As has been noted elsewhere, firearms proficiencies are simply covered by martial ranged weapon proficiency now.
Which would be fine for the Battle Smith, who gets martial weapons with the subclass, but it means that no other Artificers get that proficiency ever, including not Artillerist, who "specializes in using magic to hurl energy, projectiles, and explosions on a battlefield."
Battlesmith is the only subclass that really cares about weapon use. Artillerist (and Alchemist) will prefer cantrips (with a Shield in the other hand); Armorer will use armor weapons. Artillerist, in particular, will want to pair an Arcane Firearm with a Shield.
I could see Musket and Pistol being options for Arcane Firearm (so in addition to Wand/Rod/Staff), but then True Strike becomes the best ranged cantrip option for them --- of course, it would require the repeating shot replication to be most useful...
One issue I find is that for example the Armorer special weapons cant get a +1or +2 anymore and in the later game they will become useless since the hit rate would drop, they need to do something about this issue, make it a feature that u can provide this bonus to a weapon or something.
Armorer special weapons cant get a +1or +2 anymore
Oh! That part slipped my mind for some reason. Without Attack Infusion, they're pretty much locked out of any meaningful attack bonus for their special weapons. That's... not a good turn. I suppose if language was added that any enhancement bonus to the armour proper also carried over to their weapons?
Or some way to integrate a magical weapon, á là Warforge thingamajigs?
Battlesmith is the only subclass that really cares about weapon use. Artillerist (and Alchemist) will prefer cantrips (with a Shield in the other hand); Armorer will use armor weapons. Artillerist, in particular, will want to pair an Arcane Firearm with a Shield.
I could see Musket and Pistol being options for Arcane Firearm (so in addition to Wand/Rod/Staff), but then True Strike becomes the best ranged cantrip option for them --- of course, it would require the repeating shot replication to be most useful...
It would be nice to have the option, though, right? Just like Fighters have a whole plethora of Martial weapons to pick from, there are some that are just going to be more popular choices than others among players looking for a certain playstyle. Sure, it might not be the best choice for an Alchemist to go slingin' a rifle... but it'd be a cool concept!
Limiting choices with a new update always feels a bit iffy to me, but, hey, I recognise that there may be things I'm missing or haven't considered. Firearm proficiency, though? It seems like a small ask, in the grand scheme of things.
Armorer special weapons cant get a +1or +2 anymore
Oh! That part slipped my mind for some reason. Without Attack Infusion, they're pretty much locked out of any meaningful attack bonus for their special weapons. That's... not a good turn. I suppose if language was added that any enhancement bonus to the armour proper also carried over to their weapons?
Or some way to integrate a magical weapon, á là Warforge thingamajigs?
Battlesmith is the only subclass that really cares about weapon use. Artillerist (and Alchemist) will prefer cantrips (with a Shield in the other hand); Armorer will use armor weapons. Artillerist, in particular, will want to pair an Arcane Firearm with a Shield.
I could see Musket and Pistol being options for Arcane Firearm (so in addition to Wand/Rod/Staff), but then True Strike becomes the best ranged cantrip option for them --- of course, it would require the repeating shot replication to be most useful...
It would be nice to have the option, though, right? Just like Fighters have a whole plethora of Martial weapons to pick from, there are some that are just going to be more popular choices than others among players looking for a certain playstyle. Sure, it might not be the best choice for an Alchemist to go slingin' a rifle... but it'd be a cool concept!
Limiting choices with a new update always feels a bit iffy to me, but, hey, I recognise that there may be things I'm missing or haven't considered. Firearm proficiency, though? It seems like a small ask, in the grand scheme of things.
There's also that Arcane Firearm is a 5th level feature, and that thematically one might imagine a baby Artillerist in 1st and 2nd level slinging that rifle as part of their development into creating an Eldritch Cannon.
Additionally, while i'd be concerned with maybe increasing the potency of infusions first as others have pointed out, if i were WotC i'd probably consider an limitation on the Replicate Magic Item feature to the effect of "you cannot replicate a magic item that allows you to cast spells outside the cleric, druid or wizard spell list", so as to ensure that enterprising artificers cannot simply give their allies an free find steed or one of em new "homunculus servants", while still allowing for decent versatility.
