I'm really not assuming DPS or martial. I get that there are non-martial classes. But those are full casters, and Artificer isn't that, either. Bard at least has things it is good at, that matter in combat and out, a real support champion, a potent control champion, and potentially as damaging as any Fighter once they hit Magical Secrets with CME (which Artificer also can't do) or any reasonable melee damage enhancer. Medium hp, unable to Blink, Blur, or Mirror Image (most subclasses), Evade, rage-resist damage, Shield (most subclasses), Uncanny Dodge, gain mobility to withdraw from combat without incurring AoO, or Silvery Barbs, Artificer is _the_ _worst_ _tank_ _ever_.
It's like saying NPC commoner would be good if you handed them a small bag of random magic items.
Artificers can only be 100% magical if you are not comparing to other magical classes. Being a half caster really limits their magical potential before level 11. Many campaigns never GET to level 11, which means their artificers feel REALLY weak and never really get going at all.
You are wrapped up in spellcasting and assuming the rest of the class is mundane.. They aren't full spellcasters, but the class is almost exclusively about magic, casting it, and using it ways that no other class can.
The class is almost exclusively about magic; this is very true, and like every poster here you make great points.
But Artificer _isn't_ using magic in ways that no other class can; Artificer is using magic at the lowest common denominator of what every other class can, with none of the bells and whistles -- the weapon mastery or sneak or rage or flurry or full casting or inspiration or metamagic or patronly gifts -- each other class gets. Sure, you can spread your magic net a little wider, with two more attunements by endgame (if you live so long, which is seriously in doubt) than others, but it's too little butter over too much toast.
On paper, Artificer saves the party some coin; Accounting is not why I play, though.
The magic an Artificer can cast is weak sauce. Overshadowed by your own constructs and every goblin inventor in the campaign is no way to go through an adventure.
Artificers can only be 100% magical if you are not comparing to other magical classes. Being a half caster really limits their magical potential before level 11. Many campaigns never GET to level 11, which means their artificers feel REALLY weak and never really get going at all.
You are wrapped up in spellcasting and assuming the rest of the class is mundane.. They aren't full spellcasters, but the class is almost exclusively about magic, casting it, and using it ways that no other class can.
The class is almost exclusively about magic; this is very true, and like every poster here you make great points.
But Artificer _isn't_ using magic in ways that no other class can; Artificer is using magic at the lowest common denominator of what every other class can, with none of the bells and whistles -- the weapon mastery or sneak or rage or flurry or full casting or inspiration or metamagic or patronly gifts -- each other class gets. Sure, you can spread your magic net a little wider, with two more attunements by endgame (if you live so long, which is seriously in doubt) than others, but it's too little butter over too much toast.
On paper, Artificer saves the party some coin; Accounting is not why I play, though.
The magic an Artificer can cast is weak sauce. Overshadowed by your own constructs and every goblin inventor in the campaign is no way to go through an adventure.
i wouldnt base the early game on the mid and kater game.
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Artificers can only be 100% magical if you are not comparing to other magical classes. Being a half caster really limits their magical potential before level 11. Many campaigns never GET to level 11, which means their artificers feel REALLY weak and never really get going at all.
You are wrapped up in spellcasting and assuming the rest of the class is mundane.. They aren't full spellcasters, but the class is almost exclusively about magic, casting it, and using it ways that no other class can.
The class is almost exclusively about magic; this is very true, and like every poster here you make great points.
But Artificer _isn't_ using magic in ways that no other class can; Artificer is using magic at the lowest common denominator of what every other class can, with none of the bells and whistles -- the weapon mastery or sneak or rage or flurry or full casting or inspiration or metamagic or patronly gifts -- each other class gets. Sure, you can spread your magic net a little wider, with two more attunements by endgame (if you live so long, which is seriously in doubt) than others, but it's too little butter over too much toast.
On paper, Artificer saves the party some coin; Accounting is not why I play, though.
The magic an Artificer can cast is weak sauce. Overshadowed by your own constructs and every goblin inventor in the campaign is no way to go through an adventure.
An Artificer's ability to replicate magic items/infuse items adds significant versatility, depending on how many known plans the Artificer has in the final version. The ability cast low/mid level spells in large volumes, bypassing material components. Burning a summoned magic item for spells, ability check bonuses. Noone else can do that. Other classes can bring non-magical abilities. Other magical classes bring different abilities. The Warlock perhaps has the most in common, but they are still different.
UA Artificers lost the ability to reduce the cost of magic item creation, only the time and only for the Artificer specializations (only covering potions, wands, armor, and weapons).
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
I think when people say Artificers can use any spell, they are talking about using their Replicate Magic Item ability to create Enspelled armor, weapons and staffs. Its a bit of a "loophole" in the ability in my opinion. A side effect of allowing Artificers to come up with any item restricted only by rarity and the existence of items that can potentially replicate any spell from any class list.
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
all level 1-3 class spells, via enspelled item replication
at level 6 they get access to level 0-1 enspelled items. thus means hunters mark enspelled item, hex enspelled item etc.
for warlock, i assume you mean pact of the chain, and its not really the same thing.
familiars cant attack on their own, pact of the chain merely allows them to attack if you give up an attack. they do have other interesting abilities, and might have more HP and AC with a lower cast, but the key here is that the artificer can create magic items of their choice, and let others use spell storing item (at 11) thesphinx will never be able to cast and concentrate on haste while still adding 1d6+spell level damage each round, or cast fireball. or faerie fire or bless at 6.
the homuculus doesnt require any artificer resources to command, and it can use whatever you equip/attune them with this creates a unique synergy
the artificer is essentially able two cast two spells per round via its homunculus and magic replication.
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
I think when people say Artificers can use any spell, they are talking about using their Replicate Magic Item ability to create Enspelled armor, weapons and staffs. Its a bit of a "loophole" in the ability in my opinion. A side effect of allowing Artificers to come up with any item restricted only by rarity and the existence of items that can potentially replicate any spell from any class list.
it only works for level 0-3 spells, at levels 6 and 14.
level 4 and higher spells are very rare which artificers will never access via replication. They might theoreticaly craft them, but that would take much longer than many campaigns last, and craftimg material availability is decided by DM and they would be limited to artificer spells
i dont think its a loophole they were aware of enspelled items existing, Enspelled items are just their basic item design. you basically have a lot of this functionaility from items with charges. they wanted to easily put all these items into the pool for all charachters.
these are not really OP for uncommon items. they are just versatile, and allow caster artificers to get creative. in exchange for their limited replication slots. if you compare a vicous weapon to hunters mark, vicous weapom is more effective in most situations.
so the power level is fine, the opportunity cost is fine. Without enspelled items, battlesmith would probably be the subclass that far outpaces everything else.until like level 14 and there would be a lot less ability to be versatile.for other types of builds.
note, bards getbaccess to wizards/druids/clerics lists, artificer getting access to everyones low level spells is substantially less powerful
if its an error, or they just decide its abad idea, then they ll take fix it, this is unearthed arcana
but you should play the test assuming its not an error, or unintended, and give feedback based on how you feel about what is presented. In the phb UA, i dont think there was many unintended changes.
some wording clarity stuff changed, and some times they went a different direction, but few oopsie type mistakes
I'm really not assuming DPS or martial. I get that there are non-martial classes. But those are full casters, and Artificer isn't that, either. Bard at least has things it is good at, that matter in combat and out, a real support champion, a potent control champion, and potentially as damaging as any Fighter once they hit Magical Secrets with CME (which Artificer also can't do) or any reasonable melee damage enhancer. Medium hp, unable to Blink, Blur, or Mirror Image (most subclasses), Evade, rage-resist damage, Shield (most subclasses), Uncanny Dodge, gain mobility to withdraw from combat without incurring AoO, or Silvery Barbs, Artificer is _the_ _worst_ _tank_ _ever_.
It's like saying NPC commoner would be good if you handed them a small bag of random magic items.
Sorry? What are you talking about? You're comparing a level 10+ Valor Bard to a subclass-less level 1-2 Artificer? Could you please clarify exactly what you are comparing?
At level 1: An Artificer gets Medium Armour + Shield proficiency = AC 18, plus spellcasting with 2 cantrips and 2 1st level slots, and a ribbon features. A Bard get Light Armour = AC 13, plus spellcasting with 3 cantrips and 2 1st level slots, and 3x BI/LR A Cleric gets Heavy Armour + Shield proficiency = AC 20, plus spellcasting with 3 cantrips and 2x 1st level slots.
Cleric is marginally better, Bard is worse, Artificer is solidly in the middle.
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
all level 1-3 class spells, via enspelled item replication
at level 6 they get access to level 0-1 enspelled items. thus means hunters mark enspelled item, hex enspelled item etc.
for warlock, i assume you mean pact of the chain, and its not really the same thing.
familiars cant attack on their own, pact of the chain merely allows them to attack if you give up an attack. they do have other interesting abilities, and might have more HP and AC with a lower cast, but the key here is that the artificer can create magic items of their choice, and let others use spell storing item (at 11) thesphinx will never be able to cast and concentrate on haste while still adding 1d6+spell level damage each round, or cast fireball. or faerie fire or bless at 6.
the homuculus doesnt require any artificer resources to command, and it can use whatever you equip/attune them with this creates a unique synergy
the artificer is essentially able two cast two spells per round via its homunculus and magic replication.
armorer might look like Hunters mark (enspelled item) BA, lightning launcher 2d6+4 +d6hm + attack2 d6+4 +d6hm + faerie fire (enspelled item homunculus)
etc, there is many permutations of how you can combine homunculus, magic replication and artificer at the same time to have impressive turns.
Not Enspelled Items. Enspelled Armor and Enspelled Weapons. Artificers never get access to Enspelled Staves.
Enspelled Weapons provide access to Conjuration, Divination, Evocation, Necromancy, and Transmutation. Enspelled Armor provides access to Abjuration and Illusion spells.
Artificers cannot get access to Enchantment spells through this particular loophole.
There are a few caveats.
Level 2 and 3 Enspelled Weapons and Armor are rare and require attunement
UA Artificers are currently limited to only 3 rare Replicated Magic Items at a time.
These cannot be Replicated until level 14.
Cantrips and Level 1 spells would only be available at level 6.
The items will use the DMG spell attack and save DC values, which at this level will be low. (At level 14, how significant is a DC 15 Fireball or Lightning Bolt?)
It is not clear if Enspelled Weapon/Enspelled Armor would be one plan or if the plan would need to specify the spell or just the spell level.
The Enspelled Weapons and Armor have 6 charges.
This isn't a huge deal, but an Enspelled Weapon of Fireballs, for example, has 6 charges while a Wand of Fireballs has 7.
All Enspelled spells will be cast with the minimum spell slot for the spell.
I'm sure there are shenanigans to be had, but I don't know if anything is too crazy considering the levels required. In addition, there are already other magic items that replicate spells. For example, a Circlet of Blasting lets you cast Scorching Ray once per day as an Uncommon Item (available to replicate at level 6), A Wind Fan lets you cast Gust of Wind at will until it is destroyed, but there is less concern about destroying a temporary item.
i dont think its a loophole they were aware of enspelled items existing, Enspelled items are just their basic item design. you basically have a lot of this functionaility from items with charges. they wanted to easily put all these items into the pool for all charachters.
The regular rules for crafting (from the DMG) say you need to have a spell prepared to craft an item that can cast it. The relevant question is, does that limitation still apply to Replicate Magic Item, or rather should it still apply? That's not addressed in the UA, so it's potentially a loophole, depending on intent.
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
all level 1-3 class spells, via enspelled item replication
at level 6 they get access to level 0-1 enspelled items. thus means hunters mark enspelled item, hex enspelled item etc.
for warlock, i assume you mean pact of the chain, and its not really the same thing.
familiars cant attack on their own, pact of the chain merely allows them to attack if you give up an attack. they do have other interesting abilities, and might have more HP and AC with a lower cast, but the key here is that the artificer can create magic items of their choice, and let others use spell storing item (at 11) thesphinx will never be able to cast and concentrate on haste while still adding 1d6+spell level damage each round, or cast fireball. or faerie fire or bless at 6.
the homuculus doesnt require any artificer resources to command, and it can use whatever you equip/attune them with this creates a unique synergy
the artificer is essentially able two cast two spells per round via its homunculus and magic replication.
armorer might look like Hunters mark (enspelled item) BA, lightning launcher 2d6+4 +d6hm + attack2 d6+4 +d6hm + faerie fire (enspelled item homunculus)
etc, there is many permutations of how you can combine homunculus, magic replication and artificer at the same time to have impressive turns.
Not Enspelled Items. Enspelled Armor and Enspelled Weapons. Artificers never get access to Enspelled Staves.
Enspelled Weapons provide access to Conjuration, Divination, Evocation, Necromancy, and Transmutation. Enspelled Armor provides access to Abjuration and Illusion spells.
Artificers cannot get access to Enchantment spells through this particular loophole.
There are a few caveats.
Level 2 and 3 Enspelled Weapons and Armor are rare and require attunement
UA Artificers are currently limited to only 3 rare Replicated Magic Items at a time.
These cannot be Replicated until level 14.
Cantrips and Level 1 spells would only be available at level 6.
The items will use the DMG spell attack and save DC values, which at this level will be low. (At level 14, how significant is a DC 15 Fireball or Lightning Bolt?)
It is not clear if Enspelled Weapon/Enspelled Armor would be one plan or if the plan would need to specify the spell or just the spell level.
The Enspelled Weapons and Armor have 6 charges.
This isn't a huge deal, but an Enspelled Weapon of Fireballs, for example, has 6 charges while a Wand of Fireballs has 7.
All Enspelled spells will be cast with the minimum spell slot for the spell.
I'm sure there are shenanigans to be had, but I don't know if anything is too crazy considering the levels required. In addition, there are already other magic items that replicate spells. For example, a Circlet of Blasting lets you cast Scorching Ray once per day as an Uncommon Item (available to replicate at level 6), A Wind Fan lets you cast Gust of Wind at will until it is destroyed, but there is less concern about destroying a temporary item.
Uh. Really no.
Plans available to Replicate Magic Item at level 2 & 6:
Alchemy Jug
Bag of Holding
Cap of Water Breathing
Common magic item that isn’t a Potion, a Scroll, or cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)
Goggles of Night
Rope of Climbing
Sending Stones
Shield +1
Wand of Magic Detection
Wand of Secrets
Wand of the War Mage +1
Weapon +1
Boots of Elvenkind
Cloak of Elvenkind
Cloak of the Manta Ray
Eyes of Charming
Gloves of Thievery
Lantern of Revealing
Pipes of Haunting
Uncommon Armor, Wand, or Weapon that isn’t cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)
This list excludes all explicitly defined items that provide spellcasting other than wands of Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack. Enspelled items are technically included, but Common Magic items can't be Enspelled; Uncommon Enspelled items hold cantrips and level 1 spells the creator can normally cast, and they still follow RAW.
