the magic replications lists are more balnced with specific things moved around to ensure decent utilility at most levels
issues with foci and handling have been fixed by making replicated items usable as focuses
the level 20 feat is slightly better.
the bad imo.
removal of replication of armor/weapons/rings and enspelled items. you still have access to certain specific weapons/armor/rings but its way more limited and curated, and it wont grow with new books.
the neutral, you can refresh some charges of charge based items via slots but you only have a few before 10, and before 10 artificer slots are fairly abysmal, considering enspelled items are gone.
the cartographer
they can scroll spells in half the time, but their spell list is fairly weak.
is mostly a class that gives you a lot of teleports, and whose existence gives members of the party GPS.
problem is they have very little useful they can do with their movement.
the video with this release labels them as scouts, but they will struggle with that until at least level 5/6 (magic items that help stealth/perception) Their only major skill booster is stroke of genius, (lvl 7) which requires you to fail in order to use, and stealth, perception, and even tracking are generally checks you dont fail, you gain more benefit the higher you roll.
baseline every artificer subclass has to give them some standard utility to make up for nit being natively martial or natively a full caster. this subclass doesnt have that. armorer makes you tough and useful in melee without spells, battlesmith makes you dpr in melle, artillerist makes you dpr from a distance, alchemist struggles, but increased your cantrip damage, and gave you elxirs, and some potion craft. The cartographer has none of that.
feels like this subclass almost requires a multiclass dip to work,
The changes to Magical Tinkering are still completely baffling to me, the entirety of the list of items you can produce can be purchased for a handful of gold at any shop and when you put them in the bag of holding you (more than likely) gave yourself you have unlimited uses for them each day regardless of your int modifier.
I don't understand why they think taking away a great flavor and creativity feature and saying "you can make a temporary bucket" is in any way an interesting change let alone an improvement.
I like Cartographer in concept but I agree it needs some refining. Like make their Faerie Fire invisible so enemies cannot see the Radar and give them Snare along with Alarm as baked in spells. I can see this and the Armorer becoming the two shining stars of the Artificer class. It just needs some tweaking to power up its stealth capabilities complementing their scouting ability.
I main an Alchemist so I am pretty upset that it wasn't fixed. They need more potions. The boosts aren't bad but each edition has consistently taken away more and more potion types. In AD&D we had access to any spell as a potion. In 3.5 we got special items like bombs to account for loosing some spells as potions. In 5e they chopped it way down and took away spells as potions completely. Now with One they took away one-two more while giving everyone else access to creating potions which were once only craftable by Alchemist.
Edit: I was just thinking about it but a multi-class Scribes Wizard with a Cartographer could be an interesting build. The spellbook becomes the scout with the map.
- Potent Dragonmark is, IMO, what the Spells of the Mark feature needs. Flavorwise, a lot of the dragonmarks seem appropriate for people who otherwise are not spellcasters, so tying your ability to use that power to spell slots didn't make much sense.
- I notice that dragonmarks are no longer tied to race. Now, I have two thoughts on that. First, it works lorewise better than people might think. It is already canon that the Mark of Finding can appear on half orcs or humans and often does because the people of the Shadow Marches weren't as determined to keep power "in the blood" as the people of the east. Moreover, it is also canon that a group of elves once succeeded on breeding a powerful dragonmark onto a half dragon. So there really should be no reason you couldn't have a Khoravar with a Mark of Shadow or Mark of Making. That said, I do still hope the new book emphasizes that the dragonmarks did appear at first on certain races, and that, say, Mark of Making appearing on a non human is exceptional. House Jorasco is tied heavily to the Boromars in Sharn because they are both halfling, and House Lyrandar wants to turn Valenar into a homeland for the Khoravar.
- I still think that Replicate Magic Item should require a mundane version of what you are replicating. Specifically, to prevent you from conjuring a set of +1 full plate ex nihilo. If that was supposed to be easy, it wouldn't cost so much to make the mundane version. Also, draining it wouldn't destroy the armor, just get rid of the modifications.
- I've not played much high level, but the ability to cast Haste on someone without ever losing Concentration? Yes please.
- I'm glad Artificer gets Mending for free. They are half casters that only get 2 cantrips. Now, Rangers and Paladins are also half casters, but they are also martials who will be primarily fighting with weapons. The Artificer needs to spend at least one cantrip known on offense (maybe Armorer and Battlesmith don't). Giving them Mending for free is something that is badly needed.
I like Tinker's Magic much better than Magical Tinkering from the previous UA. A free mending cantrip is useful, and basic items that last a day are much more useful than the same basic items that last an hour. The benefit is having access to needed tools without having to carry around everything and the kitchen sink.
Replicate Magic Item seems more defined and less likely to to be abused with changes to the items. Now it's common magic items and later it's only wonderous items among the uncommon and rare items. I think that's less confusing in general and less open to abuse, and it encourages more standard crafting of other items. It feels more iconic to me too.
Magic Item Tinker still drains an item for a spell slot, and adds spending spell slots to replenish item charges. It also adds an ability similar to the memorize spell for wizards to change an item out once per day. That's better versatility.
The line of magic item attunement increases is less wordy and more simple.
Spell Storing Item is still a huge bump in ability in one level. I think that could be broken down over multiple levels but it's still a strong ability regardless.
The Cheat Death aspect of the capstone is better and the Magical Guidance portion is downgraded. It's a strong capstone.
Overall I think the base class was streamlined a bit and works. I'd be happy playing it.
I'm less sure about the Cartographer subclass. I like the concept but the spell list seems off to me. A magical discipline based on travel doesn't seem to fit spells like faerie fire, healing word, guiding bolt, mind spike, or haste. I would expect more focus on travel or divination in the bonus spells prepared. The player can select many of those spells from the standard list is they want.
The maps are interesting and I think useful. The ability to target allies with spells that require seeing the target and bypassing that requirement is a unique mechanic.
Dragonmarks seem a bit OP for an alternative to origin feats.
This UA is better than the first, but still not perfect.
Magical Tinkering lasting until the end of a long rest fixes the Bedroll issue, but not the Vial and Paper one. The release-condition should be something like "After a long rest you can disolve Items you have created to regain the resource". That way Vials wont suddenly drop the stored Acid just as you wake up.
It would also be great if Combat Items could be used with the creation-action, so that Ball Bearings do not require two Actions. DC Scaling for those Items would also be a neat feature.
I also still want the old options back! I dont want to play a Rock Gnome just to have them! But Free Mending is nice to have.
Removal of "The Right Tool for the Job" is meh. Plans Known is still reduced, so having to sacrifice a Plan and an Attunement for a Manifold Tool...nah. Manifold Tool itself is fine.
Transmute Item sounds great and usable, i just wish it would scale. Like for example at the same time you learn more plans, you can use this an additional time.
Still no Expertise. Artificer should have it when considering that so many other "Experts" got it.
- Potent Dragonmark is, IMO, what the Spells of the Mark feature needs. Flavorwise, a lot of the dragonmarks seem appropriate for people who otherwise are not spellcasters, so tying your ability to use that power to spell slots didn't make much sense.
- I notice that dragonmarks are no longer tied to race. Now, I have two thoughts on that. First, it works lorewise better than people might think. It is already canon that the Mark of Finding can appear on half orcs or humans and often does because the people of the Shadow Marches weren't as determined to keep power "in the blood" as the people of the east. Moreover, it is also canon that a group of elves once succeeded on breeding a powerful dragonmark onto a half dragon. So there really should be no reason you couldn't have a Khoravar with a Mark of Shadow or Mark of Making. That said, I do still hope the new book emphasizes that the dragonmarks did appear at first on certain races, and that, say, Mark of Making appearing on a non human is exceptional. House Jorasco is tied heavily to the Boromars in Sharn because they are both halfling, and House Lyrandar wants to turn Valenar into a homeland for the Khoravar.
- I still think that Replicate Magic Item should require a mundane version of what you are replicating. Specifically, to prevent you from conjuring a set of +1 full plate ex nihilo. If that was supposed to be easy, it wouldn't cost so much to make the mundane version. Also, draining it wouldn't destroy the armor, just get rid of the modifications.
- I've not played much high level, but the ability to cast Haste on someone without ever losing Concentration? Yes please.
- I'm glad Artificer gets Mending for free. They are half casters that only get 2 cantrips. Now, Rangers and Paladins are also half casters, but they are also martials who will be primarily fighting with weapons. The Artificer needs to spend at least one cantrip known on offense (maybe Armorer and Battlesmith don't). Giving them Mending for free is something that is badly needed.
The Artificer has stepped in the right direction, but agree it would be better if artificers enchanted mundane items rather than making magical items appear out of thin air. Not just for the reasons you stated, but because it just seems to against their entire theme: Artificers make and craft things; summoning items from nowhere just feels wrong, kinda like cheating!
I'm glad enspelled items have gone from the item lists, though that will probably upset a lot of people. Mainly because it was a major power boost and people felt that Artificers need it to keep up. But it was too much of a unbalanced jump in number and category of spells they could cast. So I agree with removing it, but maybe it should be replaced with some other spellcasting boost in return (a more limited lower-level version of the "spell-storing item" feature?).
The other Artificer features got a needed boost, but I still hate the fact that two of their main features require destroying one (or more) of their replicated items! Their replicated items feature is their main class feature and you have to eff yourself until the next day just to use your other features! (And what if you've given some of those items to other party members??)
- Potent Dragonmark is, IMO, what the Spells of the Mark feature needs. Flavorwise, a lot of the dragonmarks seem appropriate for people who otherwise are not spellcasters, so tying your ability to use that power to spell slots didn't make much sense.
- I notice that dragonmarks are no longer tied to race. Now, I have two thoughts on that. First, it works lorewise better than people might think. It is already canon that the Mark of Finding can appear on half orcs or humans and often does because the people of the Shadow Marches weren't as determined to keep power "in the blood" as the people of the east. Moreover, it is also canon that a group of elves once succeeded on breeding a powerful dragonmark onto a half dragon. So there really should be no reason you couldn't have a Khoravar with a Mark of Shadow or Mark of Making. That said, I do still hope the new book emphasizes that the dragonmarks did appear at first on certain races, and that, say, Mark of Making appearing on a non human is exceptional. House Jorasco is tied heavily to the Boromars in Sharn because they are both halfling, and House Lyrandar wants to turn Valenar into a homeland for the Khoravar.
- I still think that Replicate Magic Item should require a mundane version of what you are replicating. Specifically, to prevent you from conjuring a set of +1 full plate ex nihilo. If that was supposed to be easy, it wouldn't cost so much to make the mundane version. Also, draining it wouldn't destroy the armor, just get rid of the modifications.
- I've not played much high level, but the ability to cast Haste on someone without ever losing Concentration? Yes please.
- I'm glad Artificer gets Mending for free. They are half casters that only get 2 cantrips. Now, Rangers and Paladins are also half casters, but they are also martials who will be primarily fighting with weapons. The Artificer needs to spend at least one cantrip known on offense (maybe Armorer and Battlesmith don't). Giving them Mending for free is something that is badly needed.
The Artificer has stepped in the right direction, but agree it would be better if artificers enchanted mundane items rather than making magical items appear out of thin air. Not just for the reasons you stated, but because it just seems to against their entire theme: Artificers make and craft things; summoning items from nowhere just feels wrong, kinda like cheating!
I'm glad enspelled items have gone from the item lists, though that will probably upset a lot of people. Mainly because it was a major power boost and people felt that Artificers need it to keep up. But it was too much of a unbalanced jump in number and category of spells they could cast. So I agree with removing it, but maybe it should be replaced with some other spellcasting boost in return (a more limited lower-level version of the "spell-storing item" feature?).
The other Artificer features got a needed boost, but I still hate the fact that two of their main features require destroying one (or more) of their replicated items! Their replicated items feature is their main class feature and you have to eff yourself until the next day just to use your other features! (And what if you've given some of those items to other party members??)
they didnt just get rid of ensplled items, they got rid of armor/rings/weapons that arent predetermined. Thats A LOT less versatility for a class thats supposed to be versatile. It also locks them into a dated item list like last time, which was hyper annoying in the long run.
If this is A B testing, i perfer A (the first UA) if its an evolution they feel they have to make, they need to expand their access to various support/utility/versatility items at low levels, by some means.Enspelled items was intended to make the caster types feasible, by creating the option of getting 3 spells of your choice with enough uses to cast per day.
now an alchemist/cartographer is primarilly depending on a half casters number of slots, and the artificers base spell lists, with two extra options, web and magic missile, and not until level 6. At level 5, an artificer has 6 slots. a homunculus uses 1 slot, recasting it uses a slot and takes an hour (short rest) so thats 5-4 slots per day. There is no way a charachter with 2 cantrips, no extra attack and 4 spell slots can be comparit8vely useful for more than one encounter. And btw, magic missle at level 6 is. 10.5 damage, alchemist/artillerist cantrips are worth more. Wand of magic missiles is 0nly useful when up cast, or attached to hommunculus.
i have tested this class extensively the last time, (all subclasses) and contrary to many people's hot takes, they were not OP at all, especially low level.(below 10 where most games are played) Alchemist struggled most of all, and cartographer has even less. Even the artillerist struggles with 1 hour lasting cannons. 1 free, using likely most of their spell slots just to have access to eldritch cannon. There is a big hole in the caster side of the class with this new UA, and thats currently 3/5ths of the sub classes.
so if they want a curated list, and to limit enspelled, they need to curate some spell like items with charges/reuse into lower levels. they probably need to add some to level 2. And really, if they want artificer to be a versatile class, they need more than like 2 or 3. currently they made 1 offensive and 1 control. thats not going to cut it.
- Potent Dragonmark is, IMO, what the Spells of the Mark feature needs. Flavorwise, a lot of the dragonmarks seem appropriate for people who otherwise are not spellcasters, so tying your ability to use that power to spell slots didn't make much sense.
- I notice that dragonmarks are no longer tied to race. Now, I have two thoughts on that. First, it works lorewise better than people might think. It is already canon that the Mark of Finding can appear on half orcs or humans and often does because the people of the Shadow Marches weren't as determined to keep power "in the blood" as the people of the east. Moreover, it is also canon that a group of elves once succeeded on breeding a powerful dragonmark onto a half dragon. So there really should be no reason you couldn't have a Khoravar with a Mark of Shadow or Mark of Making. That said, I do still hope the new book emphasizes that the dragonmarks did appear at first on certain races, and that, say, Mark of Making appearing on a non human is exceptional. House Jorasco is tied heavily to the Boromars in Sharn because they are both halfling, and House Lyrandar wants to turn Valenar into a homeland for the Khoravar.
- I still think that Replicate Magic Item should require a mundane version of what you are replicating. Specifically, to prevent you from conjuring a set of +1 full plate ex nihilo. If that was supposed to be easy, it wouldn't cost so much to make the mundane version. Also, draining it wouldn't destroy the armor, just get rid of the modifications.
- I've not played much high level, but the ability to cast Haste on someone without ever losing Concentration? Yes please.
- I'm glad Artificer gets Mending for free. They are half casters that only get 2 cantrips. Now, Rangers and Paladins are also half casters, but they are also martials who will be primarily fighting with weapons. The Artificer needs to spend at least one cantrip known on offense (maybe Armorer and Battlesmith don't). Giving them Mending for free is something that is badly needed.
The Artificer has stepped in the right direction, but agree it would be better if artificers enchanted mundane items rather than making magical items appear out of thin air. Not just for the reasons you stated, but because it just seems to against their entire theme: Artificers make and craft things; summoning items from nowhere just feels wrong, kinda like cheating!
I'm glad enspelled items have gone from the item lists, though that will probably upset a lot of people. Mainly because it was a major power boost and people felt that Artificers need it to keep up. But it was too much of a unbalanced jump in number and category of spells they could cast. So I agree with removing it, but maybe it should be replaced with some other spellcasting boost in return (a more limited lower-level version of the "spell-storing item" feature?).
The other Artificer features got a needed boost, but I still hate the fact that two of their main features require destroying one (or more) of their replicated items! Their replicated items feature is their main class feature and you have to eff yourself until the next day just to use your other features! (And what if you've given some of those items to other party members??)
they didnt just get rid of ensplled items, they got rid of armor/rings/weapons that arent predetermined. Thats A LOT less versatility for a class thats supposed to be versatile. It also locks them into a dated item list like last time, which was hyper annoying in the long run.
If this is A B testing, i perfer A (the first UA) if its an evolution they feel they have to make, they need to expand their access to various support/utility/versatility items at low levels, by some means.Enspelled items was intended to make the caster types feasible, by creating the option of getting 3 spells of your choice with enough uses to cast per day.
now an alchemist/cartographer is primarilly depending on a half casters number of slots, and the artificers base spell lists, with two extra options, web and magic missile, and not until level 6. At level 5, an artificer has 6 slots. a homunculus uses 1 slot, recasting it uses a slot and takes an hour (short rest) so thats 5-4 slots per day. There is no way a charachter with 2 cantrips, no extra attack and 4 spell slots can be comparit8vely useful for more than one encounter. And btw, magic missle at level 6 is. 10.5 damage, alchemist/artillerist cantrips are worth more. Wand of magic missiles is 0nly useful when up cast, or attached to hommunculus.
i have tested this class extensively the last time, (all subclasses) and contrary to many people's hot takes, they were not OP at all, especially low level.(below 10 where most games are played) Alchemist struggled most of all, and cartographer has even less. Even the artillerist struggles with 1 hour lasting cannons. 1 free, using likely most of their spell slots just to have access to eldritch cannon. There is a big hole in the caster side of the class with this new UA, and thats currently 3/5ths of the sub classes.
so if they want a curated list, and to limit enspelled, they need to curate some spell like items with charges/reuse into lower levels. they probably need to add some to level 2. And really, if they want artificer to be a versatile class, they need more than like 2 or 3. currently they made 1 offensive and 1 control. thats not going to cut it.
Not disagreeing. I didn't like the enspelled items because it seemed an 'exploit' that granted access to spells outside of the Artificer's normal list and seemed an odd jump in power. But it does need replacing with something (of a 'smoother' power level) - especially, as you say, to help with the Alchemist and new Cartographer which are more reliant on spells.
The new Tinker's Magic is a bad combination for the race and subrace that are most likely to BE artificers; the rock gnome. I'd be alright with it if the option was "You get Mending, and if you ALREADY have Mending, you can choose a different cantrip."
It has the same problem the All-Purpose Tool has. Being able to swap a tool proficiency on the fly is nearly too good to ignore for an Artificer but it has the unfortunate side effect of making the artisan tool proficiencies you get from your Class and perhaps your Background entirely redundant. It invalidates your character choices. But at least the All-Purpose Tool has the decency to "require attunement by an Artificer."
The Manifold Tool can be attuned to by anyone. Ranger? Check. Rogue? Check. Bard? Check. Wizard? Check. Wizard's familiar? Oddly enough, RAW, check!
Further, all of those classes share a feature that the Artificer lacks. Expertise. Rogues and Bards in particular have a plethora of skill proficiencies allowing them to more often make use of the Skills + Tools advantage.
And then it's a common magic item, not an exclusive infusion, not an Artificer exclusive spell, making it very quick and easy to craft. Just need Tinker's Tools + Arcana proficiency. Then once you have the Manifold Tool you can then craft any magic item. The proficiency gates swing wide open.
Artificers used to be the "best at tools," primarily due to Tool Expertise. Now their only bonus regarding tools is the category based crafting time reduction in their subclass however you can get an equivalent reduction in crafting time by making a 2nd Manifest Tool and giving it to an ally who also has Arcana Proficiency and the two of your working together. For these reasons I can't help but view the Manifold tool as harmful to the Artificer's Identity.
I'd much rather the ability to grant a creature a tool proficiency as an action be an Artificer exclusive spell, or if the Manifold Tool MUST exist, give it the prerequisite "requires attunement by an Artificer".
Alternately, give Artificers Tool Expertise again or Expertise in a skill, or something in that vein. Artificers were once tangentially listed as Experts alongside Bards, Rogues, and Rangers.
It seems like WoTC are swiftly eroding that tenuous identity pushing Artificers to be ONLY about magic items and nothing else.
It has the same problem the All-Purpose Tool has. Being able to swap a tool proficiency on the fly is nearly too good to ignore for an Artificer but it has the unfortunate side effect of making the artisan tool proficiencies you get from your Class and perhaps your Background entirely redundant. It invalidates your character choices. But at least the All-Purpose Tool has the decency to "require attunement by an Artificer."
The Manifold Tool can be attuned to by anyone. Ranger? Check. Rogue? Check. Bard? Check. Wizard? Check. Wizard's familiar? Oddly enough, RAW, check!
Further, all of those classes share a feature that the Artificer lacks. Expertise. Rogues and Bards in particular have a plethora of skill proficiencies allowing them to more often make use of the Skills + Tools advantage.
And then it's a common magic item, not an exclusive infusion, not an Artificer exclusive spell, making it very quick and easy to craft. Just need Tinker's Tools + Arcana proficiency. Then once you have the Manifold Tool you can then craft any magic item. The proficiency gates swing wide open.
Artificers used to be the "best at tools," primarily due to Tool Expertise. Now their only bonus regarding tools is the category based crafting time reduction in their subclass however you can get an equivalent reduction in crafting time by making a 2nd Manifest Tool and giving it to an ally who also has Arcana Proficiency and the two of your working together. For these reasons I can't help but view the Manifold tool as harmful to the Artificer's Identity.
I'd much rather the ability to grant a creature a tool proficiency as an action be an Artificer exclusive spell, or if the Manifold Tool MUST exist, give it the prerequisite "requires attunement by an Artificer".
Alternately, give Artificers Tool Expertise again or Expertise in a skill, or something in that vein. Artificers were once tangentially listed as Experts alongside Bards, Rogues, and Rangers.
It seems like WoTC are swiftly eroding that tenuous identity pushing Artificers to be ONLY about magic items and nothing else.
expertise in tools doesnt matter much in 2024, because you dont make rolls to craft things. There are some times where you might use like masonry tools to take the hinges off a door, but you do have flash of genius.
As far as crafting,
then the artificer can reduce the time to one 4rth. They also can give this item to a homunculus and work all night crafting. It actually bothered me last UA that the homucukus could assist crafting, Its one of the primary things i think an artificer would want from a homunculus.
to be honest, i think in games that let you craft/have downtime, most artificers are interesting, but the baseline, no, or rare crafting campaigns i generally see, that magic replication is supposed to handle, seems questionable in this version
Magical Tinkering lasting until the end of a long rest fixes the Bedroll issue, but not the Vial and Paper one. The release-condition should be something like "After a long rest you can disolve Items you have created to regain the resource". That way Vials wont suddenly drop the stored Acid just as you wake up.
And here I was thinking that placing liquids that won't disappear in containers that will could lead to some fun shenanigans. :-D
It has the same problem the All-Purpose Tool has. Being able to swap a tool proficiency on the fly is nearly too good to ignore for an Artificer but it has the unfortunate side effect of making the artisan tool proficiencies you get from your Class and perhaps your Background entirely redundant. It invalidates your character choices. But at least the All-Purpose Tool has the decency to "require attunement by an Artificer."
The Manifold Tool can be attuned to by anyone. Ranger? Check. Rogue? Check. Bard? Check. Wizard? Check. Wizard's familiar? Oddly enough, RAW, check!
Further, all of those classes share a feature that the Artificer lacks. Expertise. Rogues and Bards in particular have a plethora of skill proficiencies allowing them to more often make use of the Skills + Tools advantage.
And then it's a common magic item, not an exclusive infusion, not an Artificer exclusive spell, making it very quick and easy to craft. Just need Tinker's Tools + Arcana proficiency. Then once you have the Manifold Tool you can then craft any magic item. The proficiency gates swing wide open.
Artificers used to be the "best at tools," primarily due to Tool Expertise. Now their only bonus regarding tools is the category based crafting time reduction in their subclass however you can get an equivalent reduction in crafting time by making a 2nd Manifest Tool and giving it to an ally who also has Arcana Proficiency and the two of your working together. For these reasons I can't help but view the Manifold tool as harmful to the Artificer's Identity.
I'd much rather the ability to grant a creature a tool proficiency as an action be an Artificer exclusive spell, or if the Manifold Tool MUST exist, give it the prerequisite "requires attunement by an Artificer".
Alternately, give Artificers Tool Expertise again or Expertise in a skill, or something in that vein. Artificers were once tangentially listed as Experts alongside Bards, Rogues, and Rangers.
It seems like WoTC are swiftly eroding that tenuous identity pushing Artificers to be ONLY about magic items and nothing else.
expertise in tools doesnt matter much in 2024, because you dont make rolls to craft things. There are some times where you might use like masonry tools to take the hinges off a door, but you do have flash of genius.
Tools aren't just used to craft things and flash of genius is a limited resource. I prefer tool expertise but think it should have only applied to artisan's tools.
They are kept the item summoner flavor of the last iteration.
Magical Tinkering: Still bad but now gives you the Mending cantrip and the items last until the end of a long rest.
The free Mending cantrip is great!
The summoning junk is still temporary junk. At most, it lasts a day (summon the item after you finish a long rest and they last until the end of the next one).
I still would rather have free Prestidigitation over the item conjuration.
Spellcasting: Using an infused item as spellcasting focus is back.
Pre UA, you can use any infused item as a spellcasting focus, now it must be a replicated wand or weapon. This is a nerf, but a minor one.
This ability is folded into the Replicate Magic Item ability, but I feel it might get forgotten about by players not used to playing an artificer since it is separate from the Artificer's spellcasting rules. At least it's bolded to call it out.
I did not notice any changes to the Spell List from the last iteration.
I did not notice any changes to the Homunculus Servant from the last iteration.
Replicate Magic Item:
The list of items has been reduced to a fixed list of magic items, removing the open-ended items except for Wondrous Items. I feel like this is a mistake as it limits the ability to include items from future products. I think this was a heavy-handed approach to limiting potential abuse of Enspelled Weapons and Armor and an alternate solution should be sought. Perhaps "Any [rarity] item of [category] that does cast a spell" or "If an item includes the ability to cast a spell, you must have the spell prepared to replicate it." Since they also excluded rings and wands, I wonder what other items they felt were problematic.
Plans known is still reduced. At Level 6, 10, 14, and 18, the plans known increases by 1 instead of by 2 pre UA (a maximum of 8 instead of 12). This means that at most, you will only have 2 plans that you know and aren't using. This doesn't cut down on the power of the class, but it does impact the versatility. In addition, some of the plans that were one plan pre UA are still two or more plans in this UA.
Expanded Replication was removed from the level 6, 10, and 14 class features, saving the otherwise wasted space.
Right Tool For The Job: Still summons artisan tools in one action. Removed!
There is no replacement feature. Since it is a waste of a plan known otherwise, a free Manifold Tool replication as a replacement or even just free as a plan known?
The removed feature replaces the ability to summon/create non-magic artisan tools after 1 hour.
Since they can last all day, you can actually use them. It's still a mediocre ability.
At this level, you will be excited about or disappointed by your subclass ability.
Speaking of Subclasses, a new one is included, but no discussion revised subclasses are presented. I don't know how that bodes for the subclass abilities people had issues with.
Magic Item Tinker: Noice!
Charge Magic Item: Turn spell slots into charges for a replicated magic item that uses charges! It's a limited use case, but still nice!
Drain Magic Item: I still will probably never use this so long as Replicate Magic Item summons items and this poofs them. Still there are probably shenanigans to be had by charging magic items, draining them to fuel another charged item.
Transmute Magic Item: This is both really nice and really disappointing at the same time. Once per long rest, you can turn one magic item into another item. However, since you can't double up on magic item plans and you will only ever have two plans you know and can't have active, the usefulness is rather limited. Don't get me wrong, I want to keep this ability, I just want the plans known increased. When you use this to summon an item that requires attunement, do you have the option to immediately attune it? If the previous item was attuned by a creature and the new one requires attunement, is that creature still attuned?
Flash of Genius: Still triggers on a failed ability check or saving throw.
Magic Item Adept still lost the crafting speed and cost discounts for common and uncommon items!
Spell-storing Item: Reigned in slightly.
Still can be used with 3rd level spells.
The spell cannot have a material component consumed by the spell. This blocks Arcane Lock, Continual Flame, Revivify, and the UA spell Homunculus Servant.
Activating the item is a Magic Action. This blocks usage in Anti-magic Fields
Each creature can only use the item once per round.
Magic Item Savant still lost the ability to ignore class, race, spell, and level requirements on attuning or using a magic item!
Soul of Artifice:
Cheat Death: Now you can burn any number of replicated items to retain 20 HP times the number of items sacrificed (120 HP Max).
Magical Guidance: No longer does anything passively. As long as you are attuned to at least one item, if using Flash of Genius still fails, you don't expend a usage. On a personal level, this is a bad change. On a party level, this is a mediocre change. When you use your Flash of Genius, you probably know if your constant, flat bonus is going to make a difference so being able to retain usages if it seems to be very close to a non-feature. And this is half of an end cap. I have to ask if this was written by someone who hates Artificers.
Potential for abuse by Cartographer: If you use Flash of Genius on an ability check that will fail even with your intelligence modifier (or save, but that is probably riskier) and teleport for free via Ingenious Movement.
Replicate Magic Item Observations
Level 2 Options
Manifold Tool is a new option. With the limited plans known, I have a hard time justifying it as even a backup plan known. I hope that the All-Purpose Tool still has the same functionality as this item. If not, this is an excellent candidate for crafting instead of replicating.
Repeating Shot is now a level 2 option, down from 6.
Returning Weapon is now a level 2 option, down from 6.
Wraps of Unarmed Power +1 is now a level 2 option, down from 10.
Level 6 Options
Boots of the Winding Path are now a level 6 option, down from 10.
Eyes of Minute Seeing are now a level 6 option, down from 10.
Mind Sharpener is now a level 6 option down from 10.
Necklace of Adaptation is now a level 6 option, down from 10.
Radiant Weapon is now a level 6 option, down from 14.
Ring of Swimming is now a level 6 option, down from 10.
Ring of Water Walking is now a level 6 option, down from 10.
Spell-refueling Ring is now a level 6 option, down from 10.
Level 10 Options
Armor of Resistance is now a level 10 option, down from 14.
Dagger of Venom is now a level 10 option, down from 14.
Elven Chain is now a level 10 option, down from 14.
Ring of Feather Falling is now a level 10 option, down from 14.
Shield +2 is now a level 10 option, down from 14.
Wand of the War Mage +2 is now a level 10 option, down from 14.
Weapon +2 is now a level 10 option, down from 14.
Wraps of Unarmed Power +2 is now a level 10 option, down from 14.
Level 14 Options
Armor +2 is back as a level 14 option!
I did not see any differences in the UA magic items. Helm of Awareness (level 10 option) is still always a worse option than a Weapon of Warning (level 6 option).
If I didn't mention any options here, it's because they did not change from the last UA or I missed them.
Edit:Right Tool For The Job is removed. Thanks for catching that, Unclevertitle!
5. Right Tool For The Job: Still summons artisan tools in one action.
Since they can last all day, you can actually use them. It's still a mediocre ability.
At this level, you will be excited about or disappointed by your subclass ability.
Speaking of Subclasses, a new one is included, but no discussion revised subclasses are presented. I don't know how that bodes for the subclass abilities people had issues with.
Correction. "The Right Tool for the Job" feature isn't present in the Artificer shown in the Eberron UA. My understanding is that means it's removed from the Artificer. However, they didn't mention the feature was removed in the design notes so it is possible it was a mistake... but I think it's intentional and it's functionality is supposed to be replaced by an Artificer replicating or crafting Manifold Tool.
Something I should point out that some ppl miss is to always compare to the current version of the class instead of the previous UA to do comparations. Why I say this? because some initial UA features are straight worst than the Current version of the class, then WoTC do a second UA run and its slightly better than the previous itineration of the UA and ppl go "Ok this is good compared to last UA", BUT, It still worst than the Current Version of the class and that create a bad result on the UA Reviews.
Always compare to the Current version for a better wholistic Review of the UA.
Something I should point out that some ppl miss is to always compare to the current version of the class instead of the previous UA to do comparations. Why I say this? because some initial UA features are straight worst than the Current version of the class, then WoTC do a second UA run and its slightly better than the previous itineration of the UA and ppl go "Ok this is good compared to last UA", BUT, It still worst than the Current Version of the class and that create a bad result on the UA Reviews.
Always compare to the Current version for a better wholistic Review of the UA.
kinda yes, but being better than 2014 isnt a great metric in this case. the real questiom is how well does this work in a 2024 context.
its not competing with 2014 classes, it competing with 2024, and using 2024 rules and assumptions.
for example, in 2014 having one weapon option like flametoungue would be great, but now, in a world with mastery, and resistances over magic bps reduction, is ita good idea for every melee artificer to be tied to fire?
Correction. "The Right Tool for the Job" feature isn't present in the Artificer shown in the Eberron UA. My understanding is that means it's removed from the Artificer. However, they didn't mention the feature was removed in the design notes. So it is possible it was a mistake... but I think it's functionality is supposed to be replaced by an Artificer replicating or crafting Manifold Tool.
Thanks. Fixed. I also agree with your conclusions. I know you don't like the item, but I wouldn't mind seeing the feature replaced with a free known plan for Manifold Tool.
Something I should point out that some ppl miss is to always compare to the current version of the class instead of the previous UA to do comparations. Why I say this? because some initial UA features are straight worst than the Current version of the class, then WoTC do a second UA run and its slightly better than the previous itineration of the UA and ppl go "Ok this is good compared to last UA", BUT, It still worst than the Current Version of the class and that create a bad result on the UA Reviews.
Always compare to the Current version for a better wholistic Review of the UA.
I agree and disagree.
It is good to compare against the current version. However, it is also a good idea to look at what changed and what WotC stuck to their guns about. A lot of people complained about Spell-storing items and Enspelled Items and WotC made some changes there. I am good with the Spell-storing Items, but not about the Replicate Items even though it is better than the pre UA options. I really like the item conjuration theme of the new Artificer, but WotC has stuck to it so either not enough people complained about it or WotC doesn't care.
So i tested the old new artificer
and now e have a new new one.
the good imo
the magic replications lists are more balnced with specific things moved around to ensure decent utilility at most levels
issues with foci and handling have been fixed by making replicated items usable as focuses
the level 20 feat is slightly better.
the bad imo.
removal of replication of armor/weapons/rings and enspelled items. you still have access to certain specific weapons/armor/rings but its way more limited and curated, and it wont grow with new books.
the neutral, you can refresh some charges of charge based items via slots but you only have a few before 10, and before 10 artificer slots are fairly abysmal, considering enspelled items are gone.
the cartographer
they can scroll spells in half the time, but their spell list is fairly weak.
is mostly a class that gives you a lot of teleports, and whose existence gives members of the party GPS.
problem is they have very little useful they can do with their movement.
the video with this release labels them as scouts, but they will struggle with that until at least level 5/6 (magic items that help stealth/perception) Their only major skill booster is stroke of genius, (lvl 7) which requires you to fail in order to use, and stealth, perception, and even tracking are generally checks you dont fail, you gain more benefit the higher you roll.
baseline every artificer subclass has to give them some standard utility to make up for nit being natively martial or natively a full caster. this subclass doesnt have that. armorer makes you tough and useful in melee without spells, battlesmith makes you dpr in melle, artillerist makes you dpr from a distance, alchemist struggles, but increased your cantrip damage, and gave you elxirs, and some potion craft. The cartographer has none of that.
feels like this subclass almost requires a multiclass dip to work,
The changes to Magical Tinkering are still completely baffling to me, the entirety of the list of items you can produce can be purchased for a handful of gold at any shop and when you put them in the bag of holding you (more than likely) gave yourself you have unlimited uses for them each day regardless of your int modifier.
I don't understand why they think taking away a great flavor and creativity feature and saying "you can make a temporary bucket" is in any way an interesting change let alone an improvement.
I like Cartographer in concept but I agree it needs some refining. Like make their Faerie Fire invisible so enemies cannot see the Radar and give them Snare along with Alarm as baked in spells. I can see this and the Armorer becoming the two shining stars of the Artificer class. It just needs some tweaking to power up its stealth capabilities complementing their scouting ability.
I main an Alchemist so I am pretty upset that it wasn't fixed. They need more potions. The boosts aren't bad but each edition has consistently taken away more and more potion types. In AD&D we had access to any spell as a potion. In 3.5 we got special items like bombs to account for loosing some spells as potions. In 5e they chopped it way down and took away spells as potions completely. Now with One they took away one-two more while giving everyone else access to creating potions which were once only craftable by Alchemist.
Edit: I was just thinking about it but a multi-class Scribes Wizard with a Cartographer could be an interesting build. The spellbook becomes the scout with the map.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
- Potent Dragonmark is, IMO, what the Spells of the Mark feature needs. Flavorwise, a lot of the dragonmarks seem appropriate for people who otherwise are not spellcasters, so tying your ability to use that power to spell slots didn't make much sense.
- I notice that dragonmarks are no longer tied to race. Now, I have two thoughts on that. First, it works lorewise better than people might think. It is already canon that the Mark of Finding can appear on half orcs or humans and often does because the people of the Shadow Marches weren't as determined to keep power "in the blood" as the people of the east. Moreover, it is also canon that a group of elves once succeeded on breeding a powerful dragonmark onto a half dragon. So there really should be no reason you couldn't have a Khoravar with a Mark of Shadow or Mark of Making. That said, I do still hope the new book emphasizes that the dragonmarks did appear at first on certain races, and that, say, Mark of Making appearing on a non human is exceptional. House Jorasco is tied heavily to the Boromars in Sharn because they are both halfling, and House Lyrandar wants to turn Valenar into a homeland for the Khoravar.
- I still think that Replicate Magic Item should require a mundane version of what you are replicating. Specifically, to prevent you from conjuring a set of +1 full plate ex nihilo. If that was supposed to be easy, it wouldn't cost so much to make the mundane version. Also, draining it wouldn't destroy the armor, just get rid of the modifications.
- I've not played much high level, but the ability to cast Haste on someone without ever losing Concentration? Yes please.
- I'm glad Artificer gets Mending for free. They are half casters that only get 2 cantrips. Now, Rangers and Paladins are also half casters, but they are also martials who will be primarily fighting with weapons. The Artificer needs to spend at least one cantrip known on offense (maybe Armorer and Battlesmith don't). Giving them Mending for free is something that is badly needed.
I like Tinker's Magic much better than Magical Tinkering from the previous UA. A free mending cantrip is useful, and basic items that last a day are much more useful than the same basic items that last an hour. The benefit is having access to needed tools without having to carry around everything and the kitchen sink.
Replicate Magic Item seems more defined and less likely to to be abused with changes to the items. Now it's common magic items and later it's only wonderous items among the uncommon and rare items. I think that's less confusing in general and less open to abuse, and it encourages more standard crafting of other items. It feels more iconic to me too.
Magic Item Tinker still drains an item for a spell slot, and adds spending spell slots to replenish item charges. It also adds an ability similar to the memorize spell for wizards to change an item out once per day. That's better versatility.
The line of magic item attunement increases is less wordy and more simple.
Spell Storing Item is still a huge bump in ability in one level. I think that could be broken down over multiple levels but it's still a strong ability regardless.
The Cheat Death aspect of the capstone is better and the Magical Guidance portion is downgraded. It's a strong capstone.
Overall I think the base class was streamlined a bit and works. I'd be happy playing it.
I'm less sure about the Cartographer subclass. I like the concept but the spell list seems off to me. A magical discipline based on travel doesn't seem to fit spells like faerie fire, healing word, guiding bolt, mind spike, or haste. I would expect more focus on travel or divination in the bonus spells prepared. The player can select many of those spells from the standard list is they want.
The maps are interesting and I think useful. The ability to target allies with spells that require seeing the target and bypassing that requirement is a unique mechanic.
Dragonmarks seem a bit OP for an alternative to origin feats.
This UA is better than the first, but still not perfect.
Magical Tinkering lasting until the end of a long rest fixes the Bedroll issue, but not the Vial and Paper one.
The release-condition should be something like "After a long rest you can disolve Items you have created to regain the resource". That way Vials wont suddenly drop the stored Acid just as you wake up.
It would also be great if Combat Items could be used with the creation-action, so that Ball Bearings do not require two Actions. DC Scaling for those Items would also be a neat feature.
I also still want the old options back! I dont want to play a Rock Gnome just to have them!
But Free Mending is nice to have.
Removal of "The Right Tool for the Job" is meh. Plans Known is still reduced, so having to sacrifice a Plan and an Attunement for a Manifold Tool...nah.
Manifold Tool itself is fine.
Transmute Item sounds great and usable, i just wish it would scale. Like for example at the same time you learn more plans, you can use this an additional time.
Still no Expertise. Artificer should have it when considering that so many other "Experts" got it.
The Artificer has stepped in the right direction, but agree it would be better if artificers enchanted mundane items rather than making magical items appear out of thin air. Not just for the reasons you stated, but because it just seems to against their entire theme: Artificers make and craft things; summoning items from nowhere just feels wrong, kinda like cheating!
I'm glad enspelled items have gone from the item lists, though that will probably upset a lot of people. Mainly because it was a major power boost and people felt that Artificers need it to keep up. But it was too much of a unbalanced jump in number and category of spells they could cast. So I agree with removing it, but maybe it should be replaced with some other spellcasting boost in return (a more limited lower-level version of the "spell-storing item" feature?).
The other Artificer features got a needed boost, but I still hate the fact that two of their main features require destroying one (or more) of their replicated items! Their replicated items feature is their main class feature and you have to eff yourself until the next day just to use your other features! (And what if you've given some of those items to other party members??)
they didnt just get rid of ensplled items, they got rid of armor/rings/weapons that arent predetermined. Thats A LOT less versatility for a class thats supposed to be versatile. It also locks them into a dated item list like last time, which was hyper annoying in the long run.
If this is A B testing, i perfer A (the first UA) if its an evolution they feel they have to make, they need to expand their access to various support/utility/versatility items at low levels, by some means.Enspelled items was intended to make the caster types feasible, by creating the option of getting 3 spells of your choice with enough uses to cast per day.
now an alchemist/cartographer is primarilly depending on a half casters number of slots, and the artificers base spell lists, with two extra options, web and magic missile, and not until level 6. At level 5, an artificer has 6 slots. a homunculus uses 1 slot, recasting it uses a slot and takes an hour (short rest) so thats 5-4 slots per day. There is no way a charachter with 2 cantrips, no extra attack and 4 spell slots can be comparit8vely useful for more than one encounter. And btw, magic missle at level 6 is. 10.5 damage, alchemist/artillerist cantrips are worth more. Wand of magic missiles is 0nly useful when up cast, or attached to hommunculus.
i have tested this class extensively the last time, (all subclasses) and contrary to many people's hot takes, they were not OP at all, especially low level.(below 10 where most games are played) Alchemist struggled most of all, and cartographer has even less. Even the artillerist struggles with 1 hour lasting cannons. 1 free, using likely most of their spell slots just to have access to eldritch cannon. There is a big hole in the caster side of the class with this new UA, and thats currently 3/5ths of the sub classes.
so if they want a curated list, and to limit enspelled, they need to curate some spell like items with charges/reuse into lower levels. they probably need to add some to level 2. And really, if they want artificer to be a versatile class, they need more than like 2 or 3. currently they made 1 offensive and 1 control. thats not going to cut it.
Not disagreeing. I didn't like the enspelled items because it seemed an 'exploit' that granted access to spells outside of the Artificer's normal list and seemed an odd jump in power. But it does need replacing with something (of a 'smoother' power level) - especially, as you say, to help with the Alchemist and new Cartographer which are more reliant on spells.
The new Tinker's Magic is a bad combination for the race and subrace that are most likely to BE artificers; the rock gnome. I'd be alright with it if the option was "You get Mending, and if you ALREADY have Mending, you can choose a different cantrip."
I kind of hate Manifold Tool...
It has the same problem the All-Purpose Tool has. Being able to swap a tool proficiency on the fly is nearly too good to ignore for an Artificer but it has the unfortunate side effect of making the artisan tool proficiencies you get from your Class and perhaps your Background entirely redundant. It invalidates your character choices. But at least the All-Purpose Tool has the decency to "require attunement by an Artificer."
The Manifold Tool can be attuned to by anyone. Ranger? Check. Rogue? Check. Bard? Check. Wizard? Check. Wizard's familiar? Oddly enough, RAW, check!
Further, all of those classes share a feature that the Artificer lacks. Expertise. Rogues and Bards in particular have a plethora of skill proficiencies allowing them to more often make use of the Skills + Tools advantage.
And then it's a common magic item, not an exclusive infusion, not an Artificer exclusive spell, making it very quick and easy to craft. Just need Tinker's Tools + Arcana proficiency. Then once you have the Manifold Tool you can then craft any magic item. The proficiency gates swing wide open.
Artificers used to be the "best at tools," primarily due to Tool Expertise. Now their only bonus regarding tools is the category based crafting time reduction in their subclass however you can get an equivalent reduction in crafting time by making a 2nd Manifest Tool and giving it to an ally who also has Arcana Proficiency and the two of your working together. For these reasons I can't help but view the Manifold tool as harmful to the Artificer's Identity.
I'd much rather the ability to grant a creature a tool proficiency as an action be an Artificer exclusive spell, or if the Manifold Tool MUST exist, give it the prerequisite "requires attunement by an Artificer".
Alternately, give Artificers Tool Expertise again or Expertise in a skill, or something in that vein. Artificers were once tangentially listed as Experts alongside Bards, Rogues, and Rangers.
It seems like WoTC are swiftly eroding that tenuous identity pushing Artificers to be ONLY about magic items and nothing else.
expertise in tools doesnt matter much in 2024, because you dont make rolls to craft things. There are some times where you might use like masonry tools to take the hinges off a door, but you do have flash of genius.
As far as crafting,
then the artificer can reduce the time to one 4rth. They also can give this item to a homunculus and work all night crafting. It actually bothered me last UA that the homucukus could assist crafting, Its one of the primary things i think an artificer would want from a homunculus.
to be honest, i think in games that let you craft/have downtime, most artificers are interesting, but the baseline, no, or rare crafting campaigns i generally see, that magic replication is supposed to handle, seems questionable in this version
And here I was thinking that placing liquids that won't disappear in containers that will could lead to some fun shenanigans. :-D
Tools aren't just used to craft things and flash of genius is a limited resource. I prefer tool expertise but think it should have only applied to artisan's tools.
Artificer Observations
Updated from prior thread >>
Still summons artisan tools in one action.Removed!Since they can last all day, you can actually use them. It's still a mediocre ability.Replicate Magic Item Observations
I did not see any differences in the UA magic items. Helm of Awareness (level 10 option) is still always a worse option than a Weapon of Warning (level 6 option).
If I didn't mention any options here, it's because they did not change from the last UA or I missed them.
Edit: Right Tool For The Job is removed. Thanks for catching that, Unclevertitle!
How to add Tooltips.
Correction. "The Right Tool for the Job" feature isn't present in the Artificer shown in the Eberron UA.
My understanding is that means it's removed from the Artificer. However, they didn't mention the feature was removed in the design notes so it is possible it was a mistake... but I think it's intentional and it's functionality is supposed to be replaced by an Artificer replicating or crafting Manifold Tool.
Something I should point out that some ppl miss is to always compare to the current version of the class instead of the previous UA to do comparations. Why I say this? because some initial UA features are straight worst than the Current version of the class, then WoTC do a second UA run and its slightly better than the previous itineration of the UA and ppl go "Ok this is good compared to last UA", BUT, It still worst than the Current Version of the class and that create a bad result on the UA Reviews.
Always compare to the Current version for a better wholistic Review of the UA.
kinda yes, but being better than 2014 isnt a great metric in this case. the real questiom is how well does this work in a 2024 context.
its not competing with 2014 classes, it competing with 2024, and using 2024 rules and assumptions.
for example, in 2014 having one weapon option like flametoungue would be great, but now, in a world with mastery, and resistances over magic bps reduction, is ita good idea for every melee artificer to be tied to fire?
Thanks. Fixed. I also agree with your conclusions. I know you don't like the item, but I wouldn't mind seeing the feature replaced with a free known plan for Manifold Tool.
How to add Tooltips.
I agree and disagree.
It is good to compare against the current version. However, it is also a good idea to look at what changed and what WotC stuck to their guns about. A lot of people complained about Spell-storing items and Enspelled Items and WotC made some changes there. I am good with the Spell-storing Items, but not about the Replicate Items even though it is better than the pre UA options. I really like the item conjuration theme of the new Artificer, but WotC has stuck to it so either not enough people complained about it or WotC doesn't care.
How to add Tooltips.