This would still allow the Find Familiar and other spells with costly material components, right? Homunclulus Servants can be ritual cast without a spell slot (though using your highest spell slot during down time would be ideal) so somehow casting it via a magic item would be fine. I think a restriction on replicating spells with a costly material component would be appropriate.
Find steed also does not have a Material component; the element i find problematic here is not the potential to circumvent costly material components, but the fact that any party member can use your infused items and gain access to spells that are intended for paladins only and artificers only, respectively. If a party member attunes to the artificer's infused stick and casts a spell from it once, they might get a permanent fiendish horse or a permanent homunculus servant. Artificer spending an infusion slot to get an Homunculus without paying for it would be completely fine, but the fighter, wizard, rogue and cleric in the party also getting one each is not. Yes the wizard spell lists still contains find familiar, but this has been a problem since TcoE, and besides having a familiar is not supposed to be unique to a single class the way those other two spells are.
Reason i specifically suggested "cleric, druid or wizard" is becuase those are the lists that the 2024 magic initiate and the 2024 bard uses. It seems to be WotC shorthand for "pretty much every spell in the game, except for a few spells that are really important for the identity of individual classes"
I see. However, spell list options are more of a problem with Enspelled items, not Replicate Magic Items, if anything. However, it would be prudent to add to the last paragraph of Replicate Magic Items "Any ongoing effects from a replicated magic item end when the magic item vanishes." That should solve a few loopholes.
A particular pain point of mine with the artificer has been that has only grown stronger now that each Plan corresponds to a specific magic item is the fact that a given Artificer in some cases is able to infuse / replicate certain magic items without being able to craft them using the normal magic item crafting rules; i'd love an ribbon feature that either makes you ignore the spell prerequisites for crafting a magic item if you have the corresponding Plan for that item, or even just an high- level feature that lets you flat out ignore the spellcasting prerequisites for crafting items (provided that the spells in question are on the cleric, druid or wizard spell list).
In prior editions, they could use Use Magic Device to craft magic items with requirements that they are missing. In 5e, Use Magic Device was replaced with class features that the Artificer lost in the UA version. They should keep the ability to bypass attunement requirements as they had as of Tasha's and be able to bypass crafting requirements if they can bypass that requirement for attunement. Spellcasting requirements they should be required to meet as normal or be able to meet by expending a spell slot (I don't have access to our DMG right now, but if you normally expend a spell slot and material component while crafting in 5e, the same should be true for the Artificer but the Artificer should be able to essentially fake any spell.)
two things:
the 14th level feature was at this point a vestigial element from a class that has come quite far in it's flavor since then. I would not expect an modern itteration of the artificer to require an high charisma score becuase the old one needed it for Use Magic Device, i would not expect modern itterations to be described as "something inbetween arcane and divine" rather than just being arcane, it was nice to have the ability to attune to almost anything and it somewhat fit the theme of the class, but it is not really a dealbreaker. The dealbreaker for me is that they cannot craft every single item, and could not even do that in the TCoE version either.
I am not sure what you mean regarding Charisma scores. I mentioned the old Use Magic Device mechanics for historical context. However, the Artificers in 5e have had the ability to ignore "Species, Class, Spell and Level" requirements when attuning items when they reach level 14. There are a hundred or so items that have restrictions on who can attune them that Magic Item Savant let an Artificer attune, whether it helped them or not.
Moon Sickle requires attunement by Ranger or Druid (minimal usefulness to an Artificer).
I would love to attune a Hat of Many Spells (requires attunement by a Wizard), a Hat of Wizardry, or a Mizzium Apparatus (requires attunement by a Sorcerer, Warlock, or Wizard).
Wand Sheath requires attunement by a Warforged.
Dwarven Thrower requires attunement by a Dwarf.
I don't know of any magic items that have spell or level requirements for attunement, but it was still a pretty useful feature that was cut from the UA version.
It didn't get around all requirements. For example, a Guild Keyrune (Gulidmaster's Guide to Ravnica) requires attunement by a member of the appropriate guild.
