The survey for the December 17, 2024 Unearthed Arcana playtest: The Artificer, is currently ongoing. While I did submit my thoughts in the survey, the survey itself is only about whether you like any of the given features or not, and doesn't let the survey taker express much of anything if you want the Artificer to even take the direction it is going in. As a guy with a LOT of thoughts about what the Artificer should be, and many concerns about how this UA rendition currently works, I sort of don't have a choice but expressing myself in a post unless I want to risk the Artificer going in this dreadful path.
Now, I could be shouting in the wind here. Perhaps WotC has already decided that this is the direction that the UA Artificer is to go in and there's nothing anybody could point out to change that. But, they have taken drastic changes from their plans before. The original playtest for the "One D&D" Warlock saw it as a Half-Caster who could select their spellcasting ability based on its Pact Boon choice, and they went back on it at least partly because people did not want that for the Warlock. I won't know if that Artificer could not be the same unless I voice what I have to say. 🤷♂️
A Class Fantasy in Peril
When I imagine the Artificer, I think of the genius inventor able to create marvelous inventions using a combination of arcane science, magical power sources, and/or fantastical material. I think of the battlefield engineers who create and operate siege towers for troops to battle on top the fortress walls or invented an arcane gadget to to dig a tunnel under said wall to plant a charge of explosive or corrosive material to open the wall up in its entirety. I think of the magical tinkerer who not only brings magic to mundane objects but also looks at your magical sword and says "I can make its every swing double as a ranged attack". I imagine the guild crafter who keeps the guild's equipment not only stocked up but also to a magical quality few others can match. They have gadgets ready for any eventuality, be it weapons, armors, potions, or even bombs, not because they create them out of thin air, but because they have the skill and foresight to fill their Bag of Holding up with a lot in a very short time. I think of the arcane experiments who's byproduct to finding out how Arcane Magic creates fire would lead them to create the first firearm, bringing a handheld "Firebolt" to the non-magical masses. They're the reason your fortress cannons shoot fireballs rather than mere cannonballs. The party's magical handyman that just need the right pair of tools and they can make wonders work better than your average artisan.
While the Tasha's Artificer didn't quite hit the nail on its head, it was a good chunk there.
You could get Firearm proficiency almost baked into the class, even if there wasn't much special you could do with it per se.
Its Magical Tinkering could give you the edge in the Darkness spell, send a short message over a distance for multiple people to hear, serve as an unlimited Detect Magic, among many other effects and applications, even if it did take research from YouTube to learn how to use it.
Its infusions could upgrade a various set of items with a few limited upgrades and allow the Artificer to use them as a spellcasting foci, even if only limited to non-magical items.
You were by far the best at using Tools, even if you checks with tools was not well defined.
It could craft things faster and use items they otherwise would not be typically able to use, allowing builds that most other characters could not make, if only at later levels.
The most dedicated of Artificers could use their enhanced bond with their equipment to become virtually shielded against the effects of more powerful foes than even the typical 20th level adventurer could handle short of swearing an oath.
Really, the only issues that the Artificer had in terms of its class fantasy was that you couldn't really lean into it hard enough, and if your campaign didn't grant much downtime then your fantasy was even more in peril. It's as though you always had a perpetual taste test, already sold on giving it your money only to never get more than a mere taste of what it brings. It's not surprising to me that Artificer was generally only seen as a starting level dip at optimized tables because of that.
From a gameplay perspective, you were a half-caster without much else to rely on as a base Artificer. The other Half-Casters had a martial side augmented by a divine/primal side to rely on when their spellcasting was in short supply, meanwhile you often had class features central to your fantasy that relied even further on your limited spellcasting. You had cantrips but that didn't really scale high enough to match the danger you were facing, plus it's something so many other spellcasters can do so it's not unique to yourself. You couldn't infuse an item quickly enough to turn the tide in combat, and the infusions you did have might not actually have given you much more to do in combat.
And even when you had a bunch of items infused among yourself and the party, you'd find that you run into another problem. If the adventure was sparse on magic items, your party would certainly be happy to have you around, but they would then depend on your infusions to such a degree that you couldn't really be versatile with infusions without costing a party member or two. If instead the party was well equipped with magical gear, your roll sort of just wasn't needed, and your more unique infusions likely didn't fit with the items that they wanted to use.
So when I saw the new Artificer Rendition, I was thoroughly disappointed. The new Artificer more or less abandoned what made it interesting, made the base class a LOT weaker when it already was weak, and compensated by giving it a tremendous amount of power in the wrong way.
Let's examine some of this. I did originally plan to go over everything, but I would be here for well after the survey period is over, and I do want to make sure the main issues get as much light put on it as possible.
Why Have a Replica and not the Original?
Replicate Magic Item is the feature that replaced Infuse Item. Now instead of infusing items with unique magic and properties, the Artificer can now make inferior magical items to those that now anybody in 2024 can make, including some of the Artificer's old infusions which are now magic items, meaning anyone can now create for themselves what the Artificer had unique to it. On top of that, a replicated item doesn't count as a Spellcasting Focus, but other later level features allow the replica to be consumed for either a low level spell slot or for life when you'd go down.
This feature... annoys me to no end. It simultaneously makes the Artificer blander and weaker, but also allows it to exploit potent low rarity Magic Items to no end. You can replicate Enspelled Weapons and Armors, as well as Wands, granting you access to a LOT extra castings of potent spells like Shield and Web. You can replicate a items like the Deck of Wonder, and you can essentially infinitely refresh these replications every day even if the item normally doesn't, such as Jack's Magical Beans.
I see this feature, and I am honestly concerned for both WotC and third party creators who now have to mind every item that they might make available to the Artificer if they are not careful. This sounds like a nightmare that I would not want to be part of if I were them, and I certainly do not want this feature as my fantasy of the Artificer is not of some magical replica forgery.
The Untapped Potential of Infusions
While Infuse Item was lacking, I don't think the answer was to scrap it. If anything, they should've been expanded and enhanced to work almost like an Action based Eldritch Invocation but for Magic Items that can be given to anyone in the party, and augmented by your subclass. Let me explain.
Say you are a regular base Artificer, you have your trusty +2 Flintlock spent the last week crafting, and you find that you need to take someone down from far away quietly. You infuse it with arcane sights and silent bullets take them down from afar. And the next moment infuse its magic to shoot lightning on a Dex save at a guy running to alert his cohort, your Flintlock equivalent to you as the Eldritch Blast is for Warlocks.
Say you are a Battle Smith. You are out of spell slots, your Steel Defender is dead, and you are wielding your regular Dragon's Wrath Maul. You recollect the infused Repulsion Shield you put on your Fighter's Shield of Missile Attraction and infuse it into your Maul to send your foe flying as you hit their jawline.
Perhaps an Artillerist has more means to turn its firearm or wand into weapons of mass area effect, or could deliver their invented ordinances from their firearm?
Perhaps your Paladin has found Mithril Plate Armor that you can infuse a Mind Sharpener on so he doesn't drop his Bless?
Perhaps the cannons on your pirate ship could be infused actually fire fireballs or harpoon a ship so it cannot escape you?
You see my point? The potential of Infuse Item was never truly realized, or even implemented into the subclasses. It was just there giving a taste test and then forgot about it until it was replaced by its fake brother who thinks he is cooler than he really is just because he breaks the law and causes a bunch of trouble.
Replicate a Good Feature, Brother
My love for the missing potential of Infuse Item doesn't mean I don't see any place for Replicate Magic Item. Well okay, I don't, but I think the base concept of creating outside the Crafting System could be made in a more interesting way.
I mentioned earlier an idea that I imagine the Artificer as someone who shows up to the battlefield with a siege tower or an arcane gadget to dig a tunnel underneath a fortress wall? What if infusions like your Homunculus Servant were made into a category or various constructs that you can summon and infuse to do these larger kinds of things? I'm not a homebrewer, thus I can't just sit down and make up how it could work, but the base concept creating constructs in this fashion could make the Artificer extremely valuable in its versatility while adding a different dimension of the game that few features replicate. There's creatures with burrowing speed, but rarely any that dig tunnels that it is clear you can walk in RaW.
Whether it is a selection of different constructs, or a single construct you can infuse to take momentary arcane configurations like a Siege Tower, tunnel digger, or even a ballista is not too relevant for me, but I think a feature along this line of thinking would go a good way in making the Artificer just a bit closer to the class fantasy, or at least make a basis for another Subclass for it down the line. Who knows. But creating replica magic items is just a poor gimmick for the 2024 ruleset when you can craft them yourself.
Unrewarded Single Class
There is no reason to stay a single classed Artificer with the current UA rendition of the class. While the Tasha's Artificer wasn't much better in this regard from an optimization perspective, it did it did at least offer something that was unique to the game: Magic Item Adept, Spellstoring Item, Magic Item Savant, Magic Item Expert, and Soul of Artifice.
These still exist in the UA Rendition with one of them being arguably overtly over tuned, but most of them exist in name only with virtually nothing really after level 11.
Magic Item Adept
Lost its ability to craft Common and Uncommon items at a quarter of the normal time with half the gold.
It was partially remedied by the subclasses being able to craft specific equipment types faster, but what Magic Item Adept got was just bloat that truly belongs with Replicate Magic Item, making it look like it gives anything more than just the Attunement slot. While the power of another Attunement slot is nothing to scoff at, this removes a good power of the Artificer that I think it should keep, especially now since specialized crafting is now available at lower levels, meaning the Artificer is even more ripe for gaining a level of generalized crafting bonus at this level.
Spell-Storing Item
Permits any Artificer to allow any plan with guaranteed death to work through 10 extra daily castings of Revivify at no cost, be it in spell preparation or gold cost.
The Alchemist to do 300 hp healing (50 among 6 creatures) in a single round through Mass Healing Word.Incorrect: as pointed out to me, this is not possible due to Mass Healing Word requiring a Bonus Action and thus not able to be stored.
Armorer can shut down an entire war with the area covered by 10 castings of Hypnotic Pattern.
Artillerist can do 280+ damage with the Battle Smith a little under that but with rarely ever resisted through Fireball/Conjure Barrage
All because this feature can now store 3rd level spells. Mind you it does require summons and a party to use their Action and Object Interaction to use this object, after which it is drained until the next long rest, but the point still stands. This might be a bit too much. It's also the only item other than tools and Ruby of the War Mage that Artificers can use as a Spellcasting Focus, which they get at level 11...
Magic Item Savant
Is the same story with Magic Item Adept. Another Attunement Slot while removing a niche they should've had even earlier. In this case they removed a lot of flair by being able to attune to items no matter the attunement restriction. Why? This was hardly ever broken and just added more ways to build your Artificer in unique ways, like being an Artillerist who's Wand of the War Mage stored inside a Wand Sheath while also using an All-Purpose Tool and Amulet of the Devout to give yourself and super high chance to hit Eldritch Cannon a higher chance to hit.
Magic Item Expert
Nothing lost but nothing gained. It's still the same 6th attunement as before and nothing else. Could've been an opportunity for crafting Rare items faster or a benefit based on the amount of items attuned to similar to the old Soul of Artificer. Alas, nothing.
Soul of Artifice
Is now a dead feature. While Cheat Death is moderately better as it gives 20 health at no reaction, but Magical Guidance is a joke compared to the capstone that was. And the reason behind it's removal is bizarre, with Jeremy Crawford citing that active gameplay is better than passive gameplay. I disagree given that robust endurance allows you to do far more of what you wish to achieve unimpeded, but even in that case you could have made it apply to both Skills and Saving Throws with a scalable dice from a 1d4 to 2d6. The average is buffed but you have a chance for low rolls.
Without these features making Artificer worthwhile to stick to, you just don't have any reason to not dip into Wizard and just be far better than what is offered even during Tasha's Artificer.
"Magical" Tinkering
Effectively a whole new feature replacing the previous one. You may find both the old and new feature under the spoiler for comparison.
Tasha's:
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Unearthed Arcana:
Not copied entirely like the UA document presents it but the text is the same
As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list: Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Jug, Lamp, Vial, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial
See the rules for the item in the Player’s Handbook. The item vanishes after 1 hour. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
As presented by Jeremy Crawford during the video that was released with the UA, the idea behind this change is to give the Artificer a "versatility and relationship with gear to help bring its identity fully to life."
