the Wording. Thats why i dont see a problem when Battlesmith would be able to use Masteries with Infused / Replicated Weapons. That way both Martials would have a special variant of Weapon Mastery, without gaining full access.
You're right about the Tactical Mastery. I should have read closer. I still disagree about Weapon Mastery. Artificer is not a Martial Class and like shifting College of Valor Bards in the martial direction doesn't warrant Weapon Mastery. Pact of the Blade Warlocks (most analogous to the Battle Smith) does not warrant Weapon Mastery. Bladesinging won't either. Making the crafty utility class more martial by giving them a Pact of the Blade-esque feature doesn't warrant it. Weapon Masteries are cool, but not everybody that swings a sword needs them. If you really want access to them, take the feat at 4th level.
You're right about the Tactical Mastery. I should have read closer. I still disagree about Weapon Mastery. Artificer is not a Martial Class and like shifting College of Valor Bards in the martial direction doesn't warrant Weapon Mastery. Pact of the Blade Warlocks (most analogous to the Battle Smith) does not warrant Weapon Mastery. Bladesinging won't either. Making the crafty utility class more martial by giving them a Pact of the Blade-esque feature doesn't warrant it. Weapon Masteries are cool, but not everybody that swings a sword needs them. If you really want access to them, take the feat at 4th level.
College of Valor Bards gets offensive and defensive usage for Bardic Inspiration. They get Martial and Medium. And they can use Weapons as Spellcasting Focus. So yeah, they get enough other stuff already, i would say the Bardic Inspiration use would be a good trade for not gaining Mastery.
Pact of Blade Warlock has not been released for 2024 yet. But the old 2014 again has enough other stuff going on that would justify not getting Mastery. They get access to Booming Blade and Green Flame Blade too which is their variant of Mastery.
Collegue of Swords is also not released, but they too can use Weapons as Focus and they get Fighting Styles and again uses for Bardic Inspiration. At level 10 they get access to Cleric, Druid and Wizard spells, they can use Cantrips, so i guess at that point they can get those Cantrips too?
Battlesmith has nothing like that at all. They have a Stat-Shift to Intelligence IF it is higher. Thats it. They cant use Weapons as a Focus, they dont gain another use for their Class Features. Currently they are a worse variant of the Beastmaster Ranger because they get everything but better. They have expertise, weapon mastery, and 3 options for a pet. They even have a class resource that is usable in combat now.
Green Flame Blade and Booming Blade have not been updated, but could be used by Battlesmith...if they were allowed to use Weapons as a Focus. Both of those Cantrips are useless if you play a ranged variant with Crossbows or so. Again, Ranger has Hunters Mark AND Mastery, which can be used instead.
Pretty much all other classes have been buffed a lot. The current UA Artificer has been nerfed since your best use is to stay at home and craft things. This works in an mmo where you log in once a day, start crafting, and then switch back to your real character to play with. But in a ttrpg this does not work. Artificer needs a way to stay relevant in encounters.
Pact of Blade Warlock has not been released for 2024 yet. But the old 2014 again has enough other stuff going on that would justify not getting Mastery. They get access to Booming Blade and Green Flame Blade too which is their variant of Mastery.
2024 Pact of the Blade is an Invocation. If Booming Blade and Green Flame Blade is their variant of Mastery, then it's the Battle Smith's as well.
Pact of Blade Warlock has not been released for 2024 yet. But the old 2014 again has enough other stuff going on that would justify not getting Mastery. They get access to Booming Blade and Green Flame Blade too which is their variant of Mastery.
2024 Pact of the Blade is an Invocation. If Booming Blade and Green Flame Blade is their variant of Mastery, then it's the Battle Smith's as well.
Oh, i didnt even know about the 2024 version. In 2014 this Pact was "just a soulbound weapon you can conjure". In 2024 it became MUCH MORE than that. It is now a Spellcasting Focus, and you can swap damage to necrotic, radiant or psychic.
Hexblade then turns this feature into much more. Because it is now a Focus, they can use the Cantrips through it. And since Pact of the Blade is limited to melee weapons, this works just fine. The only similarity to Battlesmith is the "stat shift" to use Charisma for attacks.
But Battlesmith is again different here. Not only do they not have a weapon-focus, they can use ALL weapons and are not limited to just melee. So if you play a ranged-smith, those cantrips wont work. And if you play a melee-shield-smith, you cant cast them. So...general Weapon Mastery would work best for them, unless those Cantrips are changed to work with any Attack.
Pact of Blade Warlock has not been released for 2024 yet. But the old 2014 again has enough other stuff going on that would justify not getting Mastery. They get access to Booming Blade and Green Flame Blade too which is their variant of Mastery.
2024 Pact of the Blade is an Invocation. If Booming Blade and Green Flame Blade is their variant of Mastery, then it's the Battle Smith's as well.
Oh, i didnt even know about the 2024 version. In 2014 this Pact was "just a soulbound weapon you can conjure". In 2024 it became MUCH MORE than that. It is now a Spellcasting Focus, and you can swap damage to necrotic, radiant or psychic.
Hexblade then turns this feature into much more. Because it is now a Focus, they can use the Cantrips through it. And since Pact of the Blade is limited to melee weapons, this works just fine. The only similarity to Battlesmith is the "stat shift" to use Charisma for attacks.
But Battlesmith is again different here. Not only do they not have a weapon-focus, they can use ALL weapons and are not limited to just melee. So if you play a ranged-smith, those cantrips wont work. And if you play a melee-shield-smith, you cant cast them. So...general Weapon Mastery would work best for them, unless those Cantrips are changed to work with any Attack.
We'll see what the Hexblade looks like when/if it is updated. Currently, Pact of the Blade took some of the Hex Warrior abilities, but is limited to any simple or martial melee weapon, while the Hexblade is limited to any weapon they are proficient in (effectively simple or martial) that lacks the Two-handed property (melee or ranged). Since it also applies to any Pact Weapons, a Pact of the Blade weapon, the final restrictions are any melee simple or martial weapon or any ranged simple or martial weapon that lacks the two-handed property. This will allow ranged options of a dart, sling, blowgun, hand crossbow, and Pistol (unless your game does not automatically include firearms in martial weapon proficiencies).
Battle Smith is more weapon focused than the base Artificer, but weapons are hardly the defining feature of the class. The UA summary is "Command a Construct Guardian", Tasha's describe them as a Protector and Medic accompanied by a protective companion. They are more of a frontliner, sure, but the subclass is so divided. Comparing pre2024/preUA, every feature of the Bladesinger is offensive or personal defense related (except for the Performance proficiency). The Battle Smith features add a little bit to weapons in the form of proficiency and alleviating MAD issues and getting Extra Attack, they get a Construct Ally that defends them and other allies, and the Arcane Jolt damage or healing rider ability. Their spells include only 2 weapon attack oriented spells, the rest are save oriented, buffs, or heals.
If the Paladin is a combat medic that is 2/3rds martial, the Battle Smith is closer to 1/2 martial.
Not only that, but Battle Smiths have access to Green-flame Blade, Booming Blade, and True Strike (new to UA; works with ranged attacks) which can trigger their Arcane Jolt ability.
As you said with Warlock, that is their variant of Mastery.
We'll see what the Hexblade looks like when/if it is updated. Currently, Pact of the Blade took some of the Hex Warrior abilities, but is limited to any simple or martial melee weapon, while the Hexblade is limited to any weapon they are proficient in (effectively simple or martial) that lacks the Two-handed property (melee or ranged). Since it also applies to any Pact Weapons, a Pact of the Blade weapon, the final restrictions are any melee simple or martial weapon or any ranged simple or martial weapon that lacks the two-handed property. This will allow ranged options of a dart, sling, blowgun, hand crossbow, and Pistol (unless your game does not automatically include firearms in martial weapon proficiencies).
Battle Smith is more weapon focused than the base Artificer, but weapons are hardly the defining feature of the class. The UA summary is "Command a Construct Guardian", Tasha's describe them as a Protector and Medic accompanied by a protective companion. They are more of a frontliner, sure, but the subclass is so divided. Comparing pre2024/preUA, every feature of the Bladesinger is offensive or personal defense related (except for the Performance proficiency). The Battle Smith features add a little bit to weapons in the form of proficiency and alleviating MAD issues and getting Extra Attack, they get a Construct Ally that defends them and other allies, and the Arcane Jolt damage or healing rider ability. Their spells include only 2 weapon attack oriented spells, the rest are save oriented, buffs, or heals.
If the Paladin is a combat medic that is 2/3rds martial, the Battle Smith is closer to 1/2 martial.
Not only that, but Battle Smiths have access to Green-flame Blade, Booming Blade, and True Strike (new to UA; works with ranged attacks) which can trigger their Arcane Jolt ability.
As you said with Warlock, that is their variant of Mastery.
Overall Artificer is one of the few Classes with those extreme Martial / Spellcaster splits. The only others i can think of would be Cleric, but Cleric was fixed by adding the Divine Order where they choose between Martial and Caster.
True Strike is just another case that shows where Battlesmith has become useless. True Strike grants the the same advantage as Battle Ready, meaning "you use int for your attacks", just better since True Strike can affect any weapon and even switch to radiance, one of the strongest elements. It works not just on magic weapons, but any weapon, so no need to wait for a magic weapon or use an "Infusion" to make one. At level 5 they are even again because Battlesmith gets Extra Attack which is based on the weapon, while True Strike only adds 1d6. But at level 11 and after True Strike is in the lead again, because it scales yet again to 2d6 and 3d6, so for example a heavy crossbow can deal up to 1d10 + 3d6 with True Strike, or 2x 1d10 with Extra Attack. Basically..."ignore that Battle Ready exists and just use True Strike".
The Pet alone isnt a great argument for playing the class. Ranger has better pets, and even Artillerist has the option to use the Cannon to protect, without sending it into melee range. Eldritch Cannon deals more damage and has more utility. While Steel Defender can grant one attack disadvantage once per turn, Eldritch Cannon can theoretically grant 1d8+Int Temp HP to 24 Creatures around it. Not to mention that the cannon has an AC of 18, while the Defender has 15. Cannon has just 5 HP less than the Defender. And at level 5 the Artillerist basically turns a Staff into a 1d8 ranged Weapon, where the Attack scale due to being cantrips. Even at level 9 when Battlesmith gets Jolt, this 2d6 extra damage is limited due to using a long-rest resource.
So...Battlesmith is never as good at defending as an Artillerist. Will never deal as much damage as an Artillerist. Will never heal as good as an Alchemist. And will never be as Tanky as an Armorer. That subclass is outclassed by any other class now.
But since the level 20 Artificer capstone isnt that great anyway, it doesnt hurt to multiclass. But if thats the best way to make Battlesmith a martial, then the issue is in the core. My current plan is 5 Battlesmith and then 3-4 in another Class. Maybe Rogue for Expertise, Sneak Attack and Aim. Or maybe Fighter Champion for Mastery, Fighting Style and more Crits...
The Pet alone isnt a great argument for playing the class.
Indeed, it's the thing I like least about the Battle Smith. Would be nice to be able to trade out that functionality for additional magic items if you wanted.
But since the level 20 Artificer capstone isnt that great anyway, it doesnt hurt to multiclass. But if thats the best way to make Battlesmith a martial, then the issue is in the core.
This is the issue. No subclasses are martials. Only classes. All martial perks must be justified at the Artificer level, which they aren't. The only way to make an Artificer a martial is to multiclass with a martial class.
However, you are selling a number of Battle Smith features short.
Any issues with the Battle Smith's Battle Ready should be addressed at the Battle Ready level. Battle Ready uses the Attack Action, so it works in an anti-magic field, it works with feats like Polearm Master, the Light weapon property, weapon masteries if you took the appropriate feat or multiclassed. Additionally you aren't taking into account that extra attacks (assuming they hit) multiply the intelligence modifier to damage.
Simple Comparison, let's assume you have a +5 Intelligence using a Greatsword for the D6s. This doesn't take into account the magic weapon bonus as not all magic weapons have a bonus and I will get to it latter.
At level 3-4, True Strike technically wins because of the Radiant Damage option, both are 2d6 +5 (12) damage.
At level 5-10, True Strike deals 2d6 + 5 + 1d6 (15.5), but Battle Ready deals 2d6 +5 twice (12x2 = 24) divided between 1-2 targets.
At level 11-16, True Strike deals 2d6 + 5 + 2d6 (19), but Battle Ready deals 2d6 +5 twice (12x2 = 24) divided between 1-2 targets.
At level 17+, True Strike deals 2d6 + 5 + 3d6 (22.5), but Battle Ready deals 2d6 +5 twice (12x2 = 24) divided between 1-2 targets.
Apart from the ability to ignore damage resistance, Battle Ready with a Greatsword pulls away at level 5 and True Strike never fully catches up.
Looking at 2 magic shortswords (this is the class that summons magic items, this shouldn't be a problem). No masteries, no magic item bonuses to damage.
At level 3-4, True Strike deals 1d6 +5 (8.5), but Battle Ready deals 1d6 +5 damage plus 1d6 once as a bonus action with the second shortsword (8.5 + 3.5 = 12) divided between 1-2 targets.
At level 5-10, True Strike deals 1d6 + 5 + 1d6 (12), but Battle Ready deals 1d6 +5 twice plus 1d6 once (8.5x2 + 3.5 = 20.5) divided between 1-3 targets.
At level 11-16, True Strike deals 1d6 + 5 + 2d6 (15.5), but Battle Ready deals 1d6 +5 twice plus 1d6 once (8.5x2 + 3.5 = 20.5) divided between 1-3 targets.
At level 17+, True Strike deals 1d6 + 5 + 3d6 (19), but Battle Ready deals 1d6 +5 twice plus 1d6 once (8.5x2 + 3.5 = 20.5) divided between 1-3 targets.
Battle Ready outpaces True Strike here too. True Strike doesn't allow the Bonus Attack from Light because the Light Property requires that you use the attack action.
Now let's look at an extreme example option that requires two rare weapons. Technically, this is available before level 14, but with Replicate Magic Item, it is more reliably accessible then. Let's do 2 shortswords, but they are Vicious.
At level 14-16, True Strike deals 1d6 + 5 + 2d6 + 2d6 (22.5), but Battle Ready deals 1d6 +5 + 2d6 twice plus 1d6 + 2d6 once (15.5x2 + 10.5 = 41.5) divided between 1-3 targets.
At level 17+, True Strike de
als 1d6 + 5 + 2d6 + 3d6 (26), but Battle Ready deals 1d6 +5 + 2d6 twice plus 1d6 + 2d6 once (15.5x2 + 10.5 = 41.5) divided between 1-3 targets.
At level 14, the raw damage difference is almost enough to make True Strike's damage resistance versatility moot. Any bonus to damage helps True Strike, but just causes Battle Ready to pull ahead even further.
If you fancy a level dip into Fighter, two vicious Scimitars with the Weapon Mastery property and Two-weapon Fighting Style, and the Dual Wielder Feat, the result is monstrous. At level 14+, it's 1d6 +5 + 2d6 twice (Attack Action with Extra Attack) plus 1d6 + 5 + 2d6 (extra attack from Nick property and attribute modifier from fighting style) plus 1d6 +5 + 2d6 (extra attack from Dual Wielder feat and attribute modifier from fighting style for a grand total of 62 (15.5x4) damage per round. This is the highest Battle Ready damage per round I can think of assuming a +5 Intelligence and True Strike can't touch it unless you are fighting something vulnerable to radiant damage.
Don't sell Battle Ready short. It is significantly better than you are portraying. However, if you want the higher damaging option between it and True Strike, you have lean into big weapon damage dice or lots of attacks. If you don't need the radiant damage, just use Battle Ready. It is about as good or better than True Strike in almost every case. Single weapon damage with small damage dice may favor True Strike, but probably not by much.
The Pet alone isnt a great argument for playing the class. Ranger has better pets, and even Artillerist has the option to use the Cannon to protect, without sending it into melee range. Eldritch Cannon deals more damage and has more utility. While Steel Defender can grant one attack disadvantage once per turn, Eldritch Cannon can theoretically grant 1d8+Int Temp HP to 24 Creatures around it. Not to mention that the cannon has an AC of 18, while the Defender has 15. Cannon has just 5 HP less than the Defender. And at level 5 the Artillerist basically turns a Staff into a 1d8 ranged Weapon, where the Attack scale due to being cantrips. Even at level 9 when Battlesmith gets Jolt, this 2d6 extra damage is limited due to using a long-rest resource.
You are comparing the pet of the Battle Smith to the Ranger subclass dedicated to pets? That's unreasonable. You can't expect a subclass that splits its focus to be as good as subclass that is dedicated to that focus. An Eldritch Cannon's AC is hardly relevant when there is little reason to attack it instead of you. The AC of the Eldritch Cannon is 18 and never improves and cannot take the Dodge action (Disadvantage on your opponent's attack rolls is mathematically similar to, IIRC, a +3.8 AC). The Steel Defender's AC is 15 (effective 18.8 with Dodge) and improves to 17 (effective 20.8 with Dodge) at level 15.
This also applies to the Battle Smith. Yes, the Armorer will probably have a higher AC usually, but for one hit, that Disadvantage on an attack effectively reduces the enemy's attack roll by about 3.8 which stacks with magic armor, shields/the Shield Spell, and anything else other than advantage and disadvantage. For that one attack, the big bad will be hard pressed to hit you. +1 Half-Plate, a +1 shield, a 14 Dexterity, and Deflect Attack means hitting 22 AC twice which is about as likely as hitting AC 25.8 once. And, it's not limited to weapon attacks or melee attacks. If you are being targeted by Firebolt from a level 17+ Caster, Deflect Attack can turn that 4d10 damage into 0 damage on a miss. Don't write off Deflect Attack.
24 Creatures with the Protector ability will never happen in practice and the effects are apples and oranges. Protector never scales so it will always be 1d8 + Int Temporary Hit Points. If a Steel Defender gives a Runic Colossus disadvantage and causes their 4d10 + 7 damage attack to miss, that far outclasses the Protector ability. Secondly, at level 15, the Steel Defender picks up the rider ability to deal damage when deflecting an attack (no attack roll, no save). Plus, the Eldritch Cannon is stationary unless you take an Bonus Action to command it, while the Steel Defender will move and use the Dodge action on its own, freeing up your Bonus Action (for example, to use extra attacks with).
- No Weapon-Focus, which means Battlesmith cant cast Spells if they go "Full Melee" with Sword and Shield, unless they use a Ruby of the War Mage. This is most likely an oversight due to the rewrite, but still. Battle Ready should grant the ability to use Weapons as a Focus for Artificer Spells. Considering that all others Weapon-Casters now have it (even Warlock), this should be re-added.
- Since Battlesmith is no Cantrip Slinger and focuses on Weapons, the Ranged-Variants are a bit meh when you consider the Blade-Cantrips as their form of "Mastery". Those Cantrips also cant be used with Extra Attack, which makes one of the two Versions useless, considering how late you get access to Jolt. And without Weapon-Focus, you limit them to One-Handed Melee Weapons. So i would still like to see a limited form here, similar to what Armorer has. Alternatively maybe an earlier, weaker Jolt, like the Infiltrator uses, so that it works with Extra Attacks.
- And pleeeeease add a definition for what the Steel Defender can do and what they cant. Its a Medium Creature. As a Creature it can use Magic Items. Since i can choose how it looks, i can say it is Humanoid with hands, feet and all that. So it could wear Armor and Weapons, but without Proficiency (as a sidenote, where are the Armor Proficiency rules now? I cant find them in the 2024 PHB. EDIT: Found it, its called Armor Training and is in the Equipment section).
This means i could say that my SD is humanoid, and i equip it with Full Plate to boost it to 18AC. It will never do a check, it will never attack. All it will ever do is stand there and use "Help" and "Deflect" and "Dodge". So...i dont want to search through all the rules and loopholes to figure things out. "Can my pet use magic items" is one of the most common questions asked. And dont let me start with "Can my SD use Armor". There are multiple discussions about Proficiency, Barding and all that... Please, just add a definition for that somewhere near the Pet Rules.
Battle Smiths should absolutely get using magic weapons as a spellcasting focus in addition to anything else. I usually think they also should get substitute a cantrip for an attack during the attack action.
Great points about Steel Defender clarity. The less left to per table rulings, the better.
Battle Smiths should absolutely get using magic weapons as a spellcasting focus in addition to anything else. I usually think they also should get substitute a cantrip for an attack during the attack action.
Great points about Steel Defender clarity. The less left to per table rulings, the better.
Stacking cantrips on extra attack with the pet might be a bit much.
Battle Smiths should absolutely get using magic weapons as a spellcasting focus in addition to anything else. I usually think they also should get substitute a cantrip for an attack during the attack action.
Great points about Steel Defender clarity. The less left to per table rulings, the better.
Stacking cantrips on extra attack with the pet might be a bit much.
Perhaps. You have to use a bonus action to get the pet attack though. Still, the fact that they are not competing resources could be a problem. And what about substuting an attack for a touch spell delivered by homunculus?
- No Weapon-Focus, which means Battlesmith cant cast Spells if they go "Full Melee" with Sword and Shield, unless they use a Ruby of the War Mage. This is most likely an oversight due to the rewrite, but still. Battle Ready should grant the ability to use Weapons as a Focus for Artificer Spells. Considering that all others Weapon-Casters now have it (even Warlock), this should be re-added.
Surely it's an oversight. But if they don't fix, then not the most difficult thing RAW to either strap one of the lockpicking tools to the handle of a shield to buy the common magic item Ruby of the War Mage at a shop. As a DM I will be happy to put Rubies of the War Mage in all the shops next to the arrows and the rations if that's what it takes.
I prefer though that any item the Artificer creates or wields should be usable as a focus for their magic. It's right on theme: an Artificer expresses their magic through magic items. I wouldn't limit it to only infusions either, but also to items the Artificer crafted.
- Since Battlesmith is no Cantrip Slinger and focuses on Weapons, the Ranged-Variants are a bit meh when you consider the Blade-Cantrips as their form of "Mastery". Those Cantrips also cant be used with Extra Attack, which makes one of the two Versions useless, considering how late you get access to Jolt. And without Weapon-Focus, you limit them to One-Handed Melee Weapons.
All of these assumptions that talk about these cantrips forget how few cantrips the Artificer has access to. If you've only got two, or even three, it's hard to choose one of the blade cantrips. At least the ability to change out cantrips after a long rest will help.
- Since Battlesmith is no Cantrip Slinger and focuses on Weapons, the Ranged-Variants are a bit meh when you consider the Blade-Cantrips as their form of "Mastery". Those Cantrips also cant be used with Extra Attack, which makes one of the two Versions useless, considering how late you get access to Jolt. And without Weapon-Focus, you limit them to One-Handed Melee Weapons.
All of these assumptions that talk about these cantrips forget how few cantrips the Artificer has access to. If you've only got two, or even three, it's hard to choose one of the blade cantrips. At least the ability to change out cantrips after a long rest will help.
If your focus is weapon attacks, Green-flame Blade, Booming Blade, and True Strike are more justifiable than for other roles. Particularly if you pick one that you think will serve you best. If you don't have the Battle Ready feature or another feature that gives you INT for attack and damage, one or more of these cantrips would be an automatic pick. You also have additional options, such as accessing Cantrips through races, such as Elf, or via feats such as Magic Initiate.
- Since Battlesmith is no Cantrip Slinger and focuses on Weapons, the Ranged-Variants are a bit meh when you consider the Blade-Cantrips as their form of "Mastery". Those Cantrips also cant be used with Extra Attack, which makes one of the two Versions useless, considering how late you get access to Jolt. And without Weapon-Focus, you limit them to One-Handed Melee Weapons.
All of these assumptions that talk about these cantrips forget how few cantrips the Artificer has access to. If you've only got two, or even three, it's hard to choose one of the blade cantrips. At least the ability to change out cantrips after a long rest will help.
If your focus is weapon attacks, Green-flame Blade, Booming Blade, and True Strike are more justifiable than for other roles. Particularly if you pick one that you think will serve you best. If you don't have the Battle Ready feature or another feature that gives you INT for attack and damage, one or more of these cantrips would be an automatic pick. You also have additional options, such as accessing Cantrips through races, such as Elf, or via feats such as Magic Initiate.
for the limited cantrips: Artificer can swap them at Long Rest now. So that helps too.
Blade Cantrips: As the name suggests, they are only for Melee. They work if you play with just one weapon. you can no longer wear a shield if weapon-focus is not added back, which is a problem too.
But Melee-Smith is not the choice for everyone. I play my Artificer with a Musket and use my Defender with the Help action. Ranged Weapons have no cantrip-option here. And if you want to be a cantrip-slinger, thats where you play Artillerist instead.
Blade Cantrips: As the name suggests, they are only for Melee. They work if you play with just one weapon. you can no longer wear a shield if weapon-focus is not added back, which is a problem too.
But Melee-Smith is not the choice for everyone. I play my Artificer with a Musket and use my Defender with the Help action. Ranged Weapons have no cantrip-option here. And if you want to be a cantrip-slinger, thats where you play Artillerist instead.
Hopefully the lack of using infused/replicated items as spellcasting foci was an oversight.
Booming Blade, Green-flame Blade, and True Strike require a weapon as a material component so you can perform the somatic components with the same hand that you wield the weapon.
Pact of Blade Warlock has not been released for 2024 yet. But the old 2014 again has enough other stuff going on that would justify not getting Mastery. They get access to Booming Blade and Green Flame Blade too which is their variant of Mastery.
2024 Pact of the Blade is an Invocation. If Booming Blade and Green Flame Blade is their variant of Mastery, then it's the Battle Smith's as well.
Oh, i didnt even know about the 2024 version. In 2014 this Pact was "just a soulbound weapon you can conjure". In 2024 it became MUCH MORE than that. It is now a Spellcasting Focus, and you can swap damage to necrotic, radiant or psychic.
Hexblade then turns this feature into much more. Because it is now a Focus, they can use the Cantrips through it. And since Pact of the Blade is limited to melee weapons, this works just fine. The only similarity to Battlesmith is the "stat shift" to use Charisma for attacks.
But Battlesmith is again different here. Not only do they not have a weapon-focus, they can use ALL weapons and are not limited to just melee. So if you play a ranged-smith, those cantrips wont work. And if you play a melee-shield-smith, you cant cast them. So...general Weapon Mastery would work best for them, unless those Cantrips are changed to work with any Attack.
We'll see what the Hexblade looks like when/if it is updated. Currently, Pact of the Blade took some of the Hex Warrior abilities, but is limited to any simple or martial melee weapon, while the Hexblade is limited to any weapon they are proficient in (effectively simple or martial) that lacks the Two-handed property (melee or ranged). Since it also applies to any Pact Weapons, a Pact of the Blade weapon, the final restrictions are any melee simple or martial weapon or any ranged simple or martial weapon that lacks the two-handed property. This will allow ranged options of a dart, sling, blowgun, hand crossbow, and Pistol (unless your game does not automatically include firearms in martial weapon proficiencies).
Battle Smith is more weapon focused than the base Artificer, but weapons are hardly the defining feature of the class. The UA summary is "Command a Construct Guardian", Tasha's describe them as a Protector and Medic accompanied by a protective companion. They are more of a frontliner, sure, but the subclass is so divided. Comparing pre2024/preUA, every feature of the Bladesinger is offensive or personal defense related (except for the Performance proficiency). The Battle Smith features add a little bit to weapons in the form of proficiency and alleviating MAD issues and getting Extra Attack, they get a Construct Ally that defends them and other allies, and the Arcane Jolt damage or healing rider ability. Their spells include only 2 weapon attack oriented spells, the rest are save oriented, buffs, or heals.
If the Paladin is a combat medic that is 2/3rds martial, the Battle Smith is closer to 1/2 martial.
Not only that, but Battle Smiths have access to Green-flame Blade, Booming Blade, and True Strike (new to UA; works with ranged attacks) which can trigger their Arcane Jolt ability.
As you said with Warlock, that is their variant of Mastery.
I think the comparison between the Pact of the Blade and artificers isn’t entirely fair here. Warlocks, especially Pact of the Blade, are a unique case among full casters. Their design allows them to benefit from their pact weapon, but they aren’t dependent on it. Their Eldritch Invocations are much closer in concept to artificer infusions, as both enhance their abilities in specific ways. However, invocations are inherently self-focused, whereas infusions are party-oriented (yeah you could hoeard all of them and keep them yourself, but its more efficent to give the party some to boost them) and lack the direct combat synergy that invocations bring. (since they cant use them as arcane focus anymore and creating magic items isnt something special anymore. For me it feals underwealming as a whole core class feature)
Battle Smiths and Armorer, on the other hand, are heavily focused on their weapons and combat presence. Saying weapons aren’t a defining feature of the class downplays how integral they are to the Battle Smith’s design. They’re martial half-casters who are expected to frontline, as shown by features like martial weapon proficiency, Extra Attack, and the Steel Defender providing utility and tactical options. Weapon masteries would enhance this playstyle without taking away their support identity, adding tactical depth to both their offense and defense.
Also, comparing Battle Smiths/Arorer to Bladesingers highlights a critical issue. Bladesingers can mix attacks and cantrips using Extra Attack, blending magic and melee seamlessly. Artificers, even Battle Smiths, don’t have this flexibility, making their combat feel clunkier in comparison. Weapon masteries would provide a similar level of tactical choice, letting artificers feel more dynamic in combat without stepping on the toes of other hybrid classes.
It’s also worth noting that the ranger and paladin updates gave them weapon masteries, recognizing their status as half-casters. Artificers are in the same category, yet they’ve been left out of this improvement. All artificers interact with weapons to some extent, even the Alchemist, who benefits from ranged attacks while supporting allies. Weapon masteries wouldn’t make them overpowered but would give all subclasses a broader tactical toolkit, making their combat options more engaging.
Finally, while artificers have access to cantrips like Green-Flame Blade and Booming Blade (when the stuff from Tasha is alowed at your table), these are still situational and lack the consistent flexibility of weapon masteries. Even with the new True Strike, these options don’t address the core limitations in the artificer’s combat mechanics. Even worse, they make some features feel underwealming or in some cases even useless.
In short, weapon masteries would enhance all artificer subclasses, making their martial side more dynamic and rewarding. It could simbolise their experince of thesting their own creations. That would bring them in line with other half-casters, giving players more meaningful choices in combat and reinforcing the class’s versatility as both problem-solvers and halve casters.
To be honest, I thought that way first aswell and than i took the time to fix the problems the artificer has without changing him from his half caster design and keeping his identety as a crator of magic items, that uses its own creations in battle. When you want you can take a look at it and give me your opinion regarding it. I dont even have a problem if Wizzards woult take it as insperation or just release it as a UA as it is. If they read it, you are free to use it
Pact of Blade Warlock has not been released for 2024 yet. But the old 2014 again has enough other stuff going on that would justify not getting Mastery. They get access to Booming Blade and Green Flame Blade too which is their variant of Mastery.
2024 Pact of the Blade is an Invocation. If Booming Blade and Green Flame Blade is their variant of Mastery, then it's the Battle Smith's as well.
Oh, i didnt even know about the 2024 version. In 2014 this Pact was "just a soulbound weapon you can conjure". In 2024 it became MUCH MORE than that. It is now a Spellcasting Focus, and you can swap damage to necrotic, radiant or psychic.
Hexblade then turns this feature into much more. Because it is now a Focus, they can use the Cantrips through it. And since Pact of the Blade is limited to melee weapons, this works just fine. The only similarity to Battlesmith is the "stat shift" to use Charisma for attacks.
But Battlesmith is again different here. Not only do they not have a weapon-focus, they can use ALL weapons and are not limited to just melee. So if you play a ranged-smith, those cantrips wont work. And if you play a melee-shield-smith, you cant cast them. So...general Weapon Mastery would work best for them, unless those Cantrips are changed to work with any Attack.
We'll see what the Hexblade looks like when/if it is updated. Currently, Pact of the Blade took some of the Hex Warrior abilities, but is limited to any simple or martial melee weapon, while the Hexblade is limited to any weapon they are proficient in (effectively simple or martial) that lacks the Two-handed property (melee or ranged). Since it also applies to any Pact Weapons, a Pact of the Blade weapon, the final restrictions are any melee simple or martial weapon or any ranged simple or martial weapon that lacks the two-handed property. This will allow ranged options of a dart, sling, blowgun, hand crossbow, and Pistol (unless your game does not automatically include firearms in martial weapon proficiencies).
Battle Smith is more weapon focused than the base Artificer, but weapons are hardly the defining feature of the class. The UA summary is "Command a Construct Guardian", Tasha's describe them as a Protector and Medic accompanied by a protective companion. They are more of a frontliner, sure, but the subclass is so divided. Comparing pre2024/preUA, every feature of the Bladesinger is offensive or personal defense related (except for the Performance proficiency). The Battle Smith features add a little bit to weapons in the form of proficiency and alleviating MAD issues and getting Extra Attack, they get a Construct Ally that defends them and other allies, and the Arcane Jolt damage or healing rider ability. Their spells include only 2 weapon attack oriented spells, the rest are save oriented, buffs, or heals.
If the Paladin is a combat medic that is 2/3rds martial, the Battle Smith is closer to 1/2 martial.
Not only that, but Battle Smiths have access to Green-flame Blade, Booming Blade, and True Strike (new to UA; works with ranged attacks) which can trigger their Arcane Jolt ability.
As you said with Warlock, that is their variant of Mastery.
I think the comparison between the Pact of the Blade and artificers isn’t entirely fair here. Warlocks, especially Pact of the Blade, are a unique case among full casters.
Warlocks top off at 5th level spells, just like Artificers. They are not full casters. They are the best class to compare Artificers to.
Battle Smiths and Armorer, on the other hand, are heavily focused on their weapons and combat presence. Saying weapons aren’t a defining feature of the class downplays how integral they are to the Battle Smith’s design. They’re martial half-casters who are expected to frontline, as shown by features like martial weapon proficiency, Extra Attack, and the Steel Defender providing utility and tactical options. Weapon masteries would enhance this playstyle without taking away their support identity, adding tactical depth to both their offense and defense.
Weapons aren't a focus of the Battle Smith and that is not new in UA. They are frontline Support/Strikers, but the subclass does not make them Martials. Look at their spell list. It's not a stab fest. Only two Battle Smith additions are weapon oriented. Weapon Masteries have been given out to primarily martial classes and Weapon Masteries don't make sense for Artificers, because they aren't primarily martial. Subclasses don't change that.
It’s also worth noting that the ranger and paladin updates gave them weapon masteries, recognizing their status as half-casters. Artificers are in the same category, yet they’ve been left out of this improvement. All artificers interact with weapons to some extent, even the Alchemist, who benefits from ranged attacks while supporting allies. Weapon masteries wouldn’t make them overpowered but would give all subclasses a broader tactical toolkit, making their combat options more engaging.
Artificers are not half-casters/half-martials. They are more like half-casters/half-tool or utility. Half-casters just defines their scope in spellcasting, but does not define what the other half is and combat focus is not the only option.
In short, weapon masteries would enhance all artificer subclasses, making their martial side more dynamic and rewarding. It could simbolise their experince of thesting their own creations. That would bring them in line with other half-casters, giving players more meaningful choices in combat and reinforcing the class’s versatility as both problem-solvers and halve casters.
Giving every one who interacts with weapons to some extent Weapon Masteries eliminates the benefits given to actual Martial classes. If you want Weapon Masteries as an Artificer, take the Feat or multiclass.
Fighter wouldnt work here. Tactical Mastery requires a Mastery to be present in the first place.
The Armorer Weapons only behave like Weapons. They are all considered Simple Weapons, but the "on hit effect" is not listed as a Mastery, though it behaves exactly like one.
Also the Weapons are not a specified Type, they only behave like them. Armor Flail is just a bad name, because it is not a Flail.
Flail is a Martial Weapon with 1d8 and no properties.
The Armor Flail is a Simple Weapon with 1d10 and Reach.
The other two dont have any similar named weapon.
So basically they are Weapons with special rules attached. They use the Mechanics, but not the Wording.
Thats why i dont see a problem when Battlesmith would be able to use Masteries with Infused / Replicated Weapons. That way both Martials would have a special variant of Weapon Mastery, without gaining full access.
I would say so too. They are considered to be Simple Weapons, and they are formed as part of the Armor. So the value of them is the value of the Armor they were made from.
You're right about the Tactical Mastery. I should have read closer. I still disagree about Weapon Mastery. Artificer is not a Martial Class and like shifting College of Valor Bards in the martial direction doesn't warrant Weapon Mastery. Pact of the Blade Warlocks (most analogous to the Battle Smith) does not warrant Weapon Mastery. Bladesinging won't either. Making the crafty utility class more martial by giving them a Pact of the Blade-esque feature doesn't warrant it. Weapon Masteries are cool, but not everybody that swings a sword needs them. If you really want access to them, take the feat at 4th level.
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College of Valor Bards gets offensive and defensive usage for Bardic Inspiration. They get Martial and Medium. And they can use Weapons as Spellcasting Focus.
So yeah, they get enough other stuff already, i would say the Bardic Inspiration use would be a good trade for not gaining Mastery.
Pact of Blade Warlock has not been released for 2024 yet. But the old 2014 again has enough other stuff going on that would justify not getting Mastery. They get access to Booming Blade and Green Flame Blade too which is their variant of Mastery.
Collegue of Swords is also not released, but they too can use Weapons as Focus and they get Fighting Styles and again uses for Bardic Inspiration. At level 10 they get access to Cleric, Druid and Wizard spells, they can use Cantrips, so i guess at that point they can get those Cantrips too?
Battlesmith has nothing like that at all. They have a Stat-Shift to Intelligence IF it is higher. Thats it. They cant use Weapons as a Focus, they dont gain another use for their Class Features. Currently they are a worse variant of the Beastmaster Ranger because they get everything but better. They have expertise, weapon mastery, and 3 options for a pet. They even have a class resource that is usable in combat now.
Green Flame Blade and Booming Blade have not been updated, but could be used by Battlesmith...if they were allowed to use Weapons as a Focus. Both of those Cantrips are useless if you play a ranged variant with Crossbows or so. Again, Ranger has Hunters Mark AND Mastery, which can be used instead.
Pretty much all other classes have been buffed a lot. The current UA Artificer has been nerfed since your best use is to stay at home and craft things. This works in an mmo where you log in once a day, start crafting, and then switch back to your real character to play with. But in a ttrpg this does not work. Artificer needs a way to stay relevant in encounters.
2024 Pact of the Blade is an Invocation. If Booming Blade and Green Flame Blade is their variant of Mastery, then it's the Battle Smith's as well.
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Oh, i didnt even know about the 2024 version. In 2014 this Pact was "just a soulbound weapon you can conjure".
In 2024 it became MUCH MORE than that. It is now a Spellcasting Focus, and you can swap damage to necrotic, radiant or psychic.
Hexblade then turns this feature into much more. Because it is now a Focus, they can use the Cantrips through it. And since Pact of the Blade is limited to melee weapons, this works just fine. The only similarity to Battlesmith is the "stat shift" to use Charisma for attacks.
But Battlesmith is again different here. Not only do they not have a weapon-focus, they can use ALL weapons and are not limited to just melee. So if you play a ranged-smith, those cantrips wont work. And if you play a melee-shield-smith, you cant cast them. So...general Weapon Mastery would work best for them, unless those Cantrips are changed to work with any Attack.
We'll see what the Hexblade looks like when/if it is updated. Currently, Pact of the Blade took some of the Hex Warrior abilities, but is limited to any simple or martial melee weapon, while the Hexblade is limited to any weapon they are proficient in (effectively simple or martial) that lacks the Two-handed property (melee or ranged). Since it also applies to any Pact Weapons, a Pact of the Blade weapon, the final restrictions are any melee simple or martial weapon or any ranged simple or martial weapon that lacks the two-handed property. This will allow ranged options of a dart, sling, blowgun, hand crossbow, and Pistol (unless your game does not automatically include firearms in martial weapon proficiencies).
Battle Smith is more weapon focused than the base Artificer, but weapons are hardly the defining feature of the class. The UA summary is "Command a Construct Guardian", Tasha's describe them as a Protector and Medic accompanied by a protective companion. They are more of a frontliner, sure, but the subclass is so divided. Comparing pre2024/preUA, every feature of the Bladesinger is offensive or personal defense related (except for the Performance proficiency). The Battle Smith features add a little bit to weapons in the form of proficiency and alleviating MAD issues and getting Extra Attack, they get a Construct Ally that defends them and other allies, and the Arcane Jolt damage or healing rider ability. Their spells include only 2 weapon attack oriented spells, the rest are save oriented, buffs, or heals.
If the Paladin is a combat medic that is 2/3rds martial, the Battle Smith is closer to 1/2 martial.
Not only that, but Battle Smiths have access to Green-flame Blade, Booming Blade, and True Strike (new to UA; works with ranged attacks) which can trigger their Arcane Jolt ability.
As you said with Warlock, that is their variant of Mastery.
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Overall Artificer is one of the few Classes with those extreme Martial / Spellcaster splits. The only others i can think of would be Cleric, but Cleric was fixed by adding the Divine Order where they choose between Martial and Caster.
True Strike is just another case that shows where Battlesmith has become useless.
True Strike grants the the same advantage as Battle Ready, meaning "you use int for your attacks", just better since True Strike can affect any weapon and even switch to radiance, one of the strongest elements. It works not just on magic weapons, but any weapon, so no need to wait for a magic weapon or use an "Infusion" to make one.
At level 5 they are even again because Battlesmith gets Extra Attack which is based on the weapon, while True Strike only adds 1d6.
But at level 11 and after True Strike is in the lead again, because it scales yet again to 2d6 and 3d6, so for example a heavy crossbow can deal up to 1d10 + 3d6 with True Strike, or 2x 1d10 with Extra Attack.
Basically..."ignore that Battle Ready exists and just use True Strike".
The Pet alone isnt a great argument for playing the class. Ranger has better pets, and even Artillerist has the option to use the Cannon to protect, without sending it into melee range. Eldritch Cannon deals more damage and has more utility. While Steel Defender can grant one attack disadvantage once per turn, Eldritch Cannon can theoretically grant 1d8+Int Temp HP to 24 Creatures around it. Not to mention that the cannon has an AC of 18, while the Defender has 15. Cannon has just 5 HP less than the Defender.
And at level 5 the Artillerist basically turns a Staff into a 1d8 ranged Weapon, where the Attack scale due to being cantrips.
Even at level 9 when Battlesmith gets Jolt, this 2d6 extra damage is limited due to using a long-rest resource.
So...Battlesmith is never as good at defending as an Artillerist. Will never deal as much damage as an Artillerist. Will never heal as good as an Alchemist. And will never be as Tanky as an Armorer. That subclass is outclassed by any other class now.
But since the level 20 Artificer capstone isnt that great anyway, it doesnt hurt to multiclass. But if thats the best way to make Battlesmith a martial, then the issue is in the core. My current plan is 5 Battlesmith and then 3-4 in another Class. Maybe Rogue for Expertise, Sneak Attack and Aim. Or maybe Fighter Champion for Mastery, Fighting Style and more Crits...
Indeed, it's the thing I like least about the Battle Smith. Would be nice to be able to trade out that functionality for additional magic items if you wanted.
This is the issue. No subclasses are martials. Only classes. All martial perks must be justified at the Artificer level, which they aren't. The only way to make an Artificer a martial is to multiclass with a martial class.
However, you are selling a number of Battle Smith features short.
Any issues with the Battle Smith's Battle Ready should be addressed at the Battle Ready level. Battle Ready uses the Attack Action, so it works in an anti-magic field, it works with feats like Polearm Master, the Light weapon property, weapon masteries if you took the appropriate feat or multiclassed. Additionally you aren't taking into account that extra attacks (assuming they hit) multiply the intelligence modifier to damage.
Simple Comparison, let's assume you have a +5 Intelligence using a Greatsword for the D6s. This doesn't take into account the magic weapon bonus as not all magic weapons have a bonus and I will get to it latter.
Apart from the ability to ignore damage resistance, Battle Ready with a Greatsword pulls away at level 5 and True Strike never fully catches up.
Looking at 2 magic shortswords (this is the class that summons magic items, this shouldn't be a problem). No masteries, no magic item bonuses to damage.
Battle Ready outpaces True Strike here too. True Strike doesn't allow the Bonus Attack from Light because the Light Property requires that you use the attack action.
Now let's look at an extreme example option that requires two rare weapons. Technically, this is available before level 14, but with Replicate Magic Item, it is more reliably accessible then. Let's do 2 shortswords, but they are Vicious.
At level 14, the raw damage difference is almost enough to make True Strike's damage resistance versatility moot. Any bonus to damage helps True Strike, but just causes Battle Ready to pull ahead even further.
If you fancy a level dip into Fighter, two vicious Scimitars with the Weapon Mastery property and Two-weapon Fighting Style, and the Dual Wielder Feat, the result is monstrous. At level 14+, it's 1d6 +5 + 2d6 twice (Attack Action with Extra Attack) plus 1d6 + 5 + 2d6 (extra attack from Nick property and attribute modifier from fighting style) plus 1d6 +5 + 2d6 (extra attack from Dual Wielder feat and attribute modifier from fighting style for a grand total of 62 (15.5x4) damage per round. This is the highest Battle Ready damage per round I can think of assuming a +5 Intelligence and True Strike can't touch it unless you are fighting something vulnerable to radiant damage.
Don't sell Battle Ready short. It is significantly better than you are portraying. However, if you want the higher damaging option between it and True Strike, you have lean into big weapon damage dice or lots of attacks. If you don't need the radiant damage, just use Battle Ready. It is about as good or better than True Strike in almost every case. Single weapon damage with small damage dice may favor True Strike, but probably not by much.
You are comparing the pet of the Battle Smith to the Ranger subclass dedicated to pets? That's unreasonable. You can't expect a subclass that splits its focus to be as good as subclass that is dedicated to that focus. An Eldritch Cannon's AC is hardly relevant when there is little reason to attack it instead of you. The AC of the Eldritch Cannon is 18 and never improves and cannot take the Dodge action (Disadvantage on your opponent's attack rolls is mathematically similar to, IIRC, a +3.8 AC). The Steel Defender's AC is 15 (effective 18.8 with Dodge) and improves to 17 (effective 20.8 with Dodge) at level 15.
This also applies to the Battle Smith. Yes, the Armorer will probably have a higher AC usually, but for one hit, that Disadvantage on an attack effectively reduces the enemy's attack roll by about 3.8 which stacks with magic armor, shields/the Shield Spell, and anything else other than advantage and disadvantage. For that one attack, the big bad will be hard pressed to hit you. +1 Half-Plate, a +1 shield, a 14 Dexterity, and Deflect Attack means hitting 22 AC twice which is about as likely as hitting AC 25.8 once. And, it's not limited to weapon attacks or melee attacks. If you are being targeted by Firebolt from a level 17+ Caster, Deflect Attack can turn that 4d10 damage into 0 damage on a miss. Don't write off Deflect Attack.
24 Creatures with the Protector ability will never happen in practice and the effects are apples and oranges. Protector never scales so it will always be 1d8 + Int Temporary Hit Points. If a Steel Defender gives a Runic Colossus disadvantage and causes their 4d10 + 7 damage attack to miss, that far outclasses the Protector ability. Secondly, at level 15, the Steel Defender picks up the rider ability to deal damage when deflecting an attack (no attack roll, no save). Plus, the Eldritch Cannon is stationary unless you take an Bonus Action to command it, while the Steel Defender will move and use the Dodge action on its own, freeing up your Bonus Action (for example, to use extra attacks with).
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Well written and good arguments indeed.
This leaves the following Problems then:
- No Weapon-Focus, which means Battlesmith cant cast Spells if they go "Full Melee" with Sword and Shield, unless they use a Ruby of the War Mage.
This is most likely an oversight due to the rewrite, but still. Battle Ready should grant the ability to use Weapons as a Focus for Artificer Spells. Considering that all others Weapon-Casters now have it (even Warlock), this should be re-added.
- Since Battlesmith is no Cantrip Slinger and focuses on Weapons, the Ranged-Variants are a bit meh when you consider the Blade-Cantrips as their form of "Mastery". Those Cantrips also cant be used with Extra Attack, which makes one of the two Versions useless, considering how late you get access to Jolt. And without Weapon-Focus, you limit them to One-Handed Melee Weapons.
So i would still like to see a limited form here, similar to what Armorer has. Alternatively maybe an earlier, weaker Jolt, like the Infiltrator uses, so that it works with Extra Attacks.
- And pleeeeease add a definition for what the Steel Defender can do and what they cant. Its a Medium Creature. As a Creature it can use Magic Items. Since i can choose how it looks, i can say it is Humanoid with hands, feet and all that.
So it could wear Armor and Weapons, but without Proficiency (as a sidenote, where are the Armor Proficiency rules now? I cant find them in the 2024 PHB. EDIT: Found it, its called Armor Training and is in the Equipment section).
This means i could say that my SD is humanoid, and i equip it with Full Plate to boost it to 18AC. It will never do a check, it will never attack. All it will ever do is stand there and use "Help" and "Deflect" and "Dodge".
So...i dont want to search through all the rules and loopholes to figure things out. "Can my pet use magic items" is one of the most common questions asked. And dont let me start with "Can my SD use Armor". There are multiple discussions about Proficiency, Barding and all that...
Please, just add a definition for that somewhere near the Pet Rules.
Battle Smiths should absolutely get using magic weapons as a spellcasting focus in addition to anything else. I usually think they also should get substitute a cantrip for an attack during the attack action.
Great points about Steel Defender clarity. The less left to per table rulings, the better.
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Stacking cantrips on extra attack with the pet might be a bit much.
Perhaps. You have to use a bonus action to get the pet attack though. Still, the fact that they are not competing resources could be a problem. And what about substuting an attack for a touch spell delivered by homunculus?
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Surely it's an oversight. But if they don't fix, then not the most difficult thing RAW to either strap one of the lockpicking tools to the handle of a shield to buy the common magic item Ruby of the War Mage at a shop. As a DM I will be happy to put Rubies of the War Mage in all the shops next to the arrows and the rations if that's what it takes.
I prefer though that any item the Artificer creates or wields should be usable as a focus for their magic. It's right on theme: an Artificer expresses their magic through magic items. I wouldn't limit it to only infusions either, but also to items the Artificer crafted.
All of these assumptions that talk about these cantrips forget how few cantrips the Artificer has access to. If you've only got two, or even three, it's hard to choose one of the blade cantrips. At least the ability to change out cantrips after a long rest will help.
If your focus is weapon attacks, Green-flame Blade, Booming Blade, and True Strike are more justifiable than for other roles. Particularly if you pick one that you think will serve you best. If you don't have the Battle Ready feature or another feature that gives you INT for attack and damage, one or more of these cantrips would be an automatic pick. You also have additional options, such as accessing Cantrips through races, such as Elf, or via feats such as Magic Initiate.
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for the limited cantrips: Artificer can swap them at Long Rest now. So that helps too.
Blade Cantrips: As the name suggests, they are only for Melee. They work if you play with just one weapon. you can no longer wear a shield if weapon-focus is not added back, which is a problem too.
But Melee-Smith is not the choice for everyone. I play my Artificer with a Musket and use my Defender with the Help action. Ranged Weapons have no cantrip-option here. And if you want to be a cantrip-slinger, thats where you play Artillerist instead.
Hopefully the lack of using infused/replicated items as spellcasting foci was an oversight.
Booming Blade, Green-flame Blade, and True Strike require a weapon as a material component so you can perform the somatic components with the same hand that you wield the weapon.
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I think the comparison between the Pact of the Blade and artificers isn’t entirely fair here. Warlocks, especially Pact of the Blade, are a unique case among full casters. Their design allows them to benefit from their pact weapon, but they aren’t dependent on it. Their Eldritch Invocations are much closer in concept to artificer infusions, as both enhance their abilities in specific ways. However, invocations are inherently self-focused, whereas infusions are party-oriented (yeah you could hoeard all of them and keep them yourself, but its more efficent to give the party some to boost them) and lack the direct combat synergy that invocations bring. (since they cant use them as arcane focus anymore and creating magic items isnt something special anymore. For me it feals underwealming as a whole core class feature)
Battle Smiths and Armorer, on the other hand, are heavily focused on their weapons and combat presence. Saying weapons aren’t a defining feature of the class downplays how integral they are to the Battle Smith’s design. They’re martial half-casters who are expected to frontline, as shown by features like martial weapon proficiency, Extra Attack, and the Steel Defender providing utility and tactical options. Weapon masteries would enhance this playstyle without taking away their support identity, adding tactical depth to both their offense and defense.
Also, comparing Battle Smiths/Arorer to Bladesingers highlights a critical issue. Bladesingers can mix attacks and cantrips using Extra Attack, blending magic and melee seamlessly. Artificers, even Battle Smiths, don’t have this flexibility, making their combat feel clunkier in comparison. Weapon masteries would provide a similar level of tactical choice, letting artificers feel more dynamic in combat without stepping on the toes of other hybrid classes.
It’s also worth noting that the ranger and paladin updates gave them weapon masteries, recognizing their status as half-casters. Artificers are in the same category, yet they’ve been left out of this improvement. All artificers interact with weapons to some extent, even the Alchemist, who benefits from ranged attacks while supporting allies. Weapon masteries wouldn’t make them overpowered but would give all subclasses a broader tactical toolkit, making their combat options more engaging.
Finally, while artificers have access to cantrips like Green-Flame Blade and Booming Blade (when the stuff from Tasha is alowed at your table), these are still situational and lack the consistent flexibility of weapon masteries. Even with the new True Strike, these options don’t address the core limitations in the artificer’s combat mechanics. Even worse, they make some features feel underwealming or in some cases even useless.
In short, weapon masteries would enhance all artificer subclasses, making their martial side more dynamic and rewarding. It could simbolise their experince of thesting their own creations. That would bring them in line with other half-casters, giving players more meaningful choices in combat and reinforcing the class’s versatility as both problem-solvers and halve casters.
To be honest, I thought that way first aswell and than i took the time to fix the problems the artificer has without changing him from his half caster design and keeping his identety as a crator of magic items, that uses its own creations in battle. When you want you can take a look at it and give me your opinion regarding it. I dont even have a problem if Wizzards woult take it as insperation or just release it as a UA as it is. If they read it, you are free to use it
Warlocks top off at 5th level spells, just like Artificers. They are not full casters. They are the best class to compare Artificers to.
Weapons aren't a focus of the Battle Smith and that is not new in UA. They are frontline Support/Strikers, but the subclass does not make them Martials. Look at their spell list. It's not a stab fest. Only two Battle Smith additions are weapon oriented. Weapon Masteries have been given out to primarily martial classes and Weapon Masteries don't make sense for Artificers, because they aren't primarily martial. Subclasses don't change that.
Artificers are not half-casters/half-martials. They are more like half-casters/half-tool or utility. Half-casters just defines their scope in spellcasting, but does not define what the other half is and combat focus is not the only option.
Giving every one who interacts with weapons to some extent Weapon Masteries eliminates the benefits given to actual Martial classes. If you want Weapon Masteries as an Artificer, take the Feat or multiclass.
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My houserulings.