I don't know if the Mark of X requirements count since they are in 5e treated as Subraces, but that was a hack for 5e. I hope if Eberron is updated, or the Marks are updated in a setting neutral book, that they are treated as Origin Feats instead.
yeah i did kind of get the idea from the 3.5e version, however yeah i do also think that increasing your maximum number of replicated items can cause a lot of unintended issues (especially when combined with the new Magic Item Tinker) and would be a whole lot more cumbersome for the player to track compared to a much simpler "sacrifice an item, get another permanent item". I really don't think it's a good idea to mimic the wizard's pattern of class progression either.
Yeah, a permanent increase in the number of replicated items would be problematic or would require a lot of book keeping (I burned an uncommon item so I have an extra common/uncommon slot). I don't think breaking down a magic item to add it to the list of plans known would be a problem though as long as the limits on what you can replicate is followed. No breaking down a +2 weapon and replicating it before Level 14.
As has been noted elsewhere, firearms proficiencies are simply covered by martial ranged weapon proficiency now.
Which would be fine for the Battle Smith, who gets martial weapons with the subclass, but it means that no other Artificers get that proficiency ever, including not Artillerist, who "specializes in using magic to hurl energy, projectiles, and explosions on a battlefield."
I don't think that the use of firearms needs to be tied to having a pet. It makes perfect sense for any Artificer to have proficiency with firearms if they exist in the world.
Artillerists makes sense, Alchemists and Armorers not so much. If we are going to give out Firearm Proficiency to tinkerers, are you going to propose we give it to the Gnomes?
A little late on this, but breaking down the Armorer changes.
Tools of the Trade: Now takes half time to craft magic armor of any rarity, even legendary. It's nice to have the specialty rewarded on the crafting side of things.
Armor Model now adds Dreadnaught Option.
NOTE: Previously, Infusions targeted existing items. Now, Replicate Magic Item conjures a magic item. This makes combining your Arcane Armor and a replicated item slightly riskier as if something happens to your replicated armor, you may be left without a physical armor to make your Arcane Armor. This mostly means don't drain your armor for a spell slot recklessly.
Dreadnaught
Armor Flail: Reach weapon. The weapon is "on the gauntlet". Is it constantly using one of your hands?
Giant Stature: I would prefer this be tied to proficiency bonus rather than Intelligence Modifier.
Wrecking Ball: 10 ft push/pull effect.
Guardian
Defensive Field: Now unlimited uses but requires that you be at half health or lower to use. Eep. My inclination is that proficiency bonus is a better limiter than half health.
Infiltrator
Lightning Launcher picks up the Thrown property.
Level 9 Armor Modification is replaced by Armor Replication
The components of your armor are no longer able to be independently targeted with the replicate magic item ability. Either this needs to be available at level 3 or it needs to be restored. This could also be solved by adding automatically scaling bonuses to the armor special weapons in the level 3 description (maybe +1 at level 6, +2 at level 14).
This particularly affects the Dreadnaught whose special weapon deals (nonmagical) Bludgeoning damage.
The ability to have two additional infusions active, limited to your arcane armor components has been replaced with 1 additional armor plan known and 1 additional replicated magic item, limited to armor but not to your arcane armor.
Perfected Armor
Dreadnaught gets increased flail damage and ability to supersize to Huge with a Fly speed. The 10 foot reach does not appear to be tied to becoming Huge.
Guardian gets 1d10 gauntlet damage and the reaction is a number of uses equal to your intelligence modifier instead of proficiency bonus. This is a minor nerf to the reaction unless you can get your Intelligence modifier above 6.
Infiltrator
Launcher attack damage increased to 2D6.
Hit creature still sheds light and has disadvantage on attacks against you
Loses the next attack against the hit creature has advantage and on a hit takes an extra 1D6 Lightning damage. Since the Launcher damage is increased, I could be happy with just keeping advantage on the next attack against it (essentially, make it a single target version of Faerie Fire).
There's some good and bad. Mostly unchanged?
Dreadnaught could be interesting, but needing to cast Magic Weapon on the Flail to make it magical sucks.
I would like to see some alternative options for Defensive field. Getting 3 temporary HP when you are at half health seems pretty weak and it means that getting healed cuts you off from your class feature. I feel like they wanted to make it almost like a permanent Heroism (minus the Frightened Immunity) that scaled with class level, but didn't commit to it.