Where there is a general rule in place, unless a more specific rule applies, the general rule remains in operation. Recall, "Crafting magic items requires raw materials represented by a gold cost (dependent on rarity), Arcana proficiency, a certain tool proficiency, time, and if the item can cast spells, the ability to cast those spells. The DM decides if those raw materials are available for the item to be crafted at all." Replicate Magic Item is silent on raw materials and Arcana proficiency, so the general rules for crafting about raw materials and proficiency apply: you need them, and the DM decides if you can have the materials. Replicate Magic Item is explicit on the tools and time required: Tinker's Tools, which you must have in hand, so the specific rule overrides the general rule about Smith's Tools for armor and weapons, as well as about the crafting time. But the ability to cast those spells is not specifically mentioned in Replicate Magic Item, so the general crafting rule applies: the crafter must have the ability to cast the spell.
Do you mean the line, "Enspelled Armor can be any type of armor, and its spell must belong to the Abjuration or Illusion school of magic. (Note: The item is not restricted by class spell list!)?" That tells you what can be created in the wide sense. But all the other rules still apply because they aren't explicitly, specifically, overridden.
Compare to the previous Enspelled Armor (Very Rare), which can receive one spell from one spellcaster if the wearer is willing? Not within the parameters.
So no. You can waste a plan for an Enspelled armor or weapon. You can't get around the restrictions of what you as an Artificer can cast, other than taking the Magic Initiate Feat or having the spell due to Species.
This list excludes all explicitly defined items that provide spellcasting other than wands of Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack. Enspelled items are technically included, but Common Magic items can't be Enspelled; Uncommon Enspelled items hold cantrips and level 1 spells the creator can normally cast, and they still follow RAW.
Replicate Magic Item does not follow the Magic Item Creation restrictions so unless there is a clarification in the final release or in a second pass, there is no restriction on the spells contained in an Enspelled Item. There are no Common Enspelled Items, which is why I said that Cantrips and Level 1 spells would be available at Level 6. For clarity, I meant starting at level 6.
Where there is a general rule in place, unless a more specific rule applies, the general rule remains in operation. Recall, "Crafting magic items requires raw materials represented by a gold cost (dependent on rarity), Arcana proficiency, a certain tool proficiency, time, and if the item can cast spells, the ability to cast those spells. The DM decides if those raw materials are available for the item to be crafted at all." Replicate Magic Item is silent on raw materials and Arcana proficiency, so the general rules for crafting about raw materials and proficiency apply: you need them, and the DM decides if you can have the materials. Replicate Magic Item is explicit on the tools and time required: Tinker's Tools, which you must have in hand, so the specific rule overrides the general rule about Smith's Tools for armor and weapons, as well as about the crafting time. But the ability to cast those spells is not specifically mentioned in Replicate Magic Item, so the general crafting rule applies: the crafter must have the ability to cast the spell.
Replicate Magic Item: "When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand."
You are not crafting them. You don't need 5 days to 50 days. You don't need to spend 50 GP to 2,000 GP on a temporary item. You don't need to meet any crafting requirements because you are not crafting them.
Make, Create, and Craft are very similar, but I think "Craft" was deliberately not used. Otherwise, Artificers would go from freely Infusing items to needing thousands of gold in order to use their class feature. "Fabricate" is another synonym for "craft" and the Fabricate uses the "fabricate" verb to describe the process of creating a finished good. However, it too is not subject to the Crafting rules.
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
all level 1-3 class spells, via enspelled item replication
at level 6 they get access to level 0-1 enspelled items. thus means hunters mark enspelled item, hex enspelled item etc.
for warlock, i assume you mean pact of the chain, and its not really the same thing.
familiars cant attack on their own, pact of the chain merely allows them to attack if you give up an attack. they do have other interesting abilities, and might have more HP and AC with a lower cast, but the key here is that the artificer can create magic items of their choice, and let others use spell storing item (at 11) thesphinx will never be able to cast and concentrate on haste while still adding 1d6+spell level damage each round, or cast fireball. or faerie fire or bless at 6.
the homuculus doesnt require any artificer resources to command, and it can use whatever you equip/attune them with this creates a unique synergy
the artificer is essentially able two cast two spells per round via its homunculus and magic replication.
armorer might look like Hunters mark (enspelled item) BA, lightning launcher 2d6+4 +d6hm + attack2 d6+4 +d6hm + faerie fire (enspelled item homunculus)
etc, there is many permutations of how you can combine homunculus, magic replication and artificer at the same time to have impressive turns.
Not Enspelled Items. Enspelled Armor and Enspelled Weapons. Artificers never get access to Enspelled Staves.
Enspelled Weapons provide access to Conjuration, Divination, Evocation, Necromancy, and Transmutation. Enspelled Armor provides access to Abjuration and Illusion spells.
Artificers cannot get access to Enchantment spells through this particular loophole.
There are a few caveats.
Level 2 and 3 Enspelled Weapons and Armor are rare and require attunement
UA Artificers are currently limited to only 3 rare Replicated Magic Items at a time.
These cannot be Replicated until level 14.
Cantrips and Level 1 spells would only be available at level 6.
The items will use the DMG spell attack and save DC values, which at this level will be low. (At level 14, how significant is a DC 15 Fireball or Lightning Bolt?)
It is not clear if Enspelled Weapon/Enspelled Armor would be one plan or if the plan would need to specify the spell or just the spell level.
The Enspelled Weapons and Armor have 6 charges.
This isn't a huge deal, but an Enspelled Weapon of Fireballs, for example, has 6 charges while a Wand of Fireballs has 7.
All Enspelled spells will be cast with the minimum spell slot for the spell.
I'm sure there are shenanigans to be had, but I don't know if anything is too crazy considering the levels required. In addition, there are already other magic items that replicate spells. For example, a Circlet of Blasting lets you cast Scorching Ray once per day as an Uncommon Item (available to replicate at level 6), A Wind Fan lets you cast Gust of Wind at will until it is destroyed, but there is less concern about destroying a temporary item.
you also have enspelled staff, which can be any school of magic
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
all level 1-3 class spells, via enspelled item replication
at level 6 they get access to level 0-1 enspelled items. thus means hunters mark enspelled item, hex enspelled item etc.
for warlock, i assume you mean pact of the chain, and its not really the same thing.
familiars cant attack on their own, pact of the chain merely allows them to attack if you give up an attack. they do have other interesting abilities, and might have more HP and AC with a lower cast, but the key here is that the artificer can create magic items of their choice, and let others use spell storing item (at 11) thesphinx will never be able to cast and concentrate on haste while still adding 1d6+spell level damage each round, or cast fireball. or faerie fire or bless at 6.
the homuculus doesnt require any artificer resources to command, and it can use whatever you equip/attune them with this creates a unique synergy
the artificer is essentially able two cast two spells per round via its homunculus and magic replication.
armorer might look like Hunters mark (enspelled item) BA, lightning launcher 2d6+4 +d6hm + attack2 d6+4 +d6hm + faerie fire (enspelled item homunculus)
etc, there is many permutations of how you can combine homunculus, magic replication and artificer at the same time to have impressive turns.
Not Enspelled Items. Enspelled Armor and Enspelled Weapons. Artificers never get access to Enspelled Staves.
Enspelled Weapons provide access to Conjuration, Divination, Evocation, Necromancy, and Transmutation. Enspelled Armor provides access to Abjuration and Illusion spells.
Artificers cannot get access to Enchantment spells through this particular loophole.
There are a few caveats.
Level 2 and 3 Enspelled Weapons and Armor are rare and require attunement
UA Artificers are currently limited to only 3 rare Replicated Magic Items at a time.
These cannot be Replicated until level 14.
Cantrips and Level 1 spells would only be available at level 6.
The items will use the DMG spell attack and save DC values, which at this level will be low. (At level 14, how significant is a DC 15 Fireball or Lightning Bolt?)
It is not clear if Enspelled Weapon/Enspelled Armor would be one plan or if the plan would need to specify the spell or just the spell level.
The Enspelled Weapons and Armor have 6 charges.
This isn't a huge deal, but an Enspelled Weapon of Fireballs, for example, has 6 charges while a Wand of Fireballs has 7.
All Enspelled spells will be cast with the minimum spell slot for the spell.
I'm sure there are shenanigans to be had, but I don't know if anything is too crazy considering the levels required. In addition, there are already other magic items that replicate spells. For example, a Circlet of Blasting lets you cast Scorching Ray once per day as an Uncommon Item (available to replicate at level 6), A Wind Fan lets you cast Gust of Wind at will until it is destroyed, but there is less concern about destroying a temporary item.
Uh. Really no.
Plans available to Replicate Magic Item at level 2 & 6:
Alchemy Jug
Bag of Holding
Cap of Water Breathing
Common magic item that isn’t a Potion, a Scroll, or cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)
Goggles of Night
Rope of Climbing
Sending Stones
Shield +1
Wand of Magic Detection
Wand of Secrets
Wand of the War Mage +1
Weapon +1
Boots of Elvenkind
Cloak of Elvenkind
Cloak of the Manta Ray
Eyes of Charming
Gloves of Thievery
Lantern of Revealing
Pipes of Haunting
Uncommon Armor, Wand, or Weapon that isn’t cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)
This list excludes all explicitly defined items that provide spellcasting other than wands of Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack. Enspelled items are technically included, but Common Magic items can't be Enspelled; Uncommon Enspelled items hold cantrips and level 1 spells the creator can normally cast, and they still follow RAW.
Where there is a general rule in place, unless a more specific rule applies, the general rule remains in operation. Recall, "Crafting magic items requires raw materials represented by a gold cost (dependent on rarity), Arcana proficiency, a certain tool proficiency, time, and if the item can cast spells, the ability to cast those spells. The DM decides if those raw materials are available for the item to be crafted at all." Replicate Magic Item is silent on raw materials and Arcana proficiency, so the general rules for crafting about raw materials and proficiency apply: you need them, and the DM decides if you can have the materials. Replicate Magic Item is explicit on the tools and time required: Tinker's Tools, which you must have in hand, so the specific rule overrides the general rule about Smith's Tools for armor and weapons, as well as about the crafting time. But the ability to cast those spells is not specifically mentioned in Replicate Magic Item, so the general crafting rule applies: the crafter must have the ability to cast the spell.
Do you mean the line, "Enspelled Armor can be any type of armor, and its spell must belong to the Abjuration or Illusion school of magic. (Note: The item is not restricted by class spell list!)?" That tells you what can be created in the wide sense. But all the other rules still apply because they aren't explicitly, specifically, overridden.
Compare to the previous Enspelled Armor (Very Rare), which can receive one spell from one spellcaster if the wearer is willing? Not within the parameters.
So no. You can waste a plan for an Enspelled armor or weapon. You can't get around the restrictions of what you as an Artificer can cast, other than taking the Magic Initiate Feat or having the spell due to Species.
magic replication is not crafting, nor does it follow crafting rules, you are creating the item out of nothing. create and craft are not the same.
When testing an unearthed arcana, follow what the rules say, even if you think it should change in the future. Then give negative feeback if you dont like it.
if they wanted it follow the rules of crafting it would say so. They. may caveat or alter this later, but for now, this is what they want you to test at this time.
and its cool and useful, but far from overpowered. They give classes access to other classes spell lists all the time, not sure why you feel like they wouldnt allow this limited version to artificers, at certain levels, and limited by your replication slots, and at opportunity cost of other items. Note; enspelled items are only limited in crafting not use, its intentional that anyone could use a hunters mark wand. They dont have a problem with classes accessing other's spells through items.
enspelled items as a rule are generally slightly weaker than if a named item has the spell. like wand of magic missiles is better than enspelled items magic missiles. (wand has more charges, and a choice to upcast) these are not considered to be OP.
and you clearly see the need for them, because You felt the artificer was lacking unique benefits, partially because you didnt notice this usecase
you also have enspelled staff, which can be any school of magic
Strictly read, the "staff" magic item category is not included in the kinds of items that Replicate Magic Item can create outside of common magic items.
Level 2+: Common magic item that isn’t a Potion, a Scroll, or cursed Level 6+: Uncommon Armor, Wand, or Weapon that isn’t cursed Level 10+: Uncommon Ring or Wondrous Item that isn’t cursed Level 14+: Rare Armor, Ring, Wand, Weapon, or Wondrous Item that isn’t cursed
Rods and Staffs of uncommon or higher rarity aren't included at any level. So an enspelled staff is off the menu outside of crafting it with the normal rules.
An odd quirk of this is that Artificers can't replicate an Immovable Rod despite it feeling (at least to me) like the kind of thing they'd be able to do.
you also have enspelled staff, which can be any school of magic
Strictly read, the "staff" magic item category is not included in the kinds of items that Replicate Magic Item can create outside of common magic items.
Level 2+: Common magic item that isn’t a Potion, a Scroll, or cursed Level 6+: Uncommon Armor, Wand, or Weapon that isn’t cursed Level 10+: Uncommon Ring or Wondrous Item that isn’t cursed Level 14+: Rare Armor, Ring, Wand, Weapon, or Wondrous Item that isn’t cursed
Rods and Staffs of uncommon or higher rarity aren't included at any level. So an enspelled staff is off the menu outside of crafting it with the normal rules.
An odd quirk of this is that Artificers can't replicate an Immovable Rod despite it feeling (at least to me) like the kind of thing they'd be able to do.
staff is a quarterstaff, which is a weapon.
it fits into two categories. arcane focus, and quarterstaff.
see the adventuring gear equipment page where it has arcane focus, staff, and says also quarterstaff
Replicate Magic Item: "When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand."
You are not crafting them. You don't need 5 days to 50 days. You don't need to spend 50 GP to 2,000 GP on a temporary item. You don't need to meet any crafting requirements because you are not crafting them.
Make, Create, and Craft are very similar, but I think "Craft" was deliberately not used. Otherwise, Artificers would go from freely Infusing items to needing thousands of gold in order to use their class feature. "Fabricate" is another synonym for "craft" and the Fabricate uses the "fabricate" verb to describe the process of creating a finished good. However, it too is not subject to the Crafting rules.
I respect where you're coming from, but it doesn't matter what we think; it matters what RAW says. Even for UA playtest.
RAW says that where there is a general rule it always applies, unless a more specific rule explicitly applies to a narrow case. The most general case, RAW, is described under Crafting. An Artificer creating a magic item still follows all the rules about what spells are, what determines the spell's DC (13), how many charges (6), and no one is questioning that because it's under the general description for Enspelled items. Why follow those rules? Because of the same principle that what's more general applies unless a more special rule explicitly applies. So the Artificer can Replicate Magic Item without the time requirements of crafting because that's explicitly stated in the description of RMI. The Artificer still needs the materials to create the item -- imagine the freak outs at the table if Mithril, Adamantine, Driftmetal, or Platinum full plate, however temporary, rolled off a level 2 Artificer's Tinker's Tools. Why adventure at all, if you could craft such a thing and sell it and retire richer than a king, so long as you changed your name and moved town?
The gold piece price of crafting is not an obligatory item creation requirement, except where explicitly stated, and is up to the DM, as is the Magic Item Formula or Plan. The material, likewise, is up to the DM. For my case, after a Long Rest and with Tinker's Tools in hand, and Arcana Proficiency, upgrading Scale Mail to Half Plate was just a matter of transforming 45 lbs of Scale into 40 lbs of (half) plate, and gaining 5 lbs of materials to be used later. If I'd wanted it to be Mithril, Adamantine, Driftmetal, Platinum, etc., my DM and I agreed I'd have to somehow acquire 40 lbs of such stuff. Even for a temporary suit of +1 Armor.
A player character cannot make, craft, create, fabricate, or with any means short of a Wish Spell -- because it's in the wording of the Wish Spell -- or Divine Intervention -- because it's in the wording of Divine Intervention -- to bestow spells into an item the character cannot cast, because that's the most general rule about how spells get into items. Getting much the same effect as Wish or Divine Intervention every Long Rest without penalty is just not conceivably what UA Playtest meant.
Splitting hairs about how the particulars apply vis crafting, creating, or otherwise doesn't motivate me to think otherwise. It would take a particularly permissive DM to let an Artificer have the effect -- nowhere in RAW explained in so many words -- of stealing spells from other class lists when 2024 rules have gone so far toward consolidating the specialness of class lists.
An Artificer, RAW, can put Hex or Hunters Mark, or Smite into an Enspelled item if the Artificer multiclassed into Warlock, or Ranger, or Paladin, up to the level they could cast those spells. Otherwise, a straight Artificer is limited to spells they can cast due to Artificer class spell list, Species ability (like Longstrider, for Wood Elf), or Feat (like Magic Initiate).
And it doesn't matter what I feel about it. Playtest is meant to test what's been presented in play. If we test something else, inconsistent with the rules, then we're not playtesting.
Now, if we do see someone roll out an Artificer who can do these things as an explicit ability, I'll have to rethink some of my objections, but not by much. It still leaves Artificer as weak in melee, weak in ranged combat, and weak in spells, poor at support, and poor at control or DPS.
Sorry? What are you talking about? You're comparing a level 10+ Valor Bard to a subclass-less level 1-2 Artificer? Could you please clarify exactly what you are comparing?
At level 1: An Artificer gets Medium Armour + Shield proficiency = AC 18, plus spellcasting with 2 cantrips and 2 1st level slots, and a ribbon features. A Bard get Light Armour = AC 13, plus spellcasting with 3 cantrips and 2 1st level slots, and 3x BI/LR A Cleric gets Heavy Armour + Shield proficiency = AC 20, plus spellcasting with 3 cantrips and 2x 1st level slots.
Cleric is marginally better, Bard is worse, Artificer is solidly in the middle.
What I was comparing was Bard to Fighter, illustrating that some Bards sometimes can match Fighters in damage output, though I skipped a few bits.
With 16+ Dex, and Studded Leather, a Bard's AC is 15. Bard 1 takes Druid Initiate, for Shillelagh, linked to Charisma, which they bump. The bard is now nominally doing 1d8+3 Force or Bludgeoning (magical) damage with one hand, which could be a Club (light), reserving the other hand for either a musical instrument or light off hand weapon if they put the instrument away and draw the light weapon, following the rules of action economy, depending if they want to use spells or a likely weak light bonus action attack, for the next nine combat rounds. It's not Weapon Mastery level stuff, but a Bard 1-3 has spiffy magic a fighter doesn't like Kinetic Jaunt and Mirror Image. Skip to level 4, for Wizard Initiate to add True Strike on top of Shillelagh, or Poisoner for +2d8 damage, or War Caster to go two weapons while spellcasting, and Poisoner lets a 17 Dex Bard increase to 18 Dex, for AC 16 before magic. Your fighter's more survivable, mostly, but Bard can keep up in the same damage profile.
Artificer, sure, if you ignore Action Economy rules, can have a shield and (at best) Yklwa, or shield and tools, starting with AC 18, going up to AC 21 at level 2 if both plans are +1 Armor, applied to Half Plate and Shield. They're still stuck with action economy, limiting their casting unless they take Armorer to use their Armor as a focus at level 3, which limits their damage potential until then, and otherwise. You can't be a tank if you're only hard to hit but pose no credible threat in combat; you're just furniture. No question AC 21 beats AC 15. Except by level 3, the Bard can cast rank 2 spells, which the Artificer can't until level 5, and AC 15 + Mirror Image and/or Kinetic Jaunt is pretty close to AC 21, and your Bard is much, much better at range than your Artificer, doing better than or equal to Artificer damage, exercising far more control of the battlefield and giving far better support, a gap that widens with level.
So, no. Artificer is not "solidly in the middle"; still the bottom.
Replicate Magic Item: "When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand."
You are not crafting them. You don't need 5 days to 50 days. You don't need to spend 50 GP to 2,000 GP on a temporary item. You don't need to meet any crafting requirements because you are not crafting them.
Make, Create, and Craft are very similar, but I think "Craft" was deliberately not used. Otherwise, Artificers would go from freely Infusing items to needing thousands of gold in order to use their class feature. "Fabricate" is another synonym for "craft" and the Fabricate uses the "fabricate" verb to describe the process of creating a finished good. However, it too is not subject to the Crafting rules.
I respect where you're coming from, but it doesn't matter what we think; it matters what RAW says. Even for UA playtest.
RAW says that where there is a general rule it always applies, unless a more specific rule explicitly applies to a narrow case. The most general case, RAW, is described under Crafting. An Artificer creating a magic item still follows all the rules about what spells are, what determines the spell's DC (13), how many charges (6), and no one is questioning that because it's under the general description for Enspelled items. Why follow those rules? Because of the same principle that what's more general applies unless a more special rule explicitly applies. So the Artificer can Replicate Magic Item without the time requirements of crafting because that's explicitly stated in the description of RMI. The Artificer still needs the materials to create the item -- imagine the freak outs at the table if Mithril, Adamantine, Driftmetal, or Platinum full plate, however temporary, rolled off a level 2 Artificer's Tinker's Tools. Why adventure at all, if you could craft such a thing and sell it and retire richer than a king, so long as you changed your name and moved town?
The gold piece price of crafting is not an obligatory item creation requirement, except where explicitly stated, and is up to the DM, as is the Magic Item Formula or Plan. The material, likewise, is up to the DM. For my case, after a Long Rest and with Tinker's Tools in hand, and Arcana Proficiency, upgrading Scale Mail to Half Plate was just a matter of transforming 45 lbs of Scale into 40 lbs of (half) plate, and gaining 5 lbs of materials to be used later. If I'd wanted it to be Mithril, Adamantine, Driftmetal, Platinum, etc., my DM and I agreed I'd have to somehow acquire 40 lbs of such stuff. Even for a temporary suit of +1 Armor.
A player character cannot make, craft, create, fabricate, or with any means short of a Wish Spell -- because it's in the wording of the Wish Spell -- or Divine Intervention -- because it's in the wording of Divine Intervention -- to bestow spells into an item the character cannot cast, because that's the most general rule about how spells get into items. Getting much the same effect as Wish or Divine Intervention every Long Rest without penalty is just not conceivably what UA Playtest meant.
Splitting hairs about how the particulars apply vis crafting, creating, or otherwise doesn't motivate me to think otherwise. It would take a particularly permissive DM to let an Artificer have the effect -- nowhere in RAW explained in so many words -- of stealing spells from other class lists when 2024 rules have gone so far toward consolidating the specialness of class lists.
An Artificer, RAW, can put Hex or Hunters Mark, or Smite into an Enspelled item if the Artificer multiclassed into Warlock, or Ranger, or Paladin, up to the level they could cast those spells. Otherwise, a straight Artificer is limited to spells they can cast due to Artificer class spell list, Species ability (like Longstrider, for Wood Elf), or Feat (like Magic Initiate).
And it doesn't matter what I feel about it. Playtest is meant to test what's been presented in play. If we test something else, inconsistent with the rules, then we're not playtesting.
Now, if we do see someone roll out an Artificer who can do these things as an explicit ability, I'll have to rethink some of my objections, but not by much. It still leaves Artificer as weak in melee, weak in ranged combat, and weak in spells, poor at support, and poor at control or DPS.
there is no where that the raw describes magic replication as crafting. When they want you to use crafting rules, they say craft.
create=craft is the logical leap you are making that is not true to Raw.
apply the same logic to these statements through the law of substitution
an attack is a means of damaging an enemy, but it is not the only means of damaging an enemy. you cant replace the word attack whenever you see the word damage.
craft is a means of creating an item, but not the only means of creating an item. you cant replace the word craft whenever you see the word create.
crafting magic items requires by raw
the arcana skill
raw materials
and if the raw materials include an item with a cost, that cost must be paid or crafted.
the proper tool proficiency
Crawford makes it clear in the release video that magic replication does not require you to provide the materials. crafting does require that.
by your definition magic tinkering would also require you to pay the cost, and have the proper tool proficiency to make those items.
where exactly do you see that you can craft an item without raw materials? that is an obligatory part of crafting magic items.
though i cant force you to believe it, logically this is what it means, crawfords descriptions show it is not the intent, Raw, means the rules by logic, rai means intent. neither suggest it works as you describe.
artificer cannot craft an enspelled with hunters mark, they can however replicate one. replication has its own limits.
and bard, and subclasses already shows they are fine with giving spells from other classes lists to other classes.
BOOM found it, they specifically say you dont need to know the spell for magic replication.
this also heavily implies they were totally aware of them using enspelled items in general, and its not a unintended side effect of giving them access to items by rarity
I'm really not assuming DPS or martial. I get that there are non-martial classes. But those are full casters, and Artificer isn't that, either. Bard at least has things it is good at, that matter in combat and out, a real support champion, a potent control champion, and potentially as damaging as any Fighter once they hit Magical Secrets with CME (which Artificer also can't do) or any reasonable melee damage enhancer. Medium hp, unable to Blink, Blur, or Mirror Image (most subclasses), Evade, rage-resist damage, Shield (most subclasses), Uncanny Dodge, gain mobility to withdraw from combat without incurring AoO, or Silvery Barbs, Artificer is _the_ _worst_ _tank_ _ever_.
It's like saying NPC commoner would be good if you handed them a small bag of random magic items.
The class is almost exclusively about magic; this is very true, and like every poster here you make great points.
But Artificer _isn't_ using magic in ways that no other class can; Artificer is using magic at the lowest common denominator of what every other class can, with none of the bells and whistles -- the weapon mastery or sneak or rage or flurry or full casting or inspiration or metamagic or patronly gifts -- each other class gets. Sure, you can spread your magic net a little wider, with two more attunements by endgame (if you live so long, which is seriously in doubt) than others, but it's too little butter over too much toast.
On paper, Artificer saves the party some coin; Accounting is not why I play, though.
The magic an Artificer can cast is weak sauce. Overshadowed by your own constructs and every goblin inventor in the campaign is no way to go through an adventure.
i wouldnt base the early game on the mid and kater game.
artificer at 6+ gets access to all spells regardless of class type via magic replication. that and homunculus is a unique benefit. It matters a lot.
an armorer at 6 with a homunculus can cast Hex (6 times) with a replicated enspelled item, can have their homunculus cast and concentrate on faerie fire, and can get lvl 1 enspelled smites pld smites. (6 times) Thats a signifigant difference and unique
this evenutally expands to lvl 2 and 3 spells.
avoiding spell casting, they can have things like vicous, (2d6) per hit and a. enspelled shield armor. I dont think they are weaker in t2+
An Artificer's ability to replicate magic items/infuse items adds significant versatility, depending on how many known plans the Artificer has in the final version. The ability cast low/mid level spells in large volumes, bypassing material components. Burning a summoned magic item for spells, ability check bonuses. Noone else can do that. Other classes can bring non-magical abilities. Other magical classes bring different abilities. The Warlock perhaps has the most in common, but they are still different.
UA Artificers lost the ability to reduce the cost of magic item creation, only the time and only for the Artificer specializations (only covering potions, wands, armor, and weapons).
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Have I missed something in the Playtest RAW?? Artificer 6+ has access to _all_ spells regardless of class? Wizard, Warlock, Ranger, Paladin, Druid, Cleric and Bard spells?
Where does it say this?!
What I see is that Replicate Magic Items allows access to creating uncommon wands at level 6, which have the spells Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack; what you're talking about appears to be gaining a level 1 or 2 spell slot, with which you can cast only your known Artificer spells, a sort of magical recovery at the cost of a magic item until the end of your next long rest.
By level 6, full casters are casting at spell level 3, which Artificers don't even get until level 9, by which time full casters get level 5 spellcasting. Nowhere is Hex, with or without a Homunculus, in UA's Playtest Artificer, explicit or implied. Though that would be cool!
Homunculus is just a worse version of a Warlock's familiar. A level 11+ Artificer can make one Spell Storing Item at a time, for one ARTIFICER spell of level 1, 2, or 3. Any creature, including the Homunculus, could use that to cast the stored spell up to ten times. Among those spells is Faerie Fire, but not Hex, nor Smite.
Have I missed an update or clarification? Is it something in Tasha's?
What you say your Artificer can do would be great. I'm for it. But it's not written down anywhere in the Playtest.
I think when people say Artificers can use any spell, they are talking about using their Replicate Magic Item ability to create Enspelled armor, weapons and staffs. Its a bit of a "loophole" in the ability in my opinion. A side effect of allowing Artificers to come up with any item restricted only by rarity and the existence of items that can potentially replicate any spell from any class list.
all level 1-3 class spells, via enspelled item replication
at level 6 they get access to level 0-1 enspelled items. thus means hunters mark enspelled item, hex enspelled item etc.
for warlock, i assume you mean pact of the chain, and its not really the same thing.
familiars cant attack on their own, pact of the chain merely allows them to attack if you give up an attack. they do have other interesting abilities, and might have more HP and AC with a lower cast, but the key here is that the artificer can create magic items of their choice, and let others use spell storing item (at 11) thesphinx will never be able to cast and concentrate on haste while still adding 1d6+spell level damage each round, or cast fireball. or faerie fire or bless at 6.
the homuculus doesnt require any artificer resources to command, and it can use whatever you equip/attune them with this creates a unique synergy
the artificer is essentially able two cast two spells per round via its homunculus and magic replication.
an artillerist turn at 6 might look like this:
scorching ray 3*(2d6) +d8(arcane firearm) +. eldritch cannon force cannon 2d8 + magic missle (homunculus enspelled item) 3*3.5 = 32.9 dpr
alchemist at 6 might look like: green flame blade 2d8+Str/Dex+4+4(alchemical savant) + searing smite (enspelled item) d6 +4(alchemical savant)+ bless enspelled item homunculus
armorer might look like Hunters mark (enspelled item) BA, lightning launcher 2d6+4 +d6hm + attack2 d6+4 +d6hm + faerie fire (enspelled item homunculus)
etc, there is many permutations of how you can combine homunculus, magic replication and artificer at the same time to have impressive turns.
it only works for level 0-3 spells, at levels 6 and 14.
level 4 and higher spells are very rare which artificers will never access via replication. They might theoreticaly craft them, but that would take much longer than many campaigns last, and craftimg material availability is decided by DM and they would be limited to artificer spells
i dont think its a loophole they were aware of enspelled items existing, Enspelled items are just their basic item design. you basically have a lot of this functionaility from items with charges. they wanted to easily put all these items into the pool for all charachters.
these are not really OP for uncommon items. they are just versatile, and allow caster artificers to get creative. in exchange for their limited replication slots. if you compare a vicous weapon to hunters mark, vicous weapom is more effective in most situations.
so the power level is fine, the opportunity cost is fine. Without enspelled items, battlesmith would probably be the subclass that far outpaces everything else.until like level 14 and there would be a lot less ability to be versatile.for other types of builds.
note, bards getbaccess to wizards/druids/clerics lists, artificer getting access to everyones low level spells is substantially less powerful
if its an error, or they just decide its abad idea, then they ll take fix it, this is unearthed arcana
but you should play the test assuming its not an error, or unintended, and give feedback based on how you feel about what is presented. In the phb UA, i dont think there was many unintended changes.
some wording clarity stuff changed, and some times they went a different direction, but few oopsie type mistakes
Sorry? What are you talking about? You're comparing a level 10+ Valor Bard to a subclass-less level 1-2 Artificer? Could you please clarify exactly what you are comparing?
At level 1:
An Artificer gets Medium Armour + Shield proficiency = AC 18, plus spellcasting with 2 cantrips and 2 1st level slots, and a ribbon features.
A Bard get Light Armour = AC 13, plus spellcasting with 3 cantrips and 2 1st level slots, and 3x BI/LR
A Cleric gets Heavy Armour + Shield proficiency = AC 20, plus spellcasting with 3 cantrips and 2x 1st level slots.
Cleric is marginally better, Bard is worse, Artificer is solidly in the middle.
Not Enspelled Items. Enspelled Armor and Enspelled Weapons. Artificers never get access to Enspelled Staves.
Enspelled Weapons provide access to Conjuration, Divination, Evocation, Necromancy, and Transmutation. Enspelled Armor provides access to Abjuration and Illusion spells.
Artificers cannot get access to Enchantment spells through this particular loophole.
There are a few caveats.
I'm sure there are shenanigans to be had, but I don't know if anything is too crazy considering the levels required. In addition, there are already other magic items that replicate spells. For example, a Circlet of Blasting lets you cast Scorching Ray once per day as an Uncommon Item (available to replicate at level 6), A Wind Fan lets you cast Gust of Wind at will until it is destroyed, but there is less concern about destroying a temporary item.
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The regular rules for crafting (from the DMG) say you need to have a spell prepared to craft an item that can cast it. The relevant question is, does that limitation still apply to Replicate Magic Item, or rather should it still apply? That's not addressed in the UA, so it's potentially a loophole, depending on intent.
Uh. Really no.
Plans available to Replicate Magic Item at level 2 & 6:
Alchemy Jug
Bag of Holding
Cap of Water Breathing
Common magic item that isn’t a Potion, a Scroll, or cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)
Goggles of Night
Rope of Climbing
Sending Stones
Shield +1
Wand of Magic Detection
Wand of Secrets
Wand of the War Mage +1
Weapon +1
Boots of Elvenkind
Cloak of Elvenkind
Cloak of the Manta Ray
Eyes of Charming
Gloves of Thievery
Lantern of Revealing
Pipes of Haunting
Uncommon Armor, Wand, or Weapon that isn’t cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)
This list excludes all explicitly defined items that provide spellcasting other than wands of Detect Magic, Magic Missile, and Web, plus the effects Detect Secret Doors and Traps, and +1 bonus to spell attack and ignore half cover when making a spell attack. Enspelled items are technically included, but Common Magic items can't be Enspelled; Uncommon Enspelled items hold cantrips and level 1 spells the creator can normally cast, and they still follow RAW.
Where there is a general rule in place, unless a more specific rule applies, the general rule remains in operation. Recall, "Crafting magic items requires raw materials represented by a gold cost (dependent on rarity), Arcana proficiency, a certain tool proficiency, time, and if the item can cast spells, the ability to cast those spells. The DM decides if those raw materials are available for the item to be crafted at all." Replicate Magic Item is silent on raw materials and Arcana proficiency, so the general rules for crafting about raw materials and proficiency apply: you need them, and the DM decides if you can have the materials. Replicate Magic Item is explicit on the tools and time required: Tinker's Tools, which you must have in hand, so the specific rule overrides the general rule about Smith's Tools for armor and weapons, as well as about the crafting time. But the ability to cast those spells is not specifically mentioned in Replicate Magic Item, so the general crafting rule applies: the crafter must have the ability to cast the spell.
Do you mean the line, "Enspelled Armor can be any type of armor, and its spell must belong to the Abjuration or Illusion school of magic. (Note: The item is not restricted by class spell list!)?" That tells you what can be created in the wide sense. But all the other rules still apply because they aren't explicitly, specifically, overridden.
Compare to the previous Enspelled Armor (Very Rare), which can receive one spell from one spellcaster if the wearer is willing? Not within the parameters.
So no. You can waste a plan for an Enspelled armor or weapon. You can't get around the restrictions of what you as an Artificer can cast, other than taking the Magic Initiate Feat or having the spell due to Species.
Replicate Magic Item does not follow the Magic Item Creation restrictions so unless there is a clarification in the final release or in a second pass, there is no restriction on the spells contained in an Enspelled Item. There are no Common Enspelled Items, which is why I said that Cantrips and Level 1 spells would be available at Level 6. For clarity, I meant starting at level 6.
Replicate Magic Item: "When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand."
You are not crafting them. You don't need 5 days to 50 days. You don't need to spend 50 GP to 2,000 GP on a temporary item. You don't need to meet any crafting requirements because you are not crafting them.
Make, Create, and Craft are very similar, but I think "Craft" was deliberately not used. Otherwise, Artificers would go from freely Infusing items to needing thousands of gold in order to use their class feature. "Fabricate" is another synonym for "craft" and the Fabricate uses the "fabricate" verb to describe the process of creating a finished good. However, it too is not subject to the Crafting rules.
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you also have enspelled staff, which can be any school of magic
magic replication is not crafting, nor does it follow crafting rules, you are creating the item out of nothing. create and craft are not the same.
When testing an unearthed arcana, follow what the rules say, even if you think it should change in the future. Then give negative feeback if you dont like it.
if they wanted it follow the rules of crafting it would say so. They. may caveat or alter this later, but for now, this is what they want you to test at this time.
and its cool and useful, but far from overpowered. They give classes access to other classes spell lists all the time, not sure why you feel like they wouldnt allow this limited version to artificers, at certain levels, and limited by your replication slots, and at opportunity cost of other items. Note; enspelled items are only limited in crafting not use, its intentional that anyone could use a hunters mark wand. They dont have a problem with classes accessing other's spells through items.
enspelled items as a rule are generally slightly weaker than if a named item has the spell. like wand of magic missiles is better than enspelled items magic missiles. (wand has more charges, and a choice to upcast) these are not considered to be OP.
and you clearly see the need for them, because You felt the artificer was lacking unique benefits, partially because you didnt notice this usecase
Strictly read, the "staff" magic item category is not included in the kinds of items that Replicate Magic Item can create outside of common magic items.
Level 2+: Common magic item that isn’t a Potion, a Scroll, or cursed
Level 6+: Uncommon Armor, Wand, or Weapon that isn’t cursed
Level 10+: Uncommon Ring or Wondrous Item that isn’t cursed
Level 14+: Rare Armor, Ring, Wand, Weapon, or Wondrous Item that isn’t cursed
Rods and Staffs of uncommon or higher rarity aren't included at any level. So an enspelled staff is off the menu outside of crafting it with the normal rules.
An odd quirk of this is that Artificers can't replicate an Immovable Rod despite it feeling (at least to me) like the kind of thing they'd be able to do.
staff is a quarterstaff, which is a weapon.
it fits into two categories. arcane focus, and quarterstaff.
see the adventuring gear equipment page where it has arcane focus, staff, and says also quarterstaff
I respect where you're coming from, but it doesn't matter what we think; it matters what RAW says. Even for UA playtest.
RAW says that where there is a general rule it always applies, unless a more specific rule explicitly applies to a narrow case. The most general case, RAW, is described under Crafting. An Artificer creating a magic item still follows all the rules about what spells are, what determines the spell's DC (13), how many charges (6), and no one is questioning that because it's under the general description for Enspelled items. Why follow those rules? Because of the same principle that what's more general applies unless a more special rule explicitly applies. So the Artificer can Replicate Magic Item without the time requirements of crafting because that's explicitly stated in the description of RMI. The Artificer still needs the materials to create the item -- imagine the freak outs at the table if Mithril, Adamantine, Driftmetal, or Platinum full plate, however temporary, rolled off a level 2 Artificer's Tinker's Tools. Why adventure at all, if you could craft such a thing and sell it and retire richer than a king, so long as you changed your name and moved town?
The gold piece price of crafting is not an obligatory item creation requirement, except where explicitly stated, and is up to the DM, as is the Magic Item Formula or Plan. The material, likewise, is up to the DM. For my case, after a Long Rest and with Tinker's Tools in hand, and Arcana Proficiency, upgrading Scale Mail to Half Plate was just a matter of transforming 45 lbs of Scale into 40 lbs of (half) plate, and gaining 5 lbs of materials to be used later. If I'd wanted it to be Mithril, Adamantine, Driftmetal, Platinum, etc., my DM and I agreed I'd have to somehow acquire 40 lbs of such stuff. Even for a temporary suit of +1 Armor.
A player character cannot make, craft, create, fabricate, or with any means short of a Wish Spell -- because it's in the wording of the Wish Spell -- or Divine Intervention -- because it's in the wording of Divine Intervention -- to bestow spells into an item the character cannot cast, because that's the most general rule about how spells get into items. Getting much the same effect as Wish or Divine Intervention every Long Rest without penalty is just not conceivably what UA Playtest meant.
Splitting hairs about how the particulars apply vis crafting, creating, or otherwise doesn't motivate me to think otherwise. It would take a particularly permissive DM to let an Artificer have the effect -- nowhere in RAW explained in so many words -- of stealing spells from other class lists when 2024 rules have gone so far toward consolidating the specialness of class lists.
An Artificer, RAW, can put Hex or Hunters Mark, or Smite into an Enspelled item if the Artificer multiclassed into Warlock, or Ranger, or Paladin, up to the level they could cast those spells. Otherwise, a straight Artificer is limited to spells they can cast due to Artificer class spell list, Species ability (like Longstrider, for Wood Elf), or Feat (like Magic Initiate).
And it doesn't matter what I feel about it. Playtest is meant to test what's been presented in play. If we test something else, inconsistent with the rules, then we're not playtesting.
Now, if we do see someone roll out an Artificer who can do these things as an explicit ability, I'll have to rethink some of my objections, but not by much. It still leaves Artificer as weak in melee, weak in ranged combat, and weak in spells, poor at support, and poor at control or DPS.
At level 1:
An Artificer gets Medium Armour + Shield proficiency = AC 18, plus spellcasting with 2 cantrips and 2 1st level slots, and a ribbon features.
A Bard get Light Armour = AC 13, plus spellcasting with 3 cantrips and 2 1st level slots, and 3x BI/LR
A Cleric gets Heavy Armour + Shield proficiency = AC 20, plus spellcasting with 3 cantrips and 2x 1st level slots.
Cleric is marginally better, Bard is worse, Artificer is solidly in the middle.
What I was comparing was Bard to Fighter, illustrating that some Bards sometimes can match Fighters in damage output, though I skipped a few bits.
With 16+ Dex, and Studded Leather, a Bard's AC is 15. Bard 1 takes Druid Initiate, for Shillelagh, linked to Charisma, which they bump. The bard is now nominally doing 1d8+3 Force or Bludgeoning (magical) damage with one hand, which could be a Club (light), reserving the other hand for either a musical instrument or light off hand weapon if they put the instrument away and draw the light weapon, following the rules of action economy, depending if they want to use spells or a likely weak light bonus action attack, for the next nine combat rounds. It's not Weapon Mastery level stuff, but a Bard 1-3 has spiffy magic a fighter doesn't like Kinetic Jaunt and Mirror Image. Skip to level 4, for Wizard Initiate to add True Strike on top of Shillelagh, or Poisoner for +2d8 damage, or War Caster to go two weapons while spellcasting, and Poisoner lets a 17 Dex Bard increase to 18 Dex, for AC 16 before magic. Your fighter's more survivable, mostly, but Bard can keep up in the same damage profile.
Artificer, sure, if you ignore Action Economy rules, can have a shield and (at best) Yklwa, or shield and tools, starting with AC 18, going up to AC 21 at level 2 if both plans are +1 Armor, applied to Half Plate and Shield. They're still stuck with action economy, limiting their casting unless they take Armorer to use their Armor as a focus at level 3, which limits their damage potential until then, and otherwise. You can't be a tank if you're only hard to hit but pose no credible threat in combat; you're just furniture. No question AC 21 beats AC 15. Except by level 3, the Bard can cast rank 2 spells, which the Artificer can't until level 5, and AC 15 + Mirror Image and/or Kinetic Jaunt is pretty close to AC 21, and your Bard is much, much better at range than your Artificer, doing better than or equal to Artificer damage, exercising far more control of the battlefield and giving far better support, a gap that widens with level.
So, no. Artificer is not "solidly in the middle"; still the bottom.
there is no where that the raw describes magic replication as crafting. When they want you to use crafting rules, they say craft.
create=craft is the logical leap you are making that is not true to Raw.
apply the same logic to these statements through the law of substitution
an attack is a means of damaging an enemy, but it is not the only means of damaging an enemy. you cant replace the word attack whenever you see the word damage.
craft is a means of creating an item, but not the only means of creating an item. you cant replace the word craft whenever you see the word create.
crafting magic items requires by raw
the arcana skill
raw materials
and if the raw materials include an item with a cost, that cost must be paid or crafted.
the proper tool proficiency
Crawford makes it clear in the release video that magic replication does not require you to provide the materials. crafting does require that.
by your definition magic tinkering would also require you to pay the cost, and have the proper tool proficiency to make those items.
he does not describe it that way here https://youtu.be/90uO9uuagPk?si=zxXxT7XXzNWTTR7H&t=263
where exactly do you see that you can craft an item without raw materials? that is an obligatory part of crafting magic items.
though i cant force you to believe it, logically this is what it means, crawfords descriptions show it is not the intent, Raw, means the rules by logic, rai means intent. neither suggest it works as you describe.
artificer cannot craft an enspelled with hunters mark, they can however replicate one. replication has its own limits.
and bard, and subclasses already shows they are fine with giving spells from other classes lists to other classes.
BOOM found it, they specifically say you dont need to know the spell for magic replication.
https://youtu.be/90uO9uuagPk?si=iapWMbppqlmFPCUX&t=486
this also heavily implies they were totally aware of them using enspelled items in general, and its not a unintended side effect of giving them access to items by rarity