While this is interesting conceptually, I have to disagree with Jeremy Crawford for a multitude of different reasons.
Creating the Adventuring Gear takes an Action to do, and these Adventuring Gear options also take an Action to use meaning it doesn't have flexibility as a combat option unless you hand them to an ally with your Object Interaction.
The DC's of some of the items like the Ball Bearings and Rope are not tied to your Spell Save DC, meaning the scaling even for supportive use doesn't go up as you play in higher tiers.
With 1 and 2 in effect, all the other Classes have better uses of their Actions 95% of the time, making the feature worse.
Even out of combat, the Gear lasts way too short. What are you going to do with a Bedroll for one mere hour? Will a makeshift trap work in only an hour?
Some of these items you can count on the party almost always having on them, be it the bedroll, tinderbox, torches, etc.
Rogue, specifically Thief Rogue is more associated with regular Adventuring Gear than Artificers due to being able to use them as a Bonus Action.
But worst of all, this feature, just like Replicate Magic Item, makes the Artificer's basic gimmick undermined by the basic crafting system yet again, rather than work to enhance it. While Equipment crafting takes time and coin, I can't help but think that being able to make these items 5 times per day only for them to last 1 hour each on a Class that's meant to have a greater relationship with Gear is just disappointing.
Now, unlike Replicate Magic Item which I think is just terrible, this feature does have the potential to be truly interesting, versatile, and make a semi good connection to the Artificer's identity in a way that grants another level of "mph" to the class, but it would need some of the following changes to do so.
The gear with a saving throw uses your Spell Save DC.
The same action you create the gear with, you can also use to immediately use the item.
If neither 1 or 2, then improve the amount of time they are active for to any of these: Gear created lasts anywhere from 8-24 hours, You regain uses on a Short or Long Rest, or You can have an amount active equal to your Intelligence modifier and they last indefinitely, just like the previous Magical Tinkering.
Personally, if 1 and 2 are implemented, then I am fine with the Gear lasting a single hour (although not for the bedroll). It'd be a good secondary resource to have to help conserve spell slots and other class/subclass features, while opening up fun moments like the rope you used to enter a dungeon now being gone and requires your Barbarian to throw a new one while enemies approach.
If not, and this feature is truly meant to be pure out of combat utility, then it needs to be more reliable through having either longer up time for more lengthy uses, or be able to be used more often throughout the day.
But don't lose this!
Even though the new Magical Tinkering could be decently good, let's not forget that Tasha's Magical Tinkering was still potent. Your items created lasted indefinitely and you could have 5 active at any given time and could do quite a lot that a regular Prestidigitation could not. I mentioned beating the Darkness Spell, revealing corrupt nobles, and detecting magic, but for more understanding what is being lost just check this video out:
These effects are not simply replaced by the new UA Magical Tinkering, thus this change to it risks losing this version of it forever. While the new one has potential, I want to see both exist for the Artificer. Both these features together shouldn't make the Artificer over tuned at first level, but one of the features could be put at a later level if I'm wrong. Alternatively, make it an Artificer Exclusive Cantrip, which now works well with the change to Cantrip preparation.
Subclasses Relying on Half-Caster Spell Slots
Most subclasses have seen enhancements done on them save for the Battle Smith, yet most subclasses save for the Armorer rely on features that need to be fueled on Spell Slots on a half caster. This is a problem for the Artificer, because unlike the Paladin who's smites are niche or the Ranger who didn't really have features that relied on spell slots, the Artificer's main contributions came from Spell Slots at base as well as from their main subclass feature.
This has been alleviated with the UA as you now have unfettered access to equipment that can add so much extra spellcasting outside your actual spell slot expenditure, but as I mentioned before, I really do not like that direction of going at it. Thus, what do I propose?
While you could go the direction of tying the subclasses further to my actionable Infusion concept, I do have another idea if WotC does not feel like overhauling the Artificer too much. Simply put, give the subclasses the Ranger's Hunter's Mark treatment. By giving the subclasses an amount of uses equal to their PB, you ensure that they can rely on their main feature without running out due to spellcasting.
This does however mean you have a lot more of these features on hand, and they are definitely more potent than Hunter's Mark. Thus I do very much favor the idea of expanding upon what Infusions could do for the class. If the subclass features competed within the infusion system, and the various subclasses had specific means to improve their features further at the cost of more active infusions on them, then I think that could be a much cooler and interesting feature to play around with. Assuming the sages in pointy hats don't scoff at the idea of making Artificer do unique things with tools to infuse things.
Some Assembly Required
Like I said before, I could go into every feature and say what is good and what is bad, but I would be here for too long. But there are some tinier things that are, or rather aren't, there that annoys me so much.
Tool Exper... Spell Slot?
I'm not surprised that WotC decided to remove Expertise in Tools for the Artificer. They removed it from the Ranger as well as the Draconic Sorcerer, thus it is clear that WotC only wants Expertise for skill proficiencies and nothing else. As much as I think that is giving up rather than fixing the actual problems behind it, I thought that that could work in the case of the Artificer. With Tools now having more defined usage down to which specific ability score is used, I thought that might replace that feature with something else: the ability to use tools using Intelligence, no matter what the tool ordinarily uses. After all, if they don't want Expertise anymore, then surely using tools with Intelligence would be a nice middle ground?
Unfortunately, that is not what we see. Instead we see a feature where you gain an extra 1st or 2nd level spell slot as you drain one of your Replicated Items. While this is a good way to make use of an item whose charges are gone, just a worse version of the Wizard's Arcane recovery or the Artificer's own Spell-Refueling Ring which allowed the spell slot recovered to be up to 3rd level. If you drain an Uncommon or Rare, at least make it one 2nd level or two 1st level slots, but this is frankly boring. And remove the bloat about your expanded replication, it's only there to make it look more full of features than what it is.
The Right to Bear Arms is Missing
This one makes no sense to me. The Tasha's Artificer had an optional proficiency if the DM used the Optional Firearms rules in the 2014 ruleset and your Artificer was exposed to the operation of such weapons. Now that this set of optional weapons now exists as part of the core game, shouldn't the Artificer now have this optional proficiency be part of their core traits?
If the issue of Modern and/or Futuristic Firearms come up (due to backwards compatibility with non-reprinted 2014 material) then make the Firearm proficiency either with "Renaissance Firearms" or "Pistol and Musket" to avoid such issues.
Replicas are not Spell Foci
The Tasha's Artificer could use their Infused Items as a Spellcasting Focus, but the UA Artificer cannot. This is a problem especially for the Battle Smith unless they use a two handed weapon and no Shield. Give this functionality back, please.
Conclusion
While there is more to comment about, such as the change to Homunculus Servant causing an unfun gameplay loop or the carrying capacity problem that the Artificer faces, this serves as my biggest feedback and critique to the direction of the current UA rendition of the Artificer.
I hope that we will see more playtests come about before the Artificer is reprinted in supplemental books down the line. From what I have heard, after the new Monster Manual, we'll see updated source material for the Forgotten Realm, thus unless they are planning on cramming their new Artificer into it, I would harbor a guess that we will see quite some time elapse before the Artificer gets reprinted. Hopefully, enough time for the Artificer to hit a spot where it better harmonizes with the crafting system and its own class fantasy than what we see with this Unearthed Arcana Playtest.
The only area where I feel using spell slots to fuel class features is a huge deal is with the Alchemist. When I played a Battlesmith, I was able to usually keep my Steel Defender alive without burning slots, and the Artillerist should usually be able to do the same for a combat encounter. At the very least, get some use out of it. The Alchemist, on the other hand, doesn't get any combat features from their subclass. This on top of them still being a half caster with only 2 cantrips means that the Magic Initiate feat is practically mandatory.
The Alchemist to do 300 hp healing (50 among 6 creatures) in a single round through Mass Healing Word
Quick correction. Spell-Storing Item still requires an "Artificer spell that has a casting time of an action" Mass Healing Word has a casting time of a Bonus Action, so it doesn't apply, RAW. I personally see no problem allowing bonus action spells in the spell-storing item. So that's a change I suggested in the feedback survey.
However, the Alchemist can now turn the entire party into clouds of farts by passing around the Gaseous Form stick. Everyone would need to maintain their own concentration, of course. But yeah... the other subclasses benefited from the Spell-Storing Item boost WAY more than Alchemist did. But that's just par for the Alchemist course.
Regarding Magical Tinkering:
I 100% agree on the suggested improvements to the UA Magical Tinkering. Spot on. It's an interesting idea but it absolutely has to be better than just having all the relevant gear in a bag otherwise it wastes the page space its theoretically printed on.
I love that. In some of the Eberron Novels, Infusions are described as "on demand" instead of "as part of a long rest". I feel like treating Infusions as "Sorcery Points" would already help so much. In my Game, i simply allowed Infusion of Non-Attunable Items. This meant that Artificer could improve a +1 further by adding "Enhanced Weapon" to make it +2 or even +3. Create a "Dagger of Venom" with Returning. Spin that further to create more effects, like changing the Damage Type (or adding Elemental Damage on top) like a Flametongue. That way Item progression isnt entirely neglected by restricting Artificer to "Base Materials" because "you cant infuse magical Items".
"Magical" Tinkering
There is one point here that you missed, that made me angry when i read the new PHB. Rock Gnomes. I have always seen Magical Tinkering as an extension to Prestidigitation, which is why Artificers in my Game always get it for free (as well as Mending). So when i saw that Rock Gnomes get both of them, as well as the Ability to create Devices that replicate Prestidigitation Effects and they last 8 Hours! And then saw the UA Artificer changes, i was a bit angry. Just a little bit.
Another thing that bothers me a lot with the UA variant is, that it adds yet another List of Items. If you play an Artisan Artificer, you have: Fast Crafting, Crafting per Tool, Magical Tinkering, Replicate Magic Item. Thats atleast 4 Lists of Items, two of which overlap in most points...Fast Crafting and Magical Tinkering. Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Jug, Lamp, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial
And there i had to ask myself...if i can Fast Craft a Tent, why not a Blanket, why not a Bedroll? If i can Fast Craft a Ladder, why not a Pole? If i can Fast Craft an entire Rope, why not a String? And as you said, what good is a 1h Bedroll? Same goes for 1h Parchment or 1h Vials. I can Fast Craft Ball Bearings, but not Bullets? So after looking at this list, i added all of that and more to Fast Crafting. I tried to add atleast one Item per Tool.
Oil, Paper, Ink, Ladder, Pole, Torch, Bottle, Vial, Candle, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Sling, Waterskin, Block and Tackle, Jug, Lamp, Ball Bearings, Bucket, Bullets for Firearms and Slings, Calltrops, Chain, Crowbar, Grappling Hook, Iron Pot, Iron Spikes, Bell, Flask, Hunters Trap, Manacles, Shovel, Signal Whistle, Tinderbox, Basket, Bedroll, Blanket, Net, Rope, Sack, String, Tent, Arrows, Bolts, Club, Greatclub, Ink Pen, Needles, Quarterstaff
And why do i like to compare Magical Tinkering to Prestidigitation?
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Magical Tinkering: The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Magical Tinkering: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Magical Tinkering: Missing. Suggestion: You create a "Cleansing Stone"
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magical Tinkering: Missing. Suggestion: The Object is continuously warm or cold. If worn, it grants advantage on saving throws against extreme cold or heat.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Magical Tinkering: A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth. Magical Tinkering: Missing. Suggestion: Take a guess. "Create an Item from the Fast Crafting List". But instead of vanishing after 1h, use the "Magical Spark" System, that way you can have up to 5 Minor Items, or later even treat it as an "All Purpose Tool".
Tool Exper... Spell Slot?
This is something i dont understand. Ranger, Bard, and even Wizard got variants of Expertise. But Artificers got their only form of Expertise removed? Why? I do like your Idea of using Int for checks though.
Replicas are not Spell Foci
Another thing i like to add here is, that when compared to other similar classes, Battlesmith is a bit "left behind" here. Im talking about Paladin (where Battlesmith has the Smites from) and Ranger (because Pet). Both of them have Weapon Mastery. Battlesmith should atleast have something like: You can use Magic and Infused Weapons as Spell Focus and can use their Weapon Mastery.
The only area where I feel using spell slots to fuel class features is a huge deal is with the Alchemist. When I played a Battlesmith, I was able to usually keep my Steel Defender alive without burning slots, and the Artillerist should usually be able to do the same for a combat encounter. At the very least, get some use out of it. The Alchemist, on the other hand, doesn't get any combat features from their subclass. This on top of them still being a half caster with only 2 cantrips means that the Magic Initiate feat is practically mandatory.
Overall, I do agree that it is far worse for the Alchemist while the Artillerist and Battle Smith can survive it. However, the point made was that I don't think it's a great design philosophy for the Artificer, unlike the other half-casters. The other half-casters typically have a whole martial side to rely on for consistent value if their slots are low, allowing the spellcasting to be preserved and used in a supplemental nature, but that's not a luxury that the Artificer has at base who relies far more on its spellcasting in comparison.
While the Tasha's Artificer semi-circumvents this by giving the Artificer some Cantrips, a Spell List that's a tad sparse on general-purpose spells(resulting in slight less use of the feature), as well as subclasses that (typically) refines or adds the bulk of the consistent combat value to rely on; this mostly just results in the class avoiding being absolutely terrible but doesn't help it become truly great in its own right, especially when talking high optimization where the power of the Artificer is virtually just as a first level dip.
Even the Paladin who has a class identity tied to using Spell Slots for Smites, doesn't overtly rely on this feature throughout an adventuring day, unlike what the Artificer does unless they're an Armorer.
The Alchemist to do 300 hp healing (50 among 6 creatures) in a single round through Mass Healing Word
Quick correction. Spell-Storing Item still requires an "Artificer spell that has a casting time of an action" Mass Healing Word has a casting time of a Bonus Action, so it doesn't apply, RAW. I personally see no problem allowing bonus action spells in the spell-storing item. So that's a change I suggested in the feedback survey.
However, the Alchemist can now turn the entire party into clouds of farts by passing around the Gaseous Form stick. Everyone would need to maintain their own concentration, of course. But yeah... the other subclasses benefited from the Spell-Storing Item boost WAY more than Alchemist did. But that's just par for the Alchemist course.
Ah, of course there would be a detail I'd miss, whoops. 😅 I'll make an edit about that, just so that further commenters don't get bogged down about that.
Does make Alchemist even more of a letdown. While giving the whole party Gaseous Form is certainly good, it's not per se game breaking if the entire party decides to use it in an entire round. If anything, I would've loved to see the Alchemist being able to do this more so through better access to Potion of Gaseous Form. With this UA Rendition, the Alchemist does have 12.5 days or 100 hours to make one (6.25 or 50 hours with an assistant) but that's at the cost of crafting more lower rarity potions. (And the Homunculus Servant can't assist due to no Arcana or Tool proficiency)
Appreciate the compliment on the formatting! Makes a wall of text less tedious to read through and more legible. (Although, apparently not as good on phone, I found out)
I love that. In some of the Eberron Novels, Infusions are described as "on demand" instead of "as part of a long rest". I feel like treating Infusions as "Sorcery Points" would already help so much. In my Game, i simply allowed Infusion of Non-Attunable Items. This meant that Artificer could improve a +1 further by adding "Enhanced Weapon" to make it +2 or even +3. Create a "Dagger of Venom" with Returning. Spin that further to create more effects, like changing the Damage Type (or adding Elemental Damage on top) like a Flametongue. That way Item progression isnt entirely neglected by restricting Artificer to "Base Materials" because "you cant infuse magical Items".
There's multiple different ways that Infusions could've been expanded upon and made vastly better. Whether they were made as a kind of "Sorcery Points" or just tied to a limited amount you can have active at any given time doesn't matter too much to me, although I do think the latter is a more interesting and unique gameplay loop of moment to moment trade offs that can be better worked into the current Artificer template rather than the former which makes the Artificer more of a Full Caster Light.
Regardless of how this was done, making it another on demand resource that augments their equipment both non-magical and magical would've gone a long way to fix the Artificer's long term consistency issue in a way that actually ties it together with the fundamental class fantasy while avoiding the problems with value falloff/dependency I mentioned earlier:
And even when you had a bunch of items infused among yourself and the party, you'd find that you run into another problem. If the adventure was sparse on magic items, your party would certainly be happy to have you around, but they would then depend on your infusions to such a degree that you couldn't really be versatile with infusions without costing a party member or two. If instead the party was well equipped with magical gear, your roll sort of just wasn't needed, and your more unique infusions likely didn't fit with the items that they wanted to use.
This is why I personally think that infusions should also extend to Attunable items, whether that be unrestricted or unlocked at higher levels, since most magic items by far seems to require attunement and is typically the kind of items that the party value the most, especially as non-attunement items may have a carrying capacity concern, limiting the Artificer's effective class fantasy too much.
There is one point here that you missed, that made me angry when i read the new PHB. Rock Gnomes. I have always seen Magical Tinkering as an extension to Prestidigitation, which is why Artificers in my Game always get it for free (as well as Mending). So when i saw that Rock Gnomes get both of them, as well as the Ability to create Devices that replicate Prestidigitation Effects and they last 8 Hours! And then saw the UA Artificer changes, i was a bit angry. Just a little bit.
...
And why do i like to compare Magical Tinkering to Prestidigitation?
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Magical Tinkering: The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Magical Tinkering: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Magical Tinkering: Missing. Suggestion: You create a "Cleansing Stone"
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magical Tinkering: Missing. Suggestion: The Object is continuously warm or cold. If worn, it grants advantage on saving throws against extreme cold or heat.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Magical Tinkering: A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth. Magical Tinkering: Missing. Suggestion: Take a guess. "Create an Item from the Fast Crafting List". But instead of vanishing after 1h, use the "Magical Spark" System, that way you can have up to 5 Minor Items, or later even treat it as an "All Purpose Tool".
I didn't really consider the 2024 Rock Gnome because it and the old Magical Tinkering are not exactly the same is some majorly important ways:
Darkness: The Rock Gnome is still fundamentally casting a spell, which means any light its clockwork device creates is still a spell. This means that the synergy it has with counteracting the Darkness spell is lost. Even if it did, it would only be able to turn on a light without a way of turning it off unless you use another clockwork device to turn it off which defeats the Artificer's ability to use that tactically for its own benefit.
Recording: Prestidigitation fundamentally doesn't record any message to it. Now, worth noting is that I forgot that it is only the Artificer who can utter the recorded message into it, but there's still a lot of lost application to this feature that is lost.
Magic Detection: Because the old Magical Tinkering only worked on non-magical objects, it could effectively be used as a budget Detect Magic which has a whole lot of application while preserving uses of the actual Detect Magic spell which still has further application and thus not rendered useless.
Now, I do think that the Rock Gnome has done some things I would've liked to see with potential revision of the old Magical Tinkering. Specifically, tie its use to a Bonus Action and allow any party member to use it, but that does run the risk of making the Rock Gnome's feature semi-obsolete.
Another thing that bothers me a lot with the UA variant is, that it adds yet another List of Items. If you play an Artisan Artificer, you have: Fast Crafting, Crafting per Tool, Magical Tinkering, Replicate Magic Item. Thats atleast 4 Lists of Items, two of which overlap in most points...Fast Crafting and Magical Tinkering. Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Jug, Lamp, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial
And there i had to ask myself...if i can Fast Craft a Tent, why not a Blanket, why not a Bedroll? If i can Fast Craft a Ladder, why not a Pole? If i can Fast Craft an entire Rope, why not a String? And as you said, what good is a 1h Bedroll? Same goes for 1h Parchment or 1h Vials. I can Fast Craft Ball Bearings, but not Bullets? So after looking at this list, i added all of that and more to Fast Crafting. I tried to add atleast one Item per Tool.
Oil, Paper, Ink, Ladder, Pole, Torch, Bottle, Vial, Candle, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Sling, Waterskin, Block and Tackle, Jug, Lamp, Ball Bearings, Bucket, Bullets for Firearms and Slings, Calltrops, Chain, Crowbar, Grappling Hook, Iron Pot, Iron Spikes, Bell, Flask, Hunters Trap, Manacles, Shovel, Signal Whistle, Tinderbox, Basket, Bedroll, Blanket, Net, Rope, Sack, String, Tent, Arrows, Bolts, Club, Greatclub, Ink Pen, Needles, Quarterstaff
I did however vastly neglect the overlap that this new Magical Tinkering has with Fast Crafting that the Crafter Origin Feat from the Artisan Background has. Frankly, in an ideal world, I would have wanted to see this Magical Tinkering simply replace that portion of the Crafter feat, and maybe tie it to your Proficiency Bonus. It's a bit too late to do that now since Crafter has already been published, but eh.
That said, it really makes me wonder why they didn't make the new Magical Tinkering a fast crafting version of the tools themselves? After all, the tools have various things they can craft, so why not make it able instantly create items from those lists? You would of course run into issues with it being able to instantly create weapons and armors, but that could be remedied by either baring what kind of items cannot be instantly Magically Tinkered, or putting a gold cap that cannot be exceeded for the items you create while also adding specific exception for some items that might exceed the cap.
Either way, I think it's just a wasted opportunity to not make these items somehow have their functionality further improved by the Artificer in some way, most notably with the few items who could have their Save DCs scale.
Another thing i like to add here is, that when compared to other similar classes, Battlesmith is a bit "left behind" here. Im talking about Paladin (where Battlesmith has the Smites from) and Ranger (because Pet). Both of them have Weapon Mastery. Battlesmith should atleast have something like: You can use Magic and Infused Weapons as Spell Focus and can use their Weapon Mastery.
By "Smite", I presume you mean it's Arcane Jolt?
I definitely agree that the Battle Smith is a bit left behind, especially as they are now arguably as reliant as the Artillerist is on Spell Slots due to WotC removing the Steel Defender's ability to be healed by Mending. Being able to use its Weapon as a Spellcasting Focus for its Artificer Spells is something that I think is a must. It shouldn't be left to requiring one of its Attunement Slots to merge a Ruby of the War Mage into its weapon if you wish to go with a Shield.
But whether it should have Weapon Mastery or not is not something I have any specific opinion about one way or another. While I do think it would make sense, I also think that Weapon Mastery is one of those features meant to distinguish the true martials of the game. That said, I could see how a magical battle engineer who is meant to understand the intricate use of their equipment would be able to also identify some degree of its mastery. Although it it does so, then it should probably be limited to one or two kind of weapon(s) per long rest, since making it any of its magical weapons would be better than all of the Martials including the Fighter. Add that many of the actual Martial Feats that make Weapon use fully potent wont grant an improvement to Intelligence, and I do lean towards that it should be granted some level of Weapon Mastery, but my mind isn't made up.
I definitely agree that the Battle Smith is a bit left behind, especially as they are now arguably as reliant as the Artillerist is on Spell Slots due to WotC removing the Steel Defender's ability to be healed by Mending. Being able to use its Weapon as a Spellcasting Focus for its Artificer Spells is something that I think is a must. It shouldn't be left to requiring one of its Attunement Slots to merge a Ruby of the War Mage into its weapon if you wish to go with a Shield.
But whether it should have Weapon Mastery or not is not something I have any specific opinion about one way or another. While I do think it would make sense, I also think that Weapon Mastery is one of those features meant to distinguish the true martials of the game. That said, I could see how a magical battle engineer who is meant to understand the intricate use of their equipment would be able to also identify some degree of its mastery. Although it it does so, then it should probably be limited to one or two kind of weapon(s) per long rest, since making it any of its magical weapons would be better than all of the Martials including the Fighter. Add that many of the actual Martial Feats that make Weapon use fully potent wont grant an improvement to Intelligence, and I do lean towards that it should be granted some level of Weapon Mastery, but my mind isn't made up.
Jolt could be considered a Smite variant, yeah, but thats not what i meant.
Battlesmiths Spell-List adds: Heroism (Cleric, Paladin, Bard) Shield (Sorcerer, Wizard) Shining Smite (Paladin) Warding Bond (Cleric, Paladin) Aura of Vitality (Cleric, Druid, Paladin) Conjure Barrage (Ranger) Aura of Purity (Cleric, Paladin) Fire Shield (Druid, Sorcerer, Wizard) Banishing Smite (Paladin) Mass Cure Wound (Bard, Cleric, Druid) So most of Battlesmiths Spells are Divine Spells, and the Smites are Paladin exclusive.
Both Paladin and Ranger are Half Casters too. Both have access to Weapon Mastery. Artificer has Cantrips, yeah, but is that really worth it if you go the Martial Route with Armorer and Battlesmith? Neither of them are known to be Cantrip-Slingers, thats the Artillerist.
Even Cleric has a choice between Protector (Martial Weapons and Heavy Armor) and Thaumaturge (more Cantrips and bonus to Skill checks). Later they can choose between Divine Strike (Smite variant) or Potent Spellcasting (better Cantrips).
Not to mention that Armorer already has a variant of Mastery with the Armor-Weapons. Dreadnaught has a variant of Push, which allows 10ft Push / Pull against targets smaller than you. Guardian has a variant of Sap (on any attack that is not made against you) Infiltrator has extra damage once per turn. They are neither stronger nor weaker than the true masteries, but mechanically they all are "on hit with a weapon" like a Mastery.
The only difference between Battlesmith and Ranger / Paladin is...the Cantrips. And as mentioned, Artillerist is the Cantrip Subclass here. But THE Weapon Subclass whose entire identity is build around Weapons...does not have Mastery. Even a limited variant which only allows usage with Infused / Replicated Weapons would have been better than nothing.
Both the "Cantrip switching" and "Drain Magic Item to regain a Spell Slot" are features most useful for Alchemist and Artillerist. As Armorer or Battlesmith, i would never use Drain Magic Item, because with the new Replicate Magic Item it means that i become unarmed and unarmored.
I agree with all of what you said. I wrote in the survey three major points I'd like to see. One, Firearms should be accessible, look at Monks & Rogues with specific meaningful Martial Weapon Proficiencies. Second, as a Half-Caster, they should have Extra Attack. They're not a full caster & with it at its core, it would open up Battlesmith & Armorer's subclass feature, and simultaneously give Artillerist & Alchemist new offensive approach, like with a gun. Third, subclasses Spell list does not reflect their Intelligence & should have access to more "Spells".
Alchemist : Acid/Fire/Necrotic/Poison/Healing
Artillerist: Lines/Cones/Cylinders
Battlesmith: Paladin & Ranger Spells
Armorer: Self Spells, AC & THP Spells
Also, I wrote a lot more for what I wanted in an Alchemist. Namely, a true d100 table for Experimental Elixir filled with Cantrips, non-damaging 1st & 2nd level Spells. Then when expending a Spell Slot, you can duplicate a table effect OR replicate a non-damaging Spell with a level up to twice the Spell Slot expended.
I want to see more wonkiness. And if Alchemist really needed to be that "pseudo" faux full caster, they need more. Also, Tasha's Bubbling Cauldron as a capstone? Any Wizard or Warlocks are using this Spell at 11th level. I would push the feature into either 5th or 9th level with a unique feature: you can create rare potions, with very rare at 13th & legendary at 17th level. Modified high level Spells has already been designed in another half-caster: Horizon Walker Ranger's Ethereal Step.
Also, Artificer's removal of Tool Expertise, should at least provide it in the subclass & provide one other tool. Alchemist should have Expertise in Alchemist Tools & Glassblowers. Armorer Expertise with Smith & Leatherworkers. Artillerist Expertise with Woodcarving & Tinkerers. Battlesmith Expertise with Smith & Thieves' Tool.
In addition to the utility of this UA's version of "Magical Tinkering" being largely undermined by the fact that D&D is a co-op game (rather than solo play) by default -- because you can almost certainly count on a good portion of the adventuring gear items you can create with this Level 1 feature being amongst the equipment carried by your fellow party members...
It is completely invalidated by your Level 2 "Replicate Magic Item" feature, specifically the Level 2+ Bag of Holding item plan.
A collection of, say, one instance of *every* piece of mundane adventuring gear you can create with "Magic Tinkering" tops out at just under 60 pounds; I'm not sure of the volume that much equipment would take up, but it's certainly going to be less than the 64 cubic feet (and maximum 500 pounds of weight) that a BoH can hold.
So all it takes is:
learning the Bag of Holding plan
creating one at the end of a Long Rest
going on a tedious shopping trip to a nearby town with just under 17 GP in hand to gather one of each item -- with each, of course, being permanent (or at worst, consumable) because they're mundane rather than magical
stuffing the whole kit-and-kaboodle into your fancy new Bag of Holding
and voila -- you never have to use your Level 1 feature again in the game, as replenishing any items from the list is just one general store away...
No other Level 1 class feature from any other class will be entirely invalidated by a higher-level feature, and especially not by a feature gained at the *very next level.*
That's just very poor game design.
As ribbon as the Magical Tinkering feature from the Tasha's version of the Artificer could be (particularly in combat), at least it had some enduring utility for the social and exploration aspects of the game, and could really blossom in the hands of a creative-thinking player.
A collection of, say, one instance of *every* piece of mundane adventuring gear you can create with "Magic Tinkering" tops out at just under 60 pounds; I'm not sure of the volume that much equipment would take up, but it's certainly going to be less than the 64 cubic feet (and maximum 500 pounds of weight) that a BoH can hold.
It doesnt even need that. If the Math is correct and it requires just 17g and 60lb, then you can START with all of that.
Volume is not a factor in the character sheet. Only weight is. Yeah sure, one could argue that "it is too much stuff to carry", but just by RAW it would be allowed.
EDIT: Also, if you choose Gold instead of Gear, Artificer starts with 200g when you combine Class and Origin. A Bag of Holding is an Uncommon Item. Uncommon Items are priced at around 400g.
DMG says to include one Treasure Hoard per Session. At CR 0 thats still 2d4 x 100gp in addition to 3d6 x 10 from Monsters. So...you could get one before you even level up.
Oh yeah, there are other ways to get hold of a Bag of Holding and/or the mundane gear to put in it -- the point is, if something you can create at level 2 , or acquire even earlier, invalidates the purpose of your one "unique" level 1 feature, then that L1 feature is garbage.
Maybe if they'd made it so a Bag of Holding couldn't be created until Level 6+, it might have some traction in early gameplay. As it is, the old Tasha's Magical Tinkering is at least somewhat potentially useful throughout your career and more importantly, reinforces the theme and flavor of being an artificer. The UA version just says "Hey look, I'm a gear conjurer"' -- which isn't even all that unique. The 2014 Conjuration wizard, which hasn't seen a revision in 2024 and therefore should still be playable depending on the DM/table rules, can do exactly the same thing with gear at Level 2 with "Minor Conjuration" -- better, in fact, because Minor Conjuration isn't limited to a specific set of items like Magical Tinkering is.
If the goal of this Artificer Level 1 feature is intended for the Artificer "to help bring its identity more fully to life" as Jeremy Crawford put it, then it does a mediocre job of it at best. Hopefully the design team really gives this a rethink.
Oh yeah, i just wanted to point out that you dont even need Replicate Magic Item because Bag of Holdings is per RAW nothing special anymore. Interestingly, the Handy Haversack is much better in 2024 than it was in 2014. Its pretty much an upgraded Bag of Holding.
Old: 2 Side Pouches with 20lb, 2ft³ each. 1 Central Pouch with 80lb and 8ft³. New: 2 Side Pouches with 200lb, 25ft³ each. 1 Central Pouch with 500lb, 64ft³ -> which is the same as Bag of Holding.
College of Creation bard is even better than Conjuration Wizard. Conjuration Wizard is limited to 3ft 10lb objects for 1h. Bard is in the beginning limited to Medium or smaller with 20x bard level in gold value. This increases up to Huge at level 14. Not sure which huge object you could get with 280g though.
Overall the current UA does a bad job at creating an identity. With the huge focus on crafting stuff, the best use for Artificer is to stay in the Bastion and craft Gear for the "real heroes".
The gear with a saving throw uses your Spell Save DC.
The same action you create the gear with, you can also use to immediately use the item.
If neither 1 or 2, then improve the amount of time they are active for to any of these: Gear created lasts anywhere from 8-24 hours, You regain uses on a Short or Long Rest, or You can have an amount active equal to your Intelligence modifier and they last indefinitely, just like the previous Magical Tinkering.
I just noticed your edit here. If i may suggest another variant:
Keep the old System, so create light, record and play things etc, but also add the "create minor item" part as a new one. The old ones are great for roleplay and really neat if you are creative. They last infinite and you can recover Sparks from created items to regain them, just like in the 2014 version.
In-Combat creation of Items should not be unbalanced at all. At best thats 5 Items you can create. Most of the time you are better off just attacking or casting a spell. And honestly...you could store way more than 5 Ball Bearing Bags in even a regular Backpack, and nothing prevents you from creating all of them before combat. Even with 1h duration thats way longer than any combat encounter could ever last.
Then let them scale with your 1 and 2. That way this Feature can be used in combat and would add a "Gear-Master" feeling to the Artificer.
While I can agree that the UA Artificer is a shell of its former glory, I can also note that some of your complaints are genuinely unfounded.
Tasha's Artificer has the same spellcasting focus limitations as the UA. Only Tinkers tools or another set of artisan tools that make sense. There is no change here - as such nothing to complain about. And to continue on this, because it happens to be one of the last things noted - No, Tasha's basic Artificer could not use infused items as a Focus. The Armorer is the only class that can use something other than Artisan tools as a focus, and that's the Arcane Armor that's part of the sub-class. And guess what, that still exists in the UA. The Enhanced Arcane Focus Infusion was not for the Artificer. That is something that is meant to be applied to an item that a teammate can use. And that feature was simply redirected to +1 Wand of the War Mage which does the exact same thing when you can initially use it. Sure, it's shit that the magic wand wont be a +2 at 10, but that was OP with the new balance set up in the DMG with other items.
Replicate Magic Item is in Tasha's, it's an optional infusion that you can take multiple times. This is how Artificer had access to Bag of Holding and other items early on. There are complaints to be had, but let's focus shall we. Design wise almost all of the original infusions from Tasha's were just magic items. What they did instead was to break off stuff that should've been a spell "Homonculus Servant", labeled unique items to Artificer's as magic items "Mind Sharpener" and then shat on them by limiting the max magic items (infusions) by 4. They also nerfed 6th level Artificer because Radiant Weapon used to have a prerequisite of 6th level Artificer. Now with the limitations on the rarity of the magic items that your Magic Item plan can replicate at specific levels "Radiant Weapon" isn't available until level 14. So, the real injustice in the change is instead of 12 max infusions with 6 active, the UA limits you to 8 max Magic Item Plans with 6 created at any time and a great combat infusion (that can be a little OP) was made into a Rare item that you cant have at all until 14.
Next point of contention is regarding "Spell-storing item". That feature getting expanded balanced some of the junk nerfed. But let's take another moment. When's the last time you were in a normal combat where the combat lasted more than 10 rounds? An Artificer being able to cast Conjure Barrage or Fireball once a round for 10 rounds is 150-320 damage respectively. Yes, the theoretical max damage of rolling 30 d8 is 240 and 80 d6 is 480, but the odds of any one person rolling that perfect and not getting focus fired ... they deserve that win if they pull off the astronomic task without loaded dice AND live that long. Yes, if you have min-maxed and have a +5 to INT by 11, you have 10 possible casts of Revivify. But if you're spending your action every turn bringing back someone that was dropped you're either going to get killed, or your going to lose via attrition. The only scenario that this works for is if the BBEG literally vanishes after wiping your party and you immediately race around to bring back everyone before a minute is up. - Long story short, it's only technically OP in very niche situations and otherwise is an attempt to make you forget that everyone crafts as fast as you do now.
And the complaint about losing tool expertise to regaining a spell slot and then missing the trick in referencing specific items. Yes- I am upset about tool expertise along with crafting being removed from the identity, but without those the feature you crapped on literally synergies with the Spell Refueling Ring. You recover a 3rd level spell slot with a Bonus Action from Spell Refueling Ring and can immediately cast at that level. Then as a Bonus Action you Drain magic from that ring, that you made and forced into being with your tinkering magic, and regain a 2nd level slot that you can use immediately for an Action cast spell. And because you can create 2 magic items per long rest as long as you have your Artisan tools you can always get back your spell refueling ring the next long rest which for most campaigns would also be the next dawn anyway. Literally using your crafting expertise to maximize your output and have 2 more spell slots than you normally get.
The original magical tinkering and the actual crafting improvements being removed are what has mainly removed the Artificer's identity. I do hope that they make an about face similar to what they did with Warlocks, because otherwise Artificer's will either only ever be played with Tasha's rules, or they will only be played by people who understand how to max out all possible features.
No, Tasha's basic Artificer could not use infused items as a Focus. The Armorer is the only class that can use something other than Artisan tools as a focus, and that's the Arcane Armor that's part of the sub-class.
It's right there in the description of the Spellcasting feature for the Artificer class, under the "Tools Required" heading:
"After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus."
While I can agree that the UA Artificer is a shell of its former glory, I can also note that some of your complaints are genuinely unfounded.
Tasha's Artificer has the same spellcasting focus limitations as the UA. Only Tinkers tools or another set of artisan tools that make sense. There is no change here - as such nothing to complain about. And to continue on this, because it happens to be one of the last things noted - No, Tasha's basic Artificer could not use infused items as a Focus. The Armorer is the only class that can use something other than Artisan tools as a focus, and that's the Arcane Armor that's part of the sub-class.
I don't have my book handy, but the level 1 Tools Required feature should specify that all Artificers can use Thieves' Tools, Artisan Tools, and any item bearing your infusions as a spellcasting focus. It's not part of the Infuse Item class feature. UA picked up Tinkers Tools as an option, but lost infused/replicated items. With the trend of breaking out features, it is possible that they intended to break it out as a 2nd level feature and forgot.
The original magical tinkering and the actual crafting improvements being removed are what has mainly removed the Artificer's identity. I do hope that they make an about face similar to what they did with Warlocks, because otherwise Artificer's will either only ever be played with Tasha's rules, or they will only be played by people who understand how to max out all possible features.
I feel like they changed from crafters to item conjurers. At least infusions took mundane permanent items and added pseudo-enchantments. Replicate Magic Item is just conjuration, not crafting.
UA survey was opening 17dec, over the busiest holiday season, and it's *already* closed? I guess they didn't want that much feedback.
I feel like it's cash grab. 2024 was a great option to recognize the class and being it in, and these changes are watering down what an artificier is. It's clear they just want to profit from artificier keeping it as a micro purchase, like they did with the really random illrigger class.
Give us a psionic or warlord class, like we've been asking for.
No, Tasha's basic Artificer could not use infused items as a Focus. The Armorer is the only class that can use something other than Artisan tools as a focus, and that's the Arcane Armor that's part of the sub-class.
It's right there in the description of the Spellcasting feature for the Artificer class, under the "Tools Required" heading:
"After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus."
That's fair. I kept skimming past it. That honestly should have just been added to the level 2 feature rather than keeping it in spellcasting. But that's on me for missing that.
I feel like they changed from crafters to item conjurers. At least infusions took mundane permanent items and added pseudo-enchantments. Replicate Magic Item is just conjuration, not crafting.
To be fair to the UA Artificer design, the Magic Item Plans are closer to the heart of the Artificer than Infusions.
Here is the flavor difference in the two abilities assuming that any specifically named magic item like Bag of Holding, Boots of Elvenkind, Wand of Polymorph, etc always looks like the magic item named. Tasha's - you touch a preexisting object and channel your magical intent into the item to transmute its appearance and enchant it with the magical effect of that magic item. So long as you live and your intent is on the item it retains its shape and abilities, but should your intent be focused on too many items or should you die, the imbued magic eventually vanishes and the item returns to its base form. UA - you use your Tinker's tools to tap into the arcane weave and conjure the materials you need to fully create the item. So long as you live and maintain the item itself the object remains. Due to your limited experience/attention if you try to maintain too many items from the arcane weave or if you die the created items return to the weave.
Infusions are part Enchantment part Transmutation, applying a desired magical effect to an item that also forces its form to change. Magic Item Plans are Conjuration as you said, but the flavor is that you are conjuring the materials to create the item. When the infusions end the original base item is returned to what it was rather than just losing the magic and retaining the new appearance. Whereas the fully created item via Magic Item Plan vanishes back to the weave. If we split hairs both options aren't the proper creation of an Artificer, but of the two the UA is certainly closer.
I feel like they changed from crafters to item conjurers. At least infusions took mundane permanent items and added pseudo-enchantments. Replicate Magic Item is just conjuration, not crafting.
To be fair to the UA Artificer design, the Magic Item Plans are closer to the heart of the Artificer than Infusions.
Here is the flavor difference in the two abilities assuming that any specifically named magic item like Bag of Holding, Boots of Elvenkind, Wand of Polymorph, etc always looks like the magic item named. Tasha's - you touch a preexisting object and channel your magical intent into the item to transmute its appearance and enchant it with the magical effect of that magic item. So long as you live and your intent is on the item it retains its shape and abilities, but should your intent be focused on too many items or should you die, the imbued magic eventually vanishes and the item returns to its base form. UA - you use your Tinker's tools to tap into the arcane weave and conjure the materials you need to fully create the item. So long as you live and maintain the item itself the object remains. Due to your limited experience/attention if you try to maintain too many items from the arcane weave or if you die the created items return to the weave.
Infusions are part Enchantment part Transmutation, applying a desired magical effect to an item that also forces its form to change. Magic Item Plans are Conjuration as you said, but the flavor is that you are conjuring the materials to create the item. When the infusions end the original base item is returned to what it was rather than just losing the magic and retaining the new appearance. Whereas the fully created item via Magic Item Plan vanishes back to the weave. If we split hairs both options aren't the proper creation of an Artificer, but of the two the UA is certainly closer.
The difference is, that the old system had a better balance. You had a predefined list of effects to choose from, or a "Common" Magical Item.
Opening up the list to other rarities only brings problems, because magic items are generally poorly balanced. And no player should ever have access to the DMG or "creative mode" when it comes to that. If i dont want my players to get certain items, i dont give it to them...
Conjuring an Item is also problematic when it comes to for example Full Plate, the most expensive armor in the game for a reason. Now you are allowed to conjure a "Full Plate of Gleaming" since it is Common, and a Shield with +3 AC. So...great...you now have a Fighter with 21 AC at level 2. Goodbye combat balance.
The Drain Magic Item feature is also problematic when it comes to "conjuring items". If i play an Armorer or Battlesmith, and my infusions are all used for Armor/Weapons, then using that feature just poofs my Items. Im left unarmed and unormored. Infusions would atleast leave me with a base-item so that i can still attack with and only loose my +1 enhancement, or my armor turns from 18AC to 17AC.
Requiring a physical mundane object and selecting from a curated list is easier to balance and designers don't need to consider how the Artificer is affected when making a new magic item for the game. DMs don't need to consider new options outside this list unless they wish to expand it themselves.
Cons of Infusions:
We only see new options (outside of Common magic items which are inconsequential), when the Artificer gets reprinted. Now it's entirely possible for a book to include new Artificer infusion... it would be as simple as a small list of named magic items in a table when the book comes out or adding a simple tag or asterisk with a footnote that "[RMI 6] Indicates that this item is added to the list of an artificers options in Replicate Magic Item at 6th level." Etc. There's simple easy, minimal page-space possible ways to include new features for the Artificer.
But because the infusion mechanic does not require anyone to consider the Artificer, the Artificer just isn't considered at all when it comes to new content. And in over 4 years since the Artificer's most recent release in Tasha's not a single magic item was added to their list (outside of common items because they are inconsequential). There have been a couple of spells added to their list but no one seems to think of adding new magic items to the "magic item guy" class.
Pros of UA Replicate Magic Item:
Much larger and wider list of options from the get go. By having the list based on factors common to all magic items then when new magic items are released they automatically become candidates for Replicate Magic Item. The Artificer's options grow even if WoTC outright forget that Artificers exist.
Cons of UA Replicate Magic Item:
Primarily balance. And for adventure designers concerned about balance it puts the onus on them to consider the Artificer when releasing content, instead of ignoring them as has been the status quo. For DMs concerned about balance it puts the onus on them to examine new items and veto their inclusion in RMI in advance, or to simply ban the Artificer from their table.
In my mind the proper solution to this balance issue would be to actually balance magic items by their rarity... but since the 2024 DMG has already released that ship has sailed and it's not likely to ever occur this edition.
My Conclusion:
I reeeaallly like the new Replicate Magic Item precisely because of how conveniently open it is but I agree in its current state it's extremely exploitable and we likely won't see it survive UA.
Now, I could be shouting in the wind here. Perhaps WotC has already decided that this is the direction that the UA Artificer is to go in and there's nothing anybody could point out to change that. But, they have taken drastic changes from their plans before. The original playtest for the "One D&D" Warlock saw it as a Half-Caster who could select their spellcasting ability based on its Pact Boon choice, and they went back on it at least partly because people did not want that for the Warlock. I won't know if that Artificer could not be the same unless I voice what I have to say. 🤷♂️
A Class Fantasy in Peril
While the Tasha's Artificer didn't quite hit the nail on its head, it was a good chunk there.
Really, the only issues that the Artificer had in terms of its class fantasy was that you couldn't really lean into it hard enough, and if your campaign didn't grant much downtime then your fantasy was even more in peril. It's as though you always had a perpetual taste test, already sold on giving it your money only to never get more than a mere taste of what it brings. It's not surprising to me that Artificer was generally only seen as a starting level dip at optimized tables because of that.
From a gameplay perspective, you were a half-caster without much else to rely on as a base Artificer. The other Half-Casters had a martial side augmented by a divine/primal side to rely on when their spellcasting was in short supply, meanwhile you often had class features central to your fantasy that relied even further on your limited spellcasting. You had cantrips but that didn't really scale high enough to match the danger you were facing, plus it's something so many other spellcasters can do so it's not unique to yourself. You couldn't infuse an item quickly enough to turn the tide in combat, and the infusions you did have might not actually have given you much more to do in combat.
And even when you had a bunch of items infused among yourself and the party, you'd find that you run into another problem. If the adventure was sparse on magic items, your party would certainly be happy to have you around, but they would then depend on your infusions to such a degree that you couldn't really be versatile with infusions without costing a party member or two. If instead the party was well equipped with magical gear, your roll sort of just wasn't needed, and your more unique infusions likely didn't fit with the items that they wanted to use.
So when I saw the new Artificer Rendition, I was thoroughly disappointed. The new Artificer more or less abandoned what made it interesting, made the base class a LOT weaker when it already was weak, and compensated by giving it a tremendous amount of power in the wrong way.
Let's examine some of this. I did originally plan to go over everything, but I would be here for well after the survey period is over, and I do want to make sure the main issues get as much light put on it as possible.
Why Have a Replica and not the Original?
Replicate Magic Item is the feature that replaced Infuse Item. Now instead of infusing items with unique magic and properties, the Artificer can now make inferior magical items to those that now anybody in 2024 can make, including some of the Artificer's old infusions which are now magic items, meaning anyone can now create for themselves what the Artificer had unique to it. On top of that, a replicated item doesn't count as a Spellcasting Focus, but other later level features allow the replica to be consumed for either a low level spell slot or for life when you'd go down.
This feature... annoys me to no end. It simultaneously makes the Artificer blander and weaker, but also allows it to exploit potent low rarity Magic Items to no end. You can replicate Enspelled Weapons and Armors, as well as Wands, granting you access to a LOT extra castings of potent spells like Shield and Web. You can replicate a items like the Deck of Wonder, and you can essentially infinitely refresh these replications every day even if the item normally doesn't, such as Jack's Magical Beans.
I see this feature, and I am honestly concerned for both WotC and third party creators who now have to mind every item that they might make available to the Artificer if they are not careful. This sounds like a nightmare that I would not want to be part of if I were them, and I certainly do not want this feature as my fantasy of the Artificer is not of some magical replica forgery.
The Untapped Potential of Infusions
While Infuse Item was lacking, I don't think the answer was to scrap it. If anything, they should've been expanded and enhanced to work almost like an Action based Eldritch Invocation but for Magic Items that can be given to anyone in the party, and augmented by your subclass. Let me explain.
You see my point? The potential of Infuse Item was never truly realized, or even implemented into the subclasses. It was just there giving a taste test and then forgot about it until it was replaced by its fake brother who thinks he is cooler than he really is just because he breaks the law and causes a bunch of trouble.
Replicate a Good Feature, Brother
My love for the missing potential of Infuse Item doesn't mean I don't see any place for Replicate Magic Item. Well okay, I don't, but I think the base concept of creating outside the Crafting System could be made in a more interesting way.
Whether it is a selection of different constructs, or a single construct you can infuse to take momentary arcane configurations like a Siege Tower, tunnel digger, or even a ballista is not too relevant for me, but I think a feature along this line of thinking would go a good way in making the Artificer just a bit closer to the class fantasy, or at least make a basis for another Subclass for it down the line. Who knows. But creating replica magic items is just a poor gimmick for the 2024 ruleset when you can craft them yourself.
Unrewarded Single Class
There is no reason to stay a single classed Artificer with the current UA rendition of the class. While the Tasha's Artificer wasn't much better in this regard from an optimization perspective, it did it did at least offer something that was unique to the game: Magic Item Adept, Spellstoring Item, Magic Item Savant, Magic Item Expert, and Soul of Artifice.
These still exist in the UA Rendition with one of them being arguably overtly over tuned, but most of them exist in name only with virtually nothing really after level 11.
Magic Item Adept
Lost its ability to craft Common and Uncommon items at a quarter of the normal time with half the gold.
It was partially remedied by the subclasses being able to craft specific equipment types faster, but what Magic Item Adept got was just bloat that truly belongs with Replicate Magic Item, making it look like it gives anything more than just the Attunement slot. While the power of another Attunement slot is nothing to scoff at, this removes a good power of the Artificer that I think it should keep, especially now since specialized crafting is now available at lower levels, meaning the Artificer is even more ripe for gaining a level of generalized crafting bonus at this level.
Spell-Storing Item
The Alchemist to do 300 hp healing (50 among 6 creatures) in a single round through Mass Healing Word.Incorrect: as pointed out to me, this is not possible due to Mass Healing Word requiring a Bonus Action and thus not able to be stored.All because this feature can now store 3rd level spells. Mind you it does require summons and a party to use their Action and Object Interaction to use this object, after which it is drained until the next long rest, but the point still stands. This might be a bit too much. It's also the only item other than tools and Ruby of the War Mage that Artificers can use as a Spellcasting Focus, which they get at level 11...
Magic Item Savant
Is the same story with Magic Item Adept. Another Attunement Slot while removing a niche they should've had even earlier. In this case they removed a lot of flair by being able to attune to items no matter the attunement restriction. Why? This was hardly ever broken and just added more ways to build your Artificer in unique ways, like being an Artillerist who's Wand of the War Mage stored inside a Wand Sheath while also using an All-Purpose Tool and Amulet of the Devout to give yourself and super high chance to hit Eldritch Cannon a higher chance to hit.
Magic Item Expert
Nothing lost but nothing gained. It's still the same 6th attunement as before and nothing else. Could've been an opportunity for crafting Rare items faster or a benefit based on the amount of items attuned to similar to the old Soul of Artificer. Alas, nothing.
Soul of Artifice
Is now a dead feature. While Cheat Death is moderately better as it gives 20 health at no reaction, but Magical Guidance is a joke compared to the capstone that was. And the reason behind it's removal is bizarre, with Jeremy Crawford citing that active gameplay is better than passive gameplay. I disagree given that robust endurance allows you to do far more of what you wish to achieve unimpeded, but even in that case you could have made it apply to both Skills and Saving Throws with a scalable dice from a 1d4 to 2d6. The average is buffed but you have a chance for low rolls.
Without these features making Artificer worthwhile to stick to, you just don't have any reason to not dip into Wizard and just be far better than what is offered even during Tasha's Artificer.
"Magical" Tinkering
Effectively a whole new feature replacing the previous one. You may find both the old and new feature under the spoiler for comparison.
Tasha's:
Unearthed Arcana:
Not copied entirely like the UA document presents it but the text is the same
As presented by Jeremy Crawford during the video that was released with the UA, the idea behind this change is to give the Artificer a "versatility and relationship with gear to help bring its identity fully to life."
While this is interesting conceptually, I have to disagree with Jeremy Crawford for a multitude of different reasons.
But worst of all, this feature, just like Replicate Magic Item, makes the Artificer's basic gimmick undermined by the basic crafting system yet again, rather than work to enhance it. While Equipment crafting takes time and coin, I can't help but think that being able to make these items 5 times per day only for them to last 1 hour each on a Class that's meant to have a greater relationship with Gear is just disappointing.
Now, unlike Replicate Magic Item which I think is just terrible, this feature does have the potential to be truly interesting, versatile, and make a semi good connection to the Artificer's identity in a way that grants another level of "mph" to the class, but it would need some of the following changes to do so.
Gear created lasts anywhere from 8-24 hours,
You regain uses on a Short or Long Rest, or
You can have an amount active equal to your Intelligence modifier and they last indefinitely, just like the previous Magical Tinkering.
Personally, if 1 and 2 are implemented, then I am fine with the Gear lasting a single hour (although not for the bedroll). It'd be a good secondary resource to have to help conserve spell slots and other class/subclass features, while opening up fun moments like the rope you used to enter a dungeon now being gone and requires your Barbarian to throw a new one while enemies approach.
If not, and this feature is truly meant to be pure out of combat utility, then it needs to be more reliable through having either longer up time for more lengthy uses, or be able to be used more often throughout the day.
But don't lose this!
Even though the new Magical Tinkering could be decently good, let's not forget that Tasha's Magical Tinkering was still potent. Your items created lasted indefinitely and you could have 5 active at any given time and could do quite a lot that a regular Prestidigitation could not. I mentioned beating the Darkness Spell, revealing corrupt nobles, and detecting magic, but for more understanding what is being lost just check this video out:
These effects are not simply replaced by the new UA Magical Tinkering, thus this change to it risks losing this version of it forever. While the new one has potential, I want to see both exist for the Artificer. Both these features together shouldn't make the Artificer over tuned at first level, but one of the features could be put at a later level if I'm wrong. Alternatively, make it an Artificer Exclusive Cantrip, which now works well with the change to Cantrip preparation.
Subclasses Relying on Half-Caster Spell Slots
This has been alleviated with the UA as you now have unfettered access to equipment that can add so much extra spellcasting outside your actual spell slot expenditure, but as I mentioned before, I really do not like that direction of going at it. Thus, what do I propose?
While you could go the direction of tying the subclasses further to my actionable Infusion concept, I do have another idea if WotC does not feel like overhauling the Artificer too much. Simply put, give the subclasses the Ranger's Hunter's Mark treatment. By giving the subclasses an amount of uses equal to their PB, you ensure that they can rely on their main feature without running out due to spellcasting.
This does however mean you have a lot more of these features on hand, and they are definitely more potent than Hunter's Mark. Thus I do very much favor the idea of expanding upon what Infusions could do for the class. If the subclass features competed within the infusion system, and the various subclasses had specific means to improve their features further at the cost of more active infusions on them, then I think that could be a much cooler and interesting feature to play around with. Assuming the sages in pointy hats don't scoff at the idea of making Artificer do unique things with tools to infuse things.
Some Assembly Required
Like I said before, I could go into every feature and say what is good and what is bad, but I would be here for too long. But there are some tinier things that are, or rather aren't, there that annoys me so much.
Tool Exper... Spell Slot?
Unfortunately, that is not what we see. Instead we see a feature where you gain an extra 1st or 2nd level spell slot as you drain one of your Replicated Items. While this is a good way to make use of an item whose charges are gone, just a worse version of the Wizard's Arcane recovery or the Artificer's own Spell-Refueling Ring which allowed the spell slot recovered to be up to 3rd level. If you drain an Uncommon or Rare, at least make it one 2nd level or two 1st level slots, but this is frankly boring. And remove the bloat about your expanded replication, it's only there to make it look more full of features than what it is.
The Right to Bear Arms is Missing
If the issue of Modern and/or Futuristic Firearms come up (due to backwards compatibility with non-reprinted 2014 material) then make the Firearm proficiency either with "Renaissance Firearms" or "Pistol and Musket" to avoid such issues.
Replicas are not Spell Foci
The Tasha's Artificer could use their Infused Items as a Spellcasting Focus, but the UA Artificer cannot. This is a problem especially for the Battle Smith unless they use a two handed weapon and no Shield. Give this functionality back, please.
Conclusion
I hope that we will see more playtests come about before the Artificer is reprinted in supplemental books down the line. From what I have heard, after the new Monster Manual, we'll see updated source material for the Forgotten Realm, thus unless they are planning on cramming their new Artificer into it, I would harbor a guess that we will see quite some time elapse before the Artificer gets reprinted. Hopefully, enough time for the Artificer to hit a spot where it better harmonizes with the crafting system and its own class fantasy than what we see with this Unearthed Arcana Playtest.
The only area where I feel using spell slots to fuel class features is a huge deal is with the Alchemist. When I played a Battlesmith, I was able to usually keep my Steel Defender alive without burning slots, and the Artillerist should usually be able to do the same for a combat encounter. At the very least, get some use out of it. The Alchemist, on the other hand, doesn't get any combat features from their subclass. This on top of them still being a half caster with only 2 cantrips means that the Magic Initiate feat is practically mandatory.
Quick correction. Spell-Storing Item still requires an "Artificer spell that has a casting time of an action" Mass Healing Word has a casting time of a Bonus Action, so it doesn't apply, RAW. I personally see no problem allowing bonus action spells in the spell-storing item. So that's a change I suggested in the feedback survey.
However, the Alchemist can now turn the entire party into clouds of farts by passing around the Gaseous Form stick. Everyone would need to maintain their own concentration, of course. But yeah... the other subclasses benefited from the Spell-Storing Item boost WAY more than Alchemist did. But that's just par for the Alchemist course.
Regarding Magical Tinkering:
I 100% agree on the suggested improvements to the UA Magical Tinkering. Spot on. It's an interesting idea but it absolutely has to be better than just having all the relevant gear in a bag otherwise it wastes the page space its theoretically printed on.
First of all: Beatiful formatting.
The Untapped Potential of Infusions
I love that. In some of the Eberron Novels, Infusions are described as "on demand" instead of "as part of a long rest".
I feel like treating Infusions as "Sorcery Points" would already help so much.
In my Game, i simply allowed Infusion of Non-Attunable Items. This meant that Artificer could improve a +1 further by adding "Enhanced Weapon" to make it +2 or even +3. Create a "Dagger of Venom" with Returning. Spin that further to create more effects, like changing the Damage Type (or adding Elemental Damage on top) like a Flametongue.
That way Item progression isnt entirely neglected by restricting Artificer to "Base Materials" because "you cant infuse magical Items".
"Magical" Tinkering
There is one point here that you missed, that made me angry when i read the new PHB. Rock Gnomes.
I have always seen Magical Tinkering as an extension to Prestidigitation, which is why Artificers in my Game always get it for free (as well as Mending).
So when i saw that Rock Gnomes get both of them, as well as the Ability to create Devices that replicate Prestidigitation Effects and they last 8 Hours! And then saw the UA Artificer changes, i was a bit angry. Just a little bit.
Another thing that bothers me a lot with the UA variant is, that it adds yet another List of Items.
If you play an Artisan Artificer, you have: Fast Crafting, Crafting per Tool, Magical Tinkering, Replicate Magic Item. Thats atleast 4 Lists of Items, two of which overlap in most points...Fast Crafting and Magical Tinkering.
Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Jug, Lamp, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial
And there i had to ask myself...if i can Fast Craft a Tent, why not a Blanket, why not a Bedroll? If i can Fast Craft a Ladder, why not a Pole? If i can Fast Craft an entire Rope, why not a String? And as you said, what good is a 1h Bedroll? Same goes for 1h Parchment or 1h Vials. I can Fast Craft Ball Bearings, but not Bullets?
So after looking at this list, i added all of that and more to Fast Crafting. I tried to add atleast one Item per Tool.
Oil, Paper, Ink, Ladder, Pole, Torch, Bottle, Vial, Candle, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Sling, Waterskin, Block and Tackle, Jug, Lamp, Ball Bearings, Bucket, Bullets for Firearms and Slings, Calltrops, Chain, Crowbar, Grappling Hook, Iron Pot, Iron Spikes, Bell, Flask, Hunters Trap, Manacles, Shovel, Signal Whistle, Tinderbox, Basket, Bedroll, Blanket, Net, Rope, Sack, String, Tent, Arrows, Bolts, Club, Greatclub, Ink Pen, Needles, Quarterstaff
And why do i like to compare Magical Tinkering to Prestidigitation?
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Magical Tinkering: The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Magical Tinkering: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Magical Tinkering: Missing. Suggestion: You create a "Cleansing Stone"
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magical Tinkering: Missing. Suggestion: The Object is continuously warm or cold. If worn, it grants advantage on saving throws against extreme cold or heat.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Magical Tinkering: A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Magical Tinkering: Missing. Suggestion: Take a guess. "Create an Item from the Fast Crafting List". But instead of vanishing after 1h, use the "Magical Spark" System, that way you can have up to 5 Minor Items, or later even treat it as an "All Purpose Tool".
Tool Exper... Spell Slot?
This is something i dont understand. Ranger, Bard, and even Wizard got variants of Expertise. But Artificers got their only form of Expertise removed? Why?
I do like your Idea of using Int for checks though.
Replicas are not Spell Foci
Another thing i like to add here is, that when compared to other similar classes, Battlesmith is a bit "left behind" here. Im talking about Paladin (where Battlesmith has the Smites from) and Ranger (because Pet). Both of them have Weapon Mastery. Battlesmith should atleast have something like:
You can use Magic and Infused Weapons as Spell Focus and can use their Weapon Mastery.
Overall, I do agree that it is far worse for the Alchemist while the Artillerist and Battle Smith can survive it. However, the point made was that I don't think it's a great design philosophy for the Artificer, unlike the other half-casters. The other half-casters typically have a whole martial side to rely on for consistent value if their slots are low, allowing the spellcasting to be preserved and used in a supplemental nature, but that's not a luxury that the Artificer has at base who relies far more on its spellcasting in comparison.
While the Tasha's Artificer semi-circumvents this by giving the Artificer some Cantrips, a Spell List that's a tad sparse on general-purpose spells(resulting in slight less use of the feature), as well as subclasses that (typically) refines or adds the bulk of the consistent combat value to rely on; this mostly just results in the class avoiding being absolutely terrible but doesn't help it become truly great in its own right, especially when talking high optimization where the power of the Artificer is virtually just as a first level dip.
Even the Paladin who has a class identity tied to using Spell Slots for Smites, doesn't overtly rely on this feature throughout an adventuring day, unlike what the Artificer does unless they're an Armorer.
Ah, of course there would be a detail I'd miss, whoops. 😅
I'll make an edit about that, just so that further commenters don't get bogged down about that.
Does make Alchemist even more of a letdown. While giving the whole party Gaseous Form is certainly good, it's not per se game breaking if the entire party decides to use it in an entire round. If anything, I would've loved to see the Alchemist being able to do this more so through better access to Potion of Gaseous Form. With this UA Rendition, the Alchemist does have 12.5 days or 100 hours to make one (6.25 or 50 hours with an assistant) but that's at the cost of crafting more lower rarity potions. (And the Homunculus Servant can't assist due to no Arcana or Tool proficiency)
Appreciate the compliment on the formatting! Makes a wall of text less tedious to read through and more legible. (Although, apparently not as good on phone, I found out)
There's multiple different ways that Infusions could've been expanded upon and made vastly better. Whether they were made as a kind of "Sorcery Points" or just tied to a limited amount you can have active at any given time doesn't matter too much to me, although I do think the latter is a more interesting and unique gameplay loop of moment to moment trade offs that can be better worked into the current Artificer template rather than the former which makes the Artificer more of a Full Caster Light.
Regardless of how this was done, making it another on demand resource that augments their equipment both non-magical and magical would've gone a long way to fix the Artificer's long term consistency issue in a way that actually ties it together with the fundamental class fantasy while avoiding the problems with value falloff/dependency I mentioned earlier:
This is why I personally think that infusions should also extend to Attunable items, whether that be unrestricted or unlocked at higher levels, since most magic items by far seems to require attunement and is typically the kind of items that the party value the most, especially as non-attunement items may have a carrying capacity concern, limiting the Artificer's effective class fantasy too much.
I didn't really consider the 2024 Rock Gnome because it and the old Magical Tinkering are not exactly the same is some majorly important ways:
Now, I do think that the Rock Gnome has done some things I would've liked to see with potential revision of the old Magical Tinkering. Specifically, tie its use to a Bonus Action and allow any party member to use it, but that does run the risk of making the Rock Gnome's feature semi-obsolete.
I did however vastly neglect the overlap that this new Magical Tinkering has with Fast Crafting that the Crafter Origin Feat from the Artisan Background has. Frankly, in an ideal world, I would have wanted to see this Magical Tinkering simply replace that portion of the Crafter feat, and maybe tie it to your Proficiency Bonus. It's a bit too late to do that now since Crafter has already been published, but eh.
That said, it really makes me wonder why they didn't make the new Magical Tinkering a fast crafting version of the tools themselves? After all, the tools have various things they can craft, so why not make it able instantly create items from those lists? You would of course run into issues with it being able to instantly create weapons and armors, but that could be remedied by either baring what kind of items cannot be instantly Magically Tinkered, or putting a gold cap that cannot be exceeded for the items you create while also adding specific exception for some items that might exceed the cap.
Either way, I think it's just a wasted opportunity to not make these items somehow have their functionality further improved by the Artificer in some way, most notably with the few items who could have their Save DCs scale.
By "Smite", I presume you mean it's Arcane Jolt?
I definitely agree that the Battle Smith is a bit left behind, especially as they are now arguably as reliant as the Artillerist is on Spell Slots due to WotC removing the Steel Defender's ability to be healed by Mending. Being able to use its Weapon as a Spellcasting Focus for its Artificer Spells is something that I think is a must. It shouldn't be left to requiring one of its Attunement Slots to merge a Ruby of the War Mage into its weapon if you wish to go with a Shield.
But whether it should have Weapon Mastery or not is not something I have any specific opinion about one way or another. While I do think it would make sense, I also think that Weapon Mastery is one of those features meant to distinguish the true martials of the game. That said, I could see how a magical battle engineer who is meant to understand the intricate use of their equipment would be able to also identify some degree of its mastery. Although it it does so, then it should probably be limited to one or two kind of weapon(s) per long rest, since making it any of its magical weapons would be better than all of the Martials including the Fighter. Add that many of the actual Martial Feats that make Weapon use fully potent wont grant an improvement to Intelligence, and I do lean towards that it should be granted some level of Weapon Mastery, but my mind isn't made up.
Jolt could be considered a Smite variant, yeah, but thats not what i meant.
Battlesmiths Spell-List adds:
Heroism (Cleric, Paladin, Bard)
Shield (Sorcerer, Wizard)
Shining Smite (Paladin)
Warding Bond (Cleric, Paladin)
Aura of Vitality (Cleric, Druid, Paladin)
Conjure Barrage (Ranger)
Aura of Purity (Cleric, Paladin)
Fire Shield (Druid, Sorcerer, Wizard)
Banishing Smite (Paladin)
Mass Cure Wound (Bard, Cleric, Druid)
So most of Battlesmiths Spells are Divine Spells, and the Smites are Paladin exclusive.
Both Paladin and Ranger are Half Casters too. Both have access to Weapon Mastery. Artificer has Cantrips, yeah, but is that really worth it if you go the Martial Route with Armorer and Battlesmith? Neither of them are known to be Cantrip-Slingers, thats the Artillerist.
Even Cleric has a choice between Protector (Martial Weapons and Heavy Armor) and Thaumaturge (more Cantrips and bonus to Skill checks). Later they can choose between Divine Strike (Smite variant) or Potent Spellcasting (better Cantrips).
Not to mention that Armorer already has a variant of Mastery with the Armor-Weapons.
Dreadnaught has a variant of Push, which allows 10ft Push / Pull against targets smaller than you.
Guardian has a variant of Sap (on any attack that is not made against you)
Infiltrator has extra damage once per turn.
They are neither stronger nor weaker than the true masteries, but mechanically they all are "on hit with a weapon" like a Mastery.
The only difference between Battlesmith and Ranger / Paladin is...the Cantrips. And as mentioned, Artillerist is the Cantrip Subclass here.
But THE Weapon Subclass whose entire identity is build around Weapons...does not have Mastery. Even a limited variant which only allows usage with Infused / Replicated Weapons would have been better than nothing.
Both the "Cantrip switching" and "Drain Magic Item to regain a Spell Slot" are features most useful for Alchemist and Artillerist. As Armorer or Battlesmith, i would never use Drain Magic Item, because with the new Replicate Magic Item it means that i become unarmed and unarmored.
I agree with all of what you said. I wrote in the survey three major points I'd like to see. One, Firearms should be accessible, look at Monks & Rogues with specific meaningful Martial Weapon Proficiencies. Second, as a Half-Caster, they should have Extra Attack. They're not a full caster & with it at its core, it would open up Battlesmith & Armorer's subclass feature, and simultaneously give Artillerist & Alchemist new offensive approach, like with a gun. Third, subclasses Spell list does not reflect their Intelligence & should have access to more "Spells".
Alchemist : Acid/Fire/Necrotic/Poison/Healing
Artillerist: Lines/Cones/Cylinders
Battlesmith: Paladin & Ranger Spells
Armorer: Self Spells, AC & THP Spells
Also, I wrote a lot more for what I wanted in an Alchemist. Namely, a true d100 table for Experimental Elixir filled with Cantrips, non-damaging 1st & 2nd level Spells. Then when expending a Spell Slot, you can duplicate a table effect OR replicate a non-damaging Spell with a level up to twice the Spell Slot expended.
I want to see more wonkiness. And if Alchemist really needed to be that "pseudo" faux full caster, they need more. Also, Tasha's Bubbling Cauldron as a capstone? Any Wizard or Warlocks are using this Spell at 11th level. I would push the feature into either 5th or 9th level with a unique feature: you can create rare potions, with very rare at 13th & legendary at 17th level. Modified high level Spells has already been designed in another half-caster: Horizon Walker Ranger's Ethereal Step.
Also, Artificer's removal of Tool Expertise, should at least provide it in the subclass & provide one other tool. Alchemist should have Expertise in Alchemist Tools & Glassblowers. Armorer Expertise with Smith & Leatherworkers. Artillerist Expertise with Woodcarving & Tinkerers. Battlesmith Expertise with Smith & Thieves' Tool.
In addition to the utility of this UA's version of "Magical Tinkering" being largely undermined by the fact that D&D is a co-op game (rather than solo play) by default -- because you can almost certainly count on a good portion of the adventuring gear items you can create with this Level 1 feature being amongst the equipment carried by your fellow party members...
It is completely invalidated by your Level 2 "Replicate Magic Item" feature, specifically the Level 2+ Bag of Holding item plan.
A collection of, say, one instance of *every* piece of mundane adventuring gear you can create with "Magic Tinkering" tops out at just under 60 pounds; I'm not sure of the volume that much equipment would take up, but it's certainly going to be less than the 64 cubic feet (and maximum 500 pounds of weight) that a BoH can hold.
So all it takes is:
and voila -- you never have to use your Level 1 feature again in the game, as replenishing any items from the list is just one general store away...
No other Level 1 class feature from any other class will be entirely invalidated by a higher-level feature, and especially not by a feature gained at the *very next level.*
That's just very poor game design.
As ribbon as the Magical Tinkering feature from the Tasha's version of the Artificer could be (particularly in combat), at least it had some enduring utility for the social and exploration aspects of the game, and could really blossom in the hands of a creative-thinking player.
SMH
It doesnt even need that. If the Math is correct and it requires just 17g and 60lb, then you can START with all of that.
Volume is not a factor in the character sheet. Only weight is.
Yeah sure, one could argue that "it is too much stuff to carry", but just by RAW it would be allowed.
EDIT:
Also, if you choose Gold instead of Gear, Artificer starts with 200g when you combine Class and Origin.
A Bag of Holding is an Uncommon Item.
Uncommon Items are priced at around 400g.
DMG says to include one Treasure Hoard per Session. At CR 0 thats still 2d4 x 100gp in addition to 3d6 x 10 from Monsters.
So...you could get one before you even level up.
Oh yeah, there are other ways to get hold of a Bag of Holding and/or the mundane gear to put in it -- the point is, if something you can create at level 2 , or acquire even earlier, invalidates the purpose of your one "unique" level 1 feature, then that L1 feature is garbage.
Maybe if they'd made it so a Bag of Holding couldn't be created until Level 6+, it might have some traction in early gameplay. As it is, the old Tasha's Magical Tinkering is at least somewhat potentially useful throughout your career and more importantly, reinforces the theme and flavor of being an artificer. The UA version just says "Hey look, I'm a gear conjurer"' -- which isn't even all that unique. The 2014 Conjuration wizard, which hasn't seen a revision in 2024 and therefore should still be playable depending on the DM/table rules, can do exactly the same thing with gear at Level 2 with "Minor Conjuration" -- better, in fact, because Minor Conjuration isn't limited to a specific set of items like Magical Tinkering is.
If the goal of this Artificer Level 1 feature is intended for the Artificer "to help bring its identity more fully to life" as Jeremy Crawford put it, then it does a mediocre job of it at best. Hopefully the design team really gives this a rethink.
Oh yeah, i just wanted to point out that you dont even need Replicate Magic Item because Bag of Holdings is per RAW nothing special anymore. Interestingly, the Handy Haversack is much better in 2024 than it was in 2014. Its pretty much an upgraded Bag of Holding.
Old: 2 Side Pouches with 20lb, 2ft³ each. 1 Central Pouch with 80lb and 8ft³.
New: 2 Side Pouches with 200lb, 25ft³ each. 1 Central Pouch with 500lb, 64ft³ -> which is the same as Bag of Holding.
College of Creation bard is even better than Conjuration Wizard. Conjuration Wizard is limited to 3ft 10lb objects for 1h. Bard is in the beginning limited to Medium or smaller with 20x bard level in gold value. This increases up to Huge at level 14. Not sure which huge object you could get with 280g though.
Overall the current UA does a bad job at creating an identity. With the huge focus on crafting stuff, the best use for Artificer is to stay in the Bastion and craft Gear for the "real heroes".
I just noticed your edit here. If i may suggest another variant:
Keep the old System, so create light, record and play things etc, but also add the "create minor item" part as a new one. The old ones are great for roleplay and really neat if you are creative. They last infinite and you can recover Sparks from created items to regain them, just like in the 2014 version.
In-Combat creation of Items should not be unbalanced at all. At best thats 5 Items you can create. Most of the time you are better off just attacking or casting a spell. And honestly...you could store way more than 5 Ball Bearing Bags in even a regular Backpack, and nothing prevents you from creating all of them before combat. Even with 1h duration thats way longer than any combat encounter could ever last.
Then let them scale with your 1 and 2. That way this Feature can be used in combat and would add a "Gear-Master" feeling to the Artificer.
While I can agree that the UA Artificer is a shell of its former glory, I can also note that some of your complaints are genuinely unfounded.
Tasha's Artificer has the same spellcasting focus limitations as the UA. Only Tinkers tools or another set of artisan tools that make sense. There is no change here - as such nothing to complain about. And to continue on this, because it happens to be one of the last things noted - No, Tasha's basic Artificer could not use infused items as a Focus. The Armorer is the only class that can use something other than Artisan tools as a focus, and that's the Arcane Armor that's part of the sub-class. And guess what, that still exists in the UA. The Enhanced Arcane Focus Infusion was not for the Artificer. That is something that is meant to be applied to an item that a teammate can use. And that feature was simply redirected to +1 Wand of the War Mage which does the exact same thing when you can initially use it. Sure, it's shit that the magic wand wont be a +2 at 10, but that was OP with the new balance set up in the DMG with other items.
Replicate Magic Item is in Tasha's, it's an optional infusion that you can take multiple times. This is how Artificer had access to Bag of Holding and other items early on. There are complaints to be had, but let's focus shall we. Design wise almost all of the original infusions from Tasha's were just magic items. What they did instead was to break off stuff that should've been a spell "Homonculus Servant", labeled unique items to Artificer's as magic items "Mind Sharpener" and then shat on them by limiting the max magic items (infusions) by 4. They also nerfed 6th level Artificer because Radiant Weapon used to have a prerequisite of 6th level Artificer. Now with the limitations on the rarity of the magic items that your Magic Item plan can replicate at specific levels "Radiant Weapon" isn't available until level 14. So, the real injustice in the change is instead of 12 max infusions with 6 active, the UA limits you to 8 max Magic Item Plans with 6 created at any time and a great combat infusion (that can be a little OP) was made into a Rare item that you cant have at all until 14.
Next point of contention is regarding "Spell-storing item". That feature getting expanded balanced some of the junk nerfed. But let's take another moment. When's the last time you were in a normal combat where the combat lasted more than 10 rounds? An Artificer being able to cast Conjure Barrage or Fireball once a round for 10 rounds is 150-320 damage respectively. Yes, the theoretical max damage of rolling 30 d8 is 240 and 80 d6 is 480, but the odds of any one person rolling that perfect and not getting focus fired ... they deserve that win if they pull off the astronomic task without loaded dice AND live that long. Yes, if you have min-maxed and have a +5 to INT by 11, you have 10 possible casts of Revivify. But if you're spending your action every turn bringing back someone that was dropped you're either going to get killed, or your going to lose via attrition. The only scenario that this works for is if the BBEG literally vanishes after wiping your party and you immediately race around to bring back everyone before a minute is up. - Long story short, it's only technically OP in very niche situations and otherwise is an attempt to make you forget that everyone crafts as fast as you do now.
And the complaint about losing tool expertise to regaining a spell slot and then missing the trick in referencing specific items. Yes- I am upset about tool expertise along with crafting being removed from the identity, but without those the feature you crapped on literally synergies with the Spell Refueling Ring. You recover a 3rd level spell slot with a Bonus Action from Spell Refueling Ring and can immediately cast at that level. Then as a Bonus Action you Drain magic from that ring, that you made and forced into being with your tinkering magic, and regain a 2nd level slot that you can use immediately for an Action cast spell. And because you can create 2 magic items per long rest as long as you have your Artisan tools you can always get back your spell refueling ring the next long rest which for most campaigns would also be the next dawn anyway. Literally using your crafting expertise to maximize your output and have 2 more spell slots than you normally get.
The original magical tinkering and the actual crafting improvements being removed are what has mainly removed the Artificer's identity. I do hope that they make an about face similar to what they did with Warlocks, because otherwise Artificer's will either only ever be played with Tasha's rules, or they will only be played by people who understand how to max out all possible features.
It's right there in the description of the Spellcasting feature for the Artificer class, under the "Tools Required" heading:
"After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus."
I don't have my book handy, but the level 1 Tools Required feature should specify that all Artificers can use Thieves' Tools, Artisan Tools, and any item bearing your infusions as a spellcasting focus. It's not part of the Infuse Item class feature. UA picked up Tinkers Tools as an option, but lost infused/replicated items. With the trend of breaking out features, it is possible that they intended to break it out as a 2nd level feature and forgot.
I feel like they changed from crafters to item conjurers. At least infusions took mundane permanent items and added pseudo-enchantments. Replicate Magic Item is just conjuration, not crafting.
How to add Tooltips.
UA survey was opening 17dec, over the busiest holiday season, and it's *already* closed? I guess they didn't want that much feedback.
I feel like it's cash grab. 2024 was a great option to recognize the class and being it in, and these changes are watering down what an artificier is. It's clear they just want to profit from artificier keeping it as a micro purchase, like they did with the really random illrigger class.
Give us a psionic or warlord class, like we've been asking for.
Tools for easy reference
Rollable JOSN Generator for Rollable Tags (Credit to: MidniteOil21)
The Optimists' Guide to D&D 5E Damage by Class DPR (Credit to: MakingLemonade)
That's fair. I kept skimming past it. That honestly should have just been added to the level 2 feature rather than keeping it in spellcasting. But that's on me for missing that.
To be fair to the UA Artificer design, the Magic Item Plans are closer to the heart of the Artificer than Infusions.
Here is the flavor difference in the two abilities assuming that any specifically named magic item like Bag of Holding, Boots of Elvenkind, Wand of Polymorph, etc always looks like the magic item named.
Tasha's - you touch a preexisting object and channel your magical intent into the item to transmute its appearance and enchant it with the magical effect of that magic item. So long as you live and your intent is on the item it retains its shape and abilities, but should your intent be focused on too many items or should you die, the imbued magic eventually vanishes and the item returns to its base form.
UA - you use your Tinker's tools to tap into the arcane weave and conjure the materials you need to fully create the item. So long as you live and maintain the item itself the object remains. Due to your limited experience/attention if you try to maintain too many items from the arcane weave or if you die the created items return to the weave.
Infusions are part Enchantment part Transmutation, applying a desired magical effect to an item that also forces its form to change. Magic Item Plans are Conjuration as you said, but the flavor is that you are conjuring the materials to create the item. When the infusions end the original base item is returned to what it was rather than just losing the magic and retaining the new appearance. Whereas the fully created item via Magic Item Plan vanishes back to the weave. If we split hairs both options aren't the proper creation of an Artificer, but of the two the UA is certainly closer.
The difference is, that the old system had a better balance. You had a predefined list of effects to choose from, or a "Common" Magical Item.
Opening up the list to other rarities only brings problems, because magic items are generally poorly balanced. And no player should ever have access to the DMG or "creative mode" when it comes to that. If i dont want my players to get certain items, i dont give it to them...
Conjuring an Item is also problematic when it comes to for example Full Plate, the most expensive armor in the game for a reason. Now you are allowed to conjure a "Full Plate of Gleaming" since it is Common, and a Shield with +3 AC. So...great...you now have a Fighter with 21 AC at level 2. Goodbye combat balance.
The Drain Magic Item feature is also problematic when it comes to "conjuring items". If i play an Armorer or Battlesmith, and my infusions are all used for Armor/Weapons, then using that feature just poofs my Items. Im left unarmed and unormored. Infusions would atleast leave me with a base-item so that i can still attack with and only loose my +1 enhancement, or my armor turns from 18AC to 17AC.
Pros of Infusions:
Requiring a physical mundane object and selecting from a curated list is easier to balance and designers don't need to consider how the Artificer is affected when making a new magic item for the game. DMs don't need to consider new options outside this list unless they wish to expand it themselves.
Cons of Infusions:
We only see new options (outside of Common magic items which are inconsequential), when the Artificer gets reprinted. Now it's entirely possible for a book to include new Artificer infusion... it would be as simple as a small list of named magic items in a table when the book comes out or adding a simple tag or asterisk with a footnote that "[RMI 6] Indicates that this item is added to the list of an artificers options in Replicate Magic Item at 6th level." Etc. There's simple easy, minimal page-space possible ways to include new features for the Artificer.
But because the infusion mechanic does not require anyone to consider the Artificer, the Artificer just isn't considered at all when it comes to new content. And in over 4 years since the Artificer's most recent release in Tasha's not a single magic item was added to their list (outside of common items because they are inconsequential). There have been a couple of spells added to their list but no one seems to think of adding new magic items to the "magic item guy" class.
Pros of UA Replicate Magic Item:
Much larger and wider list of options from the get go. By having the list based on factors common to all magic items then when new magic items are released they automatically become candidates for Replicate Magic Item. The Artificer's options grow even if WoTC outright forget that Artificers exist.
Cons of UA Replicate Magic Item:
Primarily balance. And for adventure designers concerned about balance it puts the onus on them to consider the Artificer when releasing content, instead of ignoring them as has been the status quo. For DMs concerned about balance it puts the onus on them to examine new items and veto their inclusion in RMI in advance, or to simply ban the Artificer from their table.
In my mind the proper solution to this balance issue would be to actually balance magic items by their rarity... but since the 2024 DMG has already released that ship has sailed and it's not likely to ever occur this edition.
My Conclusion:
I reeeaallly like the new Replicate Magic Item precisely because of how conveniently open it is but I agree in its current state it's extremely exploitable and we likely won't see it survive UA.