After reviewing the Armorer, I would prefer that Infusions targeting existing nonmagical items remain. I feel like some of the old features are easier to preserve that way. (no need to conjure your Arcane Armor piecemeal.)
What would happen if, instead of receiving spell slots like a standard caster, the Artificer instead made a limited number of these new Enspelled Items each day? They would uniquely be able to enspell objects other than armour, staff, and weapon. They'd have a number of charges equal to... proficiency bonus? Intelligence modifier? And, of course, there would be a class level requirement on the spell level of enspelled spell (That felt awkward to type).
In this case, the Artificer would tote around their trinkets, each loaded up with a few charges of their spells. Instead of having Cure Wounds prepared, they'd have a Glove of Cure Wounds with 2 charges, or a Belt of Blur, etc.
Would this be better? I dunno. Probably not. It'd likely be more trouble than it's worth.
Why make this change to the class? Hey, I'm the ideas person, I don't provide reasons.
Haven't seen it mentioned yet, but Radiant Weapon also ate a huge nerf.
Previously a Lvl 6 infusion requiring attunement, Constitution save vs your spell save DC. Now a Rare weapon requiring attunement by a spellcaster, Constitution save DC 15. So knocked back a whopping 8 levels, restricted on who in the party you can give it to, and made easier to save against (DC 15 is about where you'd be at lvl 6, but by the time you're finally able to pick this up now, your spell DC should be 17 or 18).
What would happen if, instead of receiving spell slots like a standard caster, the Artificer instead made a limited number of these new Enspelled Items each day? They would uniquely be able to enspell objects other than armour, staff, and weapon. They'd have a number of charges equal to... proficiency bonus? Intelligence modifier? And, of course, there would be a class level requirement on the spell level of enspelled spell (That felt awkward to type).
In this case, the Artificer would tote around their trinkets, each loaded up with a few charges of their spells. Instead of having Cure Wounds prepared, they'd have a Glove of Cure Wounds with 2 charges, or a Belt of Blur, etc.
Would this be better? I dunno. Probably not. It'd likely be more trouble than it's worth.
Why make this change to the class? Hey, I'm the ideas person, I don't provide reasons.
Following this ideal lets break the mold a bit.
Making the Armorer Weapons have the same enhancement as the armor is a good way to go around the +1 or +2 for the weapons.
Also make the price of magic items crafted by the feature worth something as some spells require so for triggering or the armor weapons are worth the same as the armor or the magic item used on the gauntlet.
Also why not just make the Armor models something that can be changed on Action or bonus action time int or prof will give it more interesting gameplay or make it cost a spell slot if they want to restrict it a bit. That will make them see more use instead of just choosing a subclass inside a subclass as ppl dont swap them after choosing initially as much.
Heck let go HAM with making armorer modular as in using each feature of the armor models as something that can be cherry picked and u only got a few slot per Prof or by Arti lvl. would be cool to pick lighting launcher, flying and energy shield mixed with the lighting dmg having thunder gauntlets effects of taunt XD. (Dont hate just random ideas we are tinkerers, we modify what we build all the time so it make sense to alter it at least on short/ long rest)
Just add more brainstorming Ideas to it and prob find something that stick or that might lead to a Better one.
I did some Theoretical Gaming on a spreadsheet for Artificer as a single-target damage build. Armorer topped the list of options, but only with full exploitation of species, background, and feats dedicated to optimancy for this one purpose. Level 1, use Sage Magic Initiate for Find Familiar to generate Advantage with Help action once per turn, and take Booming Blade, Poison Spray and True Strike as 3 of your 4 cantrip options between class and background.
You need a hand free for tools in a fight, so your obvious weapon choices are Boomerang and Yklwa.
Level 2 Enhance Weapon to +1.
Level 3 Enhance that Armor Flail weapon to +1. Switch to Booming Blade from True Strike for Armor Flail plus Wrecking Ball Push to motivate targets to move while boomed; keep True Strike for Boomerang. (No pun intended.)
Level 4 Poisoner feat for an extra 2d8 damage once a turn (and to bring Int to 18 for +4 to hit and damage), for most targets on that Armor Flail that is the Armorer's bread and butter. Sure, there are poison-immune opponents, but for them switch tactics. I suggest run away is a tactic.
Level 5-7 expect 28.83 damage per turn. Just on that. Fancy it up with Homunculus Servant tricks, and the like, and I'm sure you can get more.
Level 8 Elven Accuracy takes you to 32.7 damage per turn expected against average AC 15, Con Save 13 opponents.
Progress with Elemental Weapon, Elemental Adept (Thunder), (20 Int by level 12), Level 16 Charger, and by level 19 Boon of Combat Prowess expect over 80 damage per turn delivered through that thundering booming poison perfected armor intelligence-based flail.
Of course, you could get similar damage from an Eldritch Knight using the same cantrips and feats, or a Druid or Wizard with CME, or some Summoners with pets, but Artificer does fit right in with the Gish crowd for single target damage, if that's all you care about.
As written, I don't think you can even enchant the Armorer's special weapons.
Yeah, that's kind of the problem with the subclass right now. Could you enchant a FEATURE of an object like that? They're not separate weapons, but instead one part of a modified item (the arcane armour). Enchanting its special weapons would be like, I dunno... enchanting just a single pike on a trident? Enchanting the pauldrons of a plate mail?
Unless, of course, that was the intention of the designers all along, that the special weapons WERE to be treated as separate weapons ready for being replicated with magical qualities and replaced? But we would need at least a line in the text to support that (very generous) assumption.
Moving from Infusions to Replicated Magic Items just asks for a complete overhaul of the class and subclasses, in my opinion. Too much of the original version hinged on the interaction with infusions. And here right now? We're seeing the cracks that form due to the swap-job.
As written, I don't think you can even enchant the Armorer's special weapons.
Yeah, that's kind of the problem with the subclass right now. Could you enchant a FEATURE of an object like that? They're not separate weapons, but instead one part of a modified item (the arcane armour). Enchanting its special weapons would be like, I dunno... enchanting just a single pike on a trident? Enchanting the pauldrons of a plate mail?
Unless, of course, that was the intention of the designers all along, that the special weapons WERE to be treated as separate weapons ready for being replicated with magical qualities and replaced? But we would need at least a line in the text to support that (very generous) assumption.
Moving from Infusions to Replicated Magic Items just asks for a complete overhaul of the class and subclasses, in my opinion. Too much of the original version hinged on the interaction with infusions. And here right now? We're seeing the cracks that form due to the swap-job.
Well spotted, and I agree; it's ambiguous, but the description of Armor Flail specifies "Weapon Category: Simple Melee", which seems to justify enchantability. Or not.
Luckily, I was mistaken in a way that removes the question. It turns out Battle Smith can wield a Greatsword at level 3, and use Replicate Magic Item at level 2 for a "Ruby of the War Mage" allowing the same kind of casting as the Armorer gets using armor as focus, only using weapon as focus. This results in a build with lower static AC because of no shield, but higher reactive AC because of Shield. Without Wrecking Ball Push to set up Booming Blade secondary damage, makes for riskier combat tactic of moving away after hitting, granting the target AOO, though. But so much more damage per Turn, with flanking Steel Defender boost, not even using level 11+ Spell Storing Item tricks. How much damage?
Armorer special weapons cant get a +1or +2 anymore
Oh! That part slipped my mind for some reason. Without Attack Infusion, they're pretty much locked out of any meaningful attack bonus for their special weapons. That's... not a good turn. I suppose if language was added that any enhancement bonus to the armour proper also carried over to their weapons?
Or some way to integrate a magical weapon, á là Warforge thingamajigs?
Maybe to fix that detail, add a sacrifice option when creating it, only once per short rest, in which you discard one of your Replicated Magic Items, and in exchange the special weapon gains a +1 bonus, or +2 if what is sacrificed is rare.
Luckily, I was mistaken in a way that removes the question. It turns out Battle Smith can wield a Greatsword at level 3, and use Replicate Magic Item at level 2 for a "Ruby of the War Mage" allowing the same kind of casting as the Armorer gets using armor as focus, only using weapon as focus.
Unfortunately, this then requires 2 replicated magic items in order to use a magic weapon as a spell casting focus.
Yes, a two-handed weapon or a sword-and-board Artificer must give up two plans to just be able to fight at the same level as a Commoner who happened upon a +1 weapon, getting no Fighting Styles, no Weapon Mastery, no Second Wind.. and remains the least effective combatant in the game.
On the other hand, they can aspire to build vehic.. no? Or telepo..no? Or crystal ba.. no? Detecto.. no? Gole.. no?
None of the tropes of artificers come from the artificer class. Not flying cars, golems, time travel, planar travel, astral travel, remote sensors, teleporters, not even a pair of scales to assay minerals or something with lenses to see farther or make small things more visible.
A requirement for Intelligence, but zero outlet for intellect.
As has been noted elsewhere, firearms proficiencies are simply covered by martial ranged weapon proficiency now.
Which would be fine for the Battle Smith, who gets martial weapons with the subclass, but it means that no other Artificers get that proficiency ever, including not Artillerist, who "specializes in using magic to hurl energy, projectiles, and explosions on a battlefield."
I don't think that the use of firearms needs to be tied to having a pet. It makes perfect sense for any Artificer to have proficiency with firearms if they exist in the world.
Artillerists makes sense, Alchemists and Armorers not so much. If we are going to give out Firearm Proficiency to tinkerers, are you going to propose we give it to the Gnomes?
also worth mentioning; even for Artillerists it may make some thematic sense (at least in versions that don't lean into being a wandmaker), there is also the practical fact of the matter that artillerists have little reasons to wanna use firearms as their primary weapons mechanically. They are blasters primarily, not weapon weilders
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Battlesmith is the only subclass that really cares about weapon use. Artillerist (and Alchemist) will prefer cantrips (with a Shield in the other hand); Armorer will use armor weapons. Artillerist, in particular, will want to pair an Arcane Firearm with a Shield.
I could see Musket and Pistol being options for Arcane Firearm (so in addition to Wand/Rod/Staff), but then True Strike becomes the best ranged cantrip option for them --- of course, it would require the repeating shot replication to be most useful...
One issue I find is that for example the Armorer special weapons cant get a +1or +2 anymore and in the later game they will become useless since the hit rate would drop, they need to do something about this issue, make it a feature that u can provide this bonus to a weapon or something.
Oh! That part slipped my mind for some reason. Without Attack Infusion, they're pretty much locked out of any meaningful attack bonus for their special weapons. That's... not a good turn. I suppose if language was added that any enhancement bonus to the armour proper also carried over to their weapons?
Or some way to integrate a magical weapon, á là Warforge thingamajigs?
It would be nice to have the option, though, right? Just like Fighters have a whole plethora of Martial weapons to pick from, there are some that are just going to be more popular choices than others among players looking for a certain playstyle. Sure, it might not be the best choice for an Alchemist to go slingin' a rifle... but it'd be a cool concept!
Limiting choices with a new update always feels a bit iffy to me, but, hey, I recognise that there may be things I'm missing or haven't considered. Firearm proficiency, though? It seems like a small ask, in the grand scheme of things.
There's also that Arcane Firearm is a 5th level feature, and that thematically one might imagine a baby Artillerist in 1st and 2nd level slinging that rifle as part of their development into creating an Eldritch Cannon.
I see. However, spell list options are more of a problem with Enspelled items, not Replicate Magic Items, if anything. However, it would be prudent to add to the last paragraph of Replicate Magic Items "Any ongoing effects from a replicated magic item end when the magic item vanishes." That should solve a few loopholes.
I am not sure what you mean regarding Charisma scores. I mentioned the old Use Magic Device mechanics for historical context. However, the Artificers in 5e have had the ability to ignore "Species, Class, Spell and Level" requirements when attuning items when they reach level 14. There are a hundred or so items that have restrictions on who can attune them that Magic Item Savant let an Artificer attune, whether it helped them or not.
I don't know of any magic items that have spell or level requirements for attunement, but it was still a pretty useful feature that was cut from the UA version.
It didn't get around all requirements. For example, a Guild Keyrune (Gulidmaster's Guide to Ravnica) requires attunement by a member of the appropriate guild.
I don't know if the Mark of X requirements count since they are in 5e treated as Subraces, but that was a hack for 5e. I hope if Eberron is updated, or the Marks are updated in a setting neutral book, that they are treated as Origin Feats instead.
Yeah, a permanent increase in the number of replicated items would be problematic or would require a lot of book keeping (I burned an uncommon item so I have an extra common/uncommon slot). I don't think breaking down a magic item to add it to the list of plans known would be a problem though as long as the limits on what you can replicate is followed. No breaking down a +2 weapon and replicating it before Level 14.
Artillerists makes sense, Alchemists and Armorers not so much. If we are going to give out Firearm Proficiency to tinkerers, are you going to propose we give it to the Gnomes?
How to add Tooltips.
A little late on this, but breaking down the Armorer changes.
There's some good and bad. Mostly unchanged?
Dreadnaught could be interesting, but needing to cast Magic Weapon on the Flail to make it magical sucks.
I would like to see some alternative options for Defensive field. Getting 3 temporary HP when you are at half health seems pretty weak and it means that getting healed cuts you off from your class feature. I feel like they wanted to make it almost like a permanent Heroism (minus the Frightened Immunity) that scaled with class level, but didn't commit to it.
After reviewing the Armorer, I would prefer that Infusions targeting existing nonmagical items remain. I feel like some of the old features are easier to preserve that way. (no need to conjure your Arcane Armor piecemeal.)
How to add Tooltips.
Brainstorming time!
What would happen if, instead of receiving spell slots like a standard caster, the Artificer instead made a limited number of these new Enspelled Items each day? They would uniquely be able to enspell objects other than armour, staff, and weapon. They'd have a number of charges equal to... proficiency bonus? Intelligence modifier? And, of course, there would be a class level requirement on the spell level of enspelled spell (That felt awkward to type).
In this case, the Artificer would tote around their trinkets, each loaded up with a few charges of their spells. Instead of having Cure Wounds prepared, they'd have a Glove of Cure Wounds with 2 charges, or a Belt of Blur, etc.
Would this be better?
I dunno. Probably not. It'd likely be more trouble than it's worth.
Why make this change to the class?
Hey, I'm the ideas person, I don't provide reasons.
Haven't seen it mentioned yet, but Radiant Weapon also ate a huge nerf.
Previously a Lvl 6 infusion requiring attunement, Constitution save vs your spell save DC.
Now a Rare weapon requiring attunement by a spellcaster, Constitution save DC 15.
So knocked back a whopping 8 levels, restricted on who in the party you can give it to, and made easier to save against (DC 15 is about where you'd be at lvl 6, but by the time you're finally able to pick this up now, your spell DC should be 17 or 18).
Making the Armorer Weapons have the same enhancement as the armor is a good way to go around the +1 or +2 for the weapons
Following this ideal lets break the mold a bit.
Making the Armorer Weapons have the same enhancement as the armor is a good way to go around the +1 or +2 for the weapons.
Also make the price of magic items crafted by the feature worth something as some spells require so for triggering or the armor weapons are worth the same as the armor or the magic item used on the gauntlet.
Also why not just make the Armor models something that can be changed on Action or bonus action time int or prof will give it more interesting gameplay or make it cost a spell slot if they want to restrict it a bit. That will make them see more use instead of just choosing a subclass inside a subclass as ppl dont swap them after choosing initially as much.
Heck let go HAM with making armorer modular as in using each feature of the armor models as something that can be cherry picked and u only got a few slot per Prof or by Arti lvl. would be cool to pick lighting launcher, flying and energy shield mixed with the lighting dmg having thunder gauntlets effects of taunt XD. (Dont hate just random ideas we are tinkerers, we modify what we build all the time so it make sense to alter it at least on short/ long rest)
Just add more brainstorming Ideas to it and prob find something that stick or that might lead to a Better one.
Artillerist still needs some kind of limit for the protection Canon.
Either give the THP for only 6 seconds or while within 10ft of the cannon.
Survey's up now, and is open until January 7th.
https://www.dndbeyond.com/sources/dnd/ua/the-artificer
I did some Theoretical Gaming on a spreadsheet for Artificer as a single-target damage build. Armorer topped the list of options, but only with full exploitation of species, background, and feats dedicated to optimancy for this one purpose. Level 1, use Sage Magic Initiate for Find Familiar to generate Advantage with Help action once per turn, and take Booming Blade, Poison Spray and True Strike as 3 of your 4 cantrip options between class and background.
You need a hand free for tools in a fight, so your obvious weapon choices are Boomerang and Yklwa.
Level 2 Enhance Weapon to +1.
Level 3 Enhance that Armor Flail weapon to +1. Switch to Booming Blade from True Strike for Armor Flail plus Wrecking Ball Push to motivate targets to move while boomed; keep True Strike for Boomerang. (No pun intended.)
Level 4 Poisoner feat for an extra 2d8 damage once a turn (and to bring Int to 18 for +4 to hit and damage), for most targets on that Armor Flail that is the Armorer's bread and butter. Sure, there are poison-immune opponents, but for them switch tactics. I suggest run away is a tactic.
Level 5-7 expect 28.83 damage per turn. Just on that. Fancy it up with Homunculus Servant tricks, and the like, and I'm sure you can get more.
Level 8 Elven Accuracy takes you to 32.7 damage per turn expected against average AC 15, Con Save 13 opponents.
Progress with Elemental Weapon, Elemental Adept (Thunder), (20 Int by level 12), Level 16 Charger, and by level 19 Boon of Combat Prowess expect over 80 damage per turn delivered through that thundering booming poison perfected armor intelligence-based flail.
Of course, you could get similar damage from an Eldritch Knight using the same cantrips and feats, or a Druid or Wizard with CME, or some Summoners with pets, but Artificer does fit right in with the Gish crowd for single target damage, if that's all you care about.
As written, I don't think you can even enchant the Armorer's special weapons.
Yeah, that's kind of the problem with the subclass right now. Could you enchant a FEATURE of an object like that? They're not separate weapons, but instead one part of a modified item (the arcane armour). Enchanting its special weapons would be like, I dunno... enchanting just a single pike on a trident? Enchanting the pauldrons of a plate mail?
Unless, of course, that was the intention of the designers all along, that the special weapons WERE to be treated as separate weapons ready for being replicated with magical qualities and replaced? But we would need at least a line in the text to support that (very generous) assumption.
Moving from Infusions to Replicated Magic Items just asks for a complete overhaul of the class and subclasses, in my opinion. Too much of the original version hinged on the interaction with infusions. And here right now? We're seeing the cracks that form due to the swap-job.
Well spotted, and I agree; it's ambiguous, but the description of Armor Flail specifies "Weapon Category: Simple Melee", which seems to justify enchantability. Or not.
Luckily, I was mistaken in a way that removes the question. It turns out Battle Smith can wield a Greatsword at level 3, and use Replicate Magic Item at level 2 for a "Ruby of the War Mage" allowing the same kind of casting as the Armorer gets using armor as focus, only using weapon as focus. This results in a build with lower static AC because of no shield, but higher reactive AC because of Shield. Without Wrecking Ball Push to set up Booming Blade secondary damage, makes for riskier combat tactic of moving away after hitting, granting the target AOO, though. But so much more damage per Turn, with flanking Steel Defender boost, not even using level 11+ Spell Storing Item tricks. How much damage?
Maybe to fix that detail, add a sacrifice option when creating it, only once per short rest, in which you discard one of your Replicated Magic Items, and in exchange the special weapon gains a +1 bonus, or +2 if what is sacrificed is rare.
Unfortunately, this then requires 2 replicated magic items in order to use a magic weapon as a spell casting focus.
How to add Tooltips.
Yes, a two-handed weapon or a sword-and-board Artificer must give up two plans to just be able to fight at the same level as a Commoner who happened upon a +1 weapon, getting no Fighting Styles, no Weapon Mastery, no Second Wind.. and remains the least effective combatant in the game.
On the other hand, they can aspire to build vehic.. no? Or telepo..no? Or crystal ba.. no? Detecto.. no? Gole.. no?
None of the tropes of artificers come from the artificer class. Not flying cars, golems, time travel, planar travel, astral travel, remote sensors, teleporters, not even a pair of scales to assay minerals or something with lenses to see farther or make small things more visible.
A requirement for Intelligence, but zero outlet for intellect.
also worth mentioning; even for Artillerists it may make some thematic sense (at least in versions that don't lean into being a wandmaker), there is also the practical fact of the matter that artillerists have little reasons to wanna use firearms as their primary weapons mechanically. They are blasters primarily, not weapon weilders
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes