mine still has Arcane weapon (homebrew copy) that's all you gotta do. Just go to Create Spell and do this http://prntscr.com/py77oq. your chars will retain there Arcane Weapon if you so desire.
I just tried that but it isn't on the list of duplicatable spells for me. I'd have to make it from scratch.
that might be a strange issue. i am not sure how to help you there. or maybe its cause i copied it before the 15th? i am not sure.
Probably. Luckily it's not hard to replicate Arcane Weapon. Just use Elemental Weapon as a base, change the spell level and "Higher Spell Slot" stuff and exchange the "piercing, slashing, bludgeoning" damage increases with the 1d6 for all the elements~
Hi everyone, I apologize for the confusion about Arcane Weapon. Part of that was my focus on the subclasses, and part of that was my misunderstanding on that specific spell. Because Artificer spellcasting functions like the cleric, in that they automatically know all spells on their spell list and just have to decide which ones to prepare. Which means if you had Arcane Weapon PREPARED it's still there and accessible, but once it's not prepared it is removed.
Fortunately, as has been mentioned, that spell can be homebrewed for private use. But I apologize for the confusion!
Hi everyone, I apologize for the confusion about Arcane Weapon. Part of that was my focus on the subclasses, and part of that was my misunderstanding on that specific spell. Because Artificer spellcasting functions like the cleric, in that they automatically know all spells on their spell list and just have to decide which ones to prepare. Which means if you had Arcane Weapon PREPARED it's still there and accessible, but once it's not prepared it is removed.
Fortunately, as has been mentioned, that spell can be homebrewed for private use. But I apologize for the confusion!
Sorry to disagree with you but my Artificer did have Arcane Weapon prepared. I'd just made her less than a week ago and prepared Arcane Weapon, Cure Wounds and Identify - but when I checked her earlier today when I found this thread she only had Cure Wounds and Identify prepared as Arcane Weapon had been removed.
Hi everyone, I apologize for the confusion about Arcane Weapon. Part of that was my focus on the subclasses, and part of that was my misunderstanding on that specific spell. Because Artificer spellcasting functions like the cleric, in that they automatically know all spells on their spell list and just have to decide which ones to prepare. Which means if you had Arcane Weapon PREPARED it's still there and accessible, but once it's not prepared it is removed.
Fortunately, as has been mentioned, that spell can be homebrewed for private use. But I apologize for the confusion!
Yea that's not true, my Artificer had it prepared as well and it got removed from her spell list.
Hi everyone, I apologize for the confusion about Arcane Weapon. Part of that was my focus on the subclasses, and part of that was my misunderstanding on that specific spell. Because Artificer spellcasting functions like the cleric, in that they automatically know all spells on their spell list and just have to decide which ones to prepare. Which means if you had Arcane Weapon PREPARED it's still there and accessible, but once it's not prepared it is removed.
Fortunately, as has been mentioned, that spell can be homebrewed for private use. But I apologize for the confusion!
Yea that's not true, my Artificer had it prepared as well and it got removed from her spell list.
Yeah, same with me, all 3 characters had this spell prepared as well.
Why would they remove Arcane Weapon. It was no more powerful than Hexc and was unique to the Artificers. More and more its is sounding like a bait & switch tactic on the part of WotC. :(
Ah well, like everyone else, I'll home brew it or access someone else's homebewed version.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Why would they remove Arcane Weapon. It was no more powerful than Hexc and was unique to the Artificers. More and more its is sounding like a bait & switch tactic on the part of WotC. :(
Ah well, like everyone else, I'll home brew it or access someone else's homebewed version.
It was more powerful than Hex. Necrotic damage is one of the more commonly resisted, plus it was only on a single target that could then be moved around. Same with Hunter's Mark, which took on the damage type of whatever you were using.
Arcane Weapon gave a free D6 of damage to all of your weapon attacks regardless of target, didn't take a bonus to move around, and covered every elemental damage type which was also changeable on the fly. It was like Elemental Weapon (only non-magical weapons, gave +1 and a d4 of damage that can't be changed after casting), but just straight up better in every way while also being 2 spell levels lower.
Why would they remove Arcane Weapon. It was no more powerful than Hexc and was unique to the Artificers. More and more its is sounding like a bait & switch tactic on the part of WotC. :(
Ah well, like everyone else, I'll home brew it or access someone else's homebewed version.
It was more powerful than Hex. Necrotic damage is one of the more commonly resisted, plus it was only on a single target that could then be moved around. Same with Hunter's Mark, which took on the damage type of whatever you were using.
Arcane Weapon gave a free D6 of damage to all of your weapon attacks regardless of target, didn't take a bonus to move around, and covered every elemental damage type which was also changeable on the fly. It was like Elemental Weapon (only non-magical weapons, gave +1 and a d4 of damage that can't be changed after casting), but just straight up better in every way while also being 2 spell levels lower.
I felt that it was alright balance-wise. It was Artificer-only - and they get fewer and lower spell slots than full casters. They're also just as likely to have lower weapon-attack stats so they're not as likely to hit. Elemental Weapon can be placed on any weapon - whereas [Tooltip Not Found] could only be cast on the artificer's own weapon. An extra 1d4+1 damage is mathematically equivalent to 1d6 on average. But [Tooltip Not Found] doesn't have the extra to hit which means it will be functionally lower in damage. Compared with Hex it is equivalent too because Hex can proc from spell attacks which for other casters will be more likely to hit than an artificer's crossbow for example (and can possibly hit more than once - like Eldritch Blast). And finally - with the official release of Artificer they no longer have extra attack which means they only ever get to shoot once per turn. In all it seems very balanced to me.
Why would they remove Arcane Weapon. It was no more powerful than Hexc and was unique to the Artificers. More and more its is sounding like a bait & switch tactic on the part of WotC. :(
Ah well, like everyone else, I'll home brew it or access someone else's homebewed version.
It was more powerful than Hex. Necrotic damage is one of the more commonly resisted, plus it was only on a single target that could then be moved around. Same with Hunter's Mark, which took on the damage type of whatever you were using.
Arcane Weapon gave a free D6 of damage to all of your weapon attacks regardless of target, didn't take a bonus to move around, and covered every elemental damage type which was also changeable on the fly. It was like Elemental Weapon (only non-magical weapons, gave +1 and a d4 of damage that can't be changed after casting), but just straight up better in every way while also being 2 spell levels lower.
I felt that it was alright balance-wise. It was Artificer-only - and they get fewer and lower spell slots than full casters. They're also just as likely to have lower weapon-attack stats so they're not as likely to hit. Elemental Weapon can be placed on any weapon - whereas Arcane Weapon could only be cast on the artificer's own weapon. An extra 1d4+1 damage is mathematically equivalent to 1d6 on average. But Arcane Weapon doesn't have the extra to hit which means it will be functionally lower in damage. Compared with Hex it is equivalent too because Hex can proc from spell attacks which for other casters will be more likely to hit than an artificer's crossbow for example (and can possibly hit more than once - like Eldritch Blast). And finally - with the official release of Artificer they no longer have extra attack which means they only ever get to shoot once per turn. In all it seems very balanced to me.
You're still comparing a 1st level spell to a 3rd level spell with Elemental Weapon. They have functionally the same damage amount, with a slightly lower to-hit, but exchange that for the ability to swap out elemental damage type and putting it on anyone's weapon. The point I am making is that it has the same overall effect of Elemental Weapon (ability to choose elemental type of damage on weapon attacks) while being 1st level as well. It's just a plain better option.
Also, Battle Smith Artificers, who would have been the highest user of the spell, DO get extra attack and get to attack with Intelligence, so their attack values would be just as high as anyone elses. Combine that with CBE/SS and a hand crossbow and they were putting out significant amounts of damage across 3 attacks every turn.
You're still comparing a 1st level spell to a 3rd level spell with Elemental Weapon. They have functionally the same damage amount, with a slightly lower to-hit, but exchange that for the ability to swap out elemental damage type and putting it on anyone's weapon. The point I am making is that it has the same overall effect of Elemental Weapon (ability to choose elemental type of damage on weapon attacks) while being 1st level as well. It's just a plain better option.
Except that - again - it's possible to put Elemental Weapon onto the Fighter's weapon and have them attack up to 5 times in a typical round - 9 times with the double action ability that the name escapes me right now. Yes that's at high levels but that seems to be the design of Elemental Weapon - give it to people who attack more often. It's still far superior to the Artificer who can only empower their own weapon. You're right though I hadn't noticed the Battle Smiths do get extra attack. It's still attacking less often than other classes can when given an Elemental Weapon. And still compared with Hex it is very much on equal footing. And Hex is a 1-level spell.
Arcane Weapon was the ONLY unique spell the Artificer's were to get and they took it away for no good reason. I never saw or heard any complaints about it.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Arcane Weapon was the ONLY unique spell the Artificer's were to get and they took it away for no good reason. I never saw or heard any complaints about it.
They took it away because it was overpowered relative to other 1st level spells. Hunter's Mark is much like Hex. 1st level concentration spell that does a damage type commonly resisted (basic weapon type damage of whatever you are using) and has a small skill based rider on it. It also only applies to a single target at a time and takes a bonus action to move it around.
Arcane Weapon was a 1st level concentration spell that could deal any type of elemental damage (thus avoiding resistances very easily), and the damage type could be changed on the fly. It applied to all weapon attacks made by the wielder, not just a single target at a time.
Also remember that UA is not balanced around multiclassing or other things that allow someone to pick up spells from another class (Magical Secrets/Magic Initiate for example). A single level dip into Artificier or one of those feat/class options could give the spell to another class very easily. As I mentioned above, it also allowed the CBE/SS Battle Master Artificer to get a lot more damage out in a single round than they probably liked.
Relative to the other 1st level spells it was similar to, it was overpowered.
You are the ONLY person I have heard speak against Arcane Weapon in all the forums I have followed with UA Artificer 2019 went live. Thus, like usual, WotC probably took your opinion as the popular concensus.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Forget Arcane Weapon, where's my Wayfinder's-then-briefly-UA Warforged?
(Happily - by which I mean irritatedly - the specs are available in Wayfinder's for homebrew)
(This is meant to be moderately sarcastic in a good-natured way - particularly with respect to the Arcane Weapon. However, I am irritated that content I bought - not got for free from the WoTC site - is gone #whine).
Jesus....removed Giant Soul multiclass from one of my builds that when I was monekying around with it today and then found out it was gone for good...this freaking sucks.
WotC is goign the way they did when they had their own Character Buildign website for 4E. They don't want players usign something, they ban any website licensed by them from allowing continued access.
And as I have said many times, WGtE was purchased material, not UA. They had not rights at all to take away access to what we hadpurchased.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I just tried that but it isn't on the list of duplicatable spells for me. I'd have to make it from scratch.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
that might be a strange issue. i am not sure how to help you there. or maybe its cause i copied it before the 15th? i am not sure.
My Spells, My Races, My Magic Items, My Monsters, My Subclasses,
Probably. Luckily it's not hard to replicate Arcane Weapon. Just use Elemental Weapon as a base, change the spell level and "Higher Spell Slot" stuff and exchange the "piercing, slashing, bludgeoning" damage increases with the 1d6 for all the elements~
Watch me play live!
Every other Tuesday 4pm EST #TwilightGrove at @HwithoutLimits
Thursdays 4:30pm EST #retroverse #FurryRoad at @FracturedMoon1
Hi everyone, I apologize for the confusion about Arcane Weapon. Part of that was my focus on the subclasses, and part of that was my misunderstanding on that specific spell. Because Artificer spellcasting functions like the cleric, in that they automatically know all spells on their spell list and just have to decide which ones to prepare. Which means if you had Arcane Weapon PREPARED it's still there and accessible, but once it's not prepared it is removed.
Fortunately, as has been mentioned, that spell can be homebrewed for private use. But I apologize for the confusion!
Find me on Twitter: @OboeLauren
Sorry to disagree with you but my Artificer did have Arcane Weapon prepared. I'd just made her less than a week ago and prepared Arcane Weapon, Cure Wounds and Identify - but when I checked her earlier today when I found this thread she only had Cure Wounds and Identify prepared as Arcane Weapon had been removed.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Yea that's not true, my Artificer had it prepared as well and it got removed from her spell list.
Watch me play live!
Every other Tuesday 4pm EST #TwilightGrove at @HwithoutLimits
Thursdays 4:30pm EST #retroverse #FurryRoad at @FracturedMoon1
Yeah, same with me, all 3 characters had this spell prepared as well.
Why would they remove Arcane Weapon. It was no more powerful than Hexc and was unique to the Artificers. More and more its is sounding like a bait & switch tactic on the part of WotC. :(
Ah well, like everyone else, I'll home brew it or access someone else's homebewed version.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
It was more powerful than Hex. Necrotic damage is one of the more commonly resisted, plus it was only on a single target that could then be moved around. Same with Hunter's Mark, which took on the damage type of whatever you were using.
Arcane Weapon gave a free D6 of damage to all of your weapon attacks regardless of target, didn't take a bonus to move around, and covered every elemental damage type which was also changeable on the fly. It was like Elemental Weapon (only non-magical weapons, gave +1 and a d4 of damage that can't be changed after casting), but just straight up better in every way while also being 2 spell levels lower.
I felt that it was alright balance-wise. It was Artificer-only - and they get fewer and lower spell slots than full casters. They're also just as likely to have lower weapon-attack stats so they're not as likely to hit.
Elemental Weapon can be placed on any weapon - whereas [Tooltip Not Found] could only be cast on the artificer's own weapon.
An extra 1d4+1 damage is mathematically equivalent to 1d6 on average. But [Tooltip Not Found] doesn't have the extra to hit which means it will be functionally lower in damage.
Compared with Hex it is equivalent too because Hex can proc from spell attacks which for other casters will be more likely to hit than an artificer's crossbow for example (and can possibly hit more than once - like Eldritch Blast).
And finally - with the official release of Artificer they no longer have extra attack which means they only ever get to shoot once per turn. In all it seems very balanced to me.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
You're still comparing a 1st level spell to a 3rd level spell with Elemental Weapon. They have functionally the same damage amount, with a slightly lower to-hit, but exchange that for the ability to swap out elemental damage type and putting it on anyone's weapon. The point I am making is that it has the same overall effect of Elemental Weapon (ability to choose elemental type of damage on weapon attacks) while being 1st level as well. It's just a plain better option.
Also, Battle Smith Artificers, who would have been the highest user of the spell, DO get extra attack and get to attack with Intelligence, so their attack values would be just as high as anyone elses. Combine that with CBE/SS and a hand crossbow and they were putting out significant amounts of damage across 3 attacks every turn.
Except that - again - it's possible to put Elemental Weapon onto the Fighter's weapon and have them attack up to 5 times in a typical round - 9 times with the double action ability that the name escapes me right now. Yes that's at high levels but that seems to be the design of Elemental Weapon - give it to people who attack more often. It's still far superior to the Artificer who can only empower their own weapon.
You're right though I hadn't noticed the Battle Smiths do get extra attack. It's still attacking less often than other classes can when given an Elemental Weapon.
And still compared with Hex it is very much on equal footing. And Hex is a 1-level spell.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Try comparing it to Hunter's Mark then.
Arcane Weapon was the ONLY unique spell the Artificer's were to get and they took it away for no good reason. I never saw or heard any complaints about it.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
They took it away because it was overpowered relative to other 1st level spells.
Hunter's Mark is much like Hex. 1st level concentration spell that does a damage type commonly resisted (basic weapon type damage of whatever you are using) and has a small skill based rider on it. It also only applies to a single target at a time and takes a bonus action to move it around.
Arcane Weapon was a 1st level concentration spell that could deal any type of elemental damage (thus avoiding resistances very easily), and the damage type could be changed on the fly. It applied to all weapon attacks made by the wielder, not just a single target at a time.
Also remember that UA is not balanced around multiclassing or other things that allow someone to pick up spells from another class (Magical Secrets/Magic Initiate for example). A single level dip into Artificier or one of those feat/class options could give the spell to another class very easily. As I mentioned above, it also allowed the CBE/SS Battle Master Artificer to get a lot more damage out in a single round than they probably liked.
Relative to the other 1st level spells it was similar to, it was overpowered.
OCJeriko;
You are the ONLY person I have heard speak against Arcane Weapon in all the forums I have followed with UA Artificer 2019 went live. Thus, like usual, WotC probably took your opinion as the popular concensus.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Forget Arcane Weapon, where's my Wayfinder's-then-briefly-UA Warforged?
(Happily - by which I mean irritatedly - the specs are available in Wayfinder's for homebrew)
(This is meant to be moderately sarcastic in a good-natured way - particularly with respect to the Arcane Weapon. However, I am irritated that content I bought - not got for free from the WoTC site - is gone #whine).
Jesus....removed Giant Soul multiclass from one of my builds that when I was monekying around with it today and then found out it was gone for good...this freaking sucks.
I know right?
WotC is goign the way they did when they had their own Character Buildign website for 4E. They don't want players usign something, they ban any website licensed by them from allowing continued access.
And as I have said many times, WGtE was purchased material, not UA. They had not rights at all to take away access to what we hadpurchased.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
All good reasons why Pencil and Paper is still the best way to play.
https://www.dndbeyond.com/subraces/137390-weretouched-beasthide
https://www.dndbeyond.com/subraces/137424-weretouched-longtooth
https://www.dndbeyond.com/subraces/137431-weretouched-razorclaw
https://www.dndbeyond.com/subraces/137461-weretouched-swiftstride
https://www.dndbeyond.com/subraces/137646-weretouched-wildhunt