Replicate Magic Item 2024 Options Removed from December UA to February UA, no judgements given.
Level 2 Options
None!
Level 6 Options
Adamantine Armor
Adamantine Weapon
Enspelled Armor (Cantrip, Level 1)
Enspelled Weapon (Cantrip, Level 1)
Javelin of Lightning
Mariner's Armor
Mithral Armor
Trident of Fish Command
Level 10 Options
Ring of Warmth
Level 14 Options
Dragon Slayer
Enspelled Armor (Level 2, Level 3)
Enspelled Weapon (Level 2, Level 3)
Giant Slayer
Glamoured Studded Leather
Mace of Disruption
Mace of Smiting
Mace of Terror
Ring of Resistance
Ring of Evasion
Ring of Spell Storing
Ring of X-Ray Vision
Sun Blade
Sword of Life Stealing
Sword of Wounding
Vicious Weapon
Wand of Blinding
Wand of Enemy Detection
Wand of Fear
Wand of Fireballs
Wand of Lightning Bolts
Wand of Paralysis
Wand of Wonder
Again, did I miss anything?
That is a lot of options removed.
But fairly targeted- about half the list is stuff that gives additional spells, which imo is fair to roll back. Armor isn't really losing out on anything special, rings I could take or leave. Flametongue is already doing about the same damage as the other weapon options, and from the look of things part of the idea is to avoid letting even high level Artificers just hand out the exact tool needed for a particular BBEG. Frankly I'd just add rings back and call it a day. Keeps the created items focus on utility more than combat or spell power.
It's a lot of options removed but still a lot of options remaining. I think I have this sorted correctly.
Level 2
Alchemy Jug Armor of Gleaming Bag of Holding Bead of Nourishment Bead of Refreshment Boots of False Tracks Candle of the Deep Cap of Water Breathing Cast-Off Armor Charlatan’s Die Cloak of Billowing Cloak of Many Fashions Clockwork Amulet Clothes of Mending Darkshard Amulet Decanter of Endless Water Dread Helm Ear Horn of Hearing Enduring Spellbook Ersatz Eye Goggles of Night Hat of Vermin Hat of Wizardry Heward’s Handy Spice Pouch Horn of Silent Alarm Instrument of Illusions Instrument of Scribing Lock of Trickery Manifold Tool Moon-Touched Sword Mystery Key Orb of Direction Orb of Time Perfume of Bewitching Pipe of Smoke Monsters Pole of Angling Pole of Collapsing Pot of Awakening Prosthetic Limb Repeating Shot Returning Weapon Rival Coin Rope of Climbing Rope of Mending Ruby of the War Mage Sending Stones Shield +1 Shield of Expression Silvered Weapon Smoldering Armor Staff of Adornment Staff of Birdcalls Staff of Flowers Sylvan Talon Talking Doll Tankard of Sobriety Veteran’s Cane Walloping Ammunition Wand of Conducting Wand of Magic Detection Wand of Pyrotechnics Wand of Secrets Wand of the War Mage Weapon +1 Wraps of Unarmed Power +1
Level 6
Armor +1 Boots of Elvenkind Boots of the Winding Path Cloak of Elvenkind Cloak of the Manta Ray Eyes of Charming Eyes of Minute Seeing Gloves of Thievery Lantern of Revealing Mind Sharpener Necklace of Adaptation Pipes of Haunting Radiant Weapon Repulsion Shield Ring of Swimming Ring of Water Walking Sentinel Shield Spell-Refueling Ring Wand of Magic Missiles Wand of Web Weapon of Warning
Level 10
Amulet of Proof Against Detection and Location Armor of Resistance Baba Yaga’s Dancing Broom Bag of Tricks Boots of Striding and Springing Boots of the Winterlands Bracers of Archery Bracers of Defense Brooch of Shielding Broom of Flying Circlet of Blasting Cloak of Protection Dagger of Venom Deck of Illusions Driftglobe Dust of Disappearance Dust of Dryness Dust of Sneezing and Choking Elemental Gem Elven Chain Eversmoking Bottle Eyes of the Eagle Figuring of Wondrous Power, Silver Raven Gauntlets of Ogre Power Gem of Brightness Gloves of Missile Snaring Gloves of Swimming and Climbing Hag Eye Hat of Disguise Headband of Intellect Helm of Comprehend Languages Helm of Telepathy Instruments of the Bards, Doss Lute Instruments of the Bards, Fochlucan Bandalore Instruments of the Bards, Mac-Fuirmidh Cittern Keoghtom’s Ointment Medallion of Thoughts Nature’s Mantle Pearl of Power Periapt of Health Periapt of Wound Closure Pipes of the Sewers Quaal’s Feather Token, Anchor Quaal’s Feather Token, Fan Quaal’s Feather Token, Tree Quiver of Ehlonna Ring of Feather Falling Ring of Jumping Ring of Mind Shielding Robe of Useful Items Saddle of the Cavalier Shield +2 Slippers of Spiderclimbing Stone of Good Luck Wand of the War Mage +2 Weapon +2 Wind Fan Winged Boots Wraps of Unarmed Power +2
Level 14
Amulet of Health Armor +2 Arrow-Catching Shield Bag of Beans Bead of Force Belt of Dwarvenkind Belt of Giant Strength, Hill Boots of Levitation Boots of Speed Bowl of Commanding Water Elementals Brazier of Commanding Fire Elementals Cape of the Mountebank Censer of Controlling Air Elementals Chime of Opening Cloak of Displacement Cloak of the Bat Cube of Force Cube of Summoning Daern’s Instant Fortress Dimensional Shackles Figurine of Wondrous Power, Ebony Fly Figurine of Wondrous Power, Golden Lions Figurine of Wondrous Power, Griffon Figurine of Wondrous Power, Ivory Goats Figurine of Wondrous Power, Marble Elephant Figurine of Wondrous Power, Onyx Dog Figurine of Wondrous Power, Serpentine Owl Flame Tongue Folding Boat Gem of Seeing Helm of Teleportation Heward’s Handy Haversack Horn of Blasting Horn of Valhalla, Brass Horn of Valhalla, Silver Horseshoes of Speed Instruments of the Bards, Canaith Mandolin Instruments of the Bards, Cli Lyre Ioun Stone, Awareness Ioun Stone, Protection Ioun Stone, Reserve Ioun Stone, Sustenance Iron Bands of Bilarro Mantle of Spell Resistance Necklace of Fireballs Necklace of Prayer Beads Periapt of Proof against Poison Portable Hole Quaal’s Feather Token, Bird Quaal’s Feather Token, Swan Boat Quaal’s Feather Token, Whip Ring of Free Action Ring of Protection Ring of the Ram Robe of Eyes Rope of Entanglement Stone of Controlling Earth Elementals Wings of Flying
There's trash in there that might be appealing in roleplay but there's a lot of good options too. I think the focus on wondrous items is thematic for Eberron.
(I tend to play Armorers so this may be a bit out of my wheelhouse)
Overall, this appears to be a replacement for the Archivist UA Subclass in terms of an Artificer that craft scrolls. The rest of the flavor is completely different, but there is a limited amount of overlap with the spells. I like the theme of the class, but I worry that that it depends too heavily on scenarios that won't come up often at some tables.
Tool Proficiencies: Two tool proficiencies and reduced crafting time for scrolls.
If you already have both of the proficiencies, it sounds like RAW, you only get to pick one additional.
Craft a Manifold Tool and class tool proficiencies don't matter.
Crafting a Scroll will take half a day (cantrip) to 12.5 days (level 5). With an assistant, it will take .25 days to 6.25 days. With no ability to bypass requirements, a single class Cartographer will never be able to craft level 6+ scrolls, limiting the impact.
A level 5 scroll is classified as a Rare item in the random tables. Other subclasses will see improved abilities to craft Very Rare and Legendary items. If a DM allows an assistant to reduce the time (the Cartographer is the assistant) or provide the spell (another spellcaster is the assistant), this may have greater value. Still, there are a lot of great low-level options and being able to crank them out can be very useful.
Cartographer Spells:
Fairie Fire, Haste, and Freedom of Movement were already on the Artificer list. These are good spells and you never have to worry about preparing them.
The additional spells are also good and thematic for a class that maps the path to things. I was expecting Find the Path to be in the list, but alas that's 6th level (and see Superior Atlas!).
Healing Word!
Adventurer's Atlas: Create maps for your friends ... or enemies.
Makes 1 + Int Modifier Maps for 2+ creatures. This will likely be 4 to 6 creatures but could potentially be even higher. If you have an abnormally large group, you may have to get picky about who gets a map.
This is intended to be used with friendly creatures, but that is not a requirement of the ability. If you can find a way to use it on an enemy and have them not realize they have a map to you, then you can cast spells on them regardless of LOS as long as they are in range. *Nefarious laughter* Okay, using it on an enemy is risky, but possible. This can also be used in this way to track someone after they leave your company.
Map Holder? The benefits refer to "map holders" but say that you receive the benefits while carrying the maps. So, do I need them in hand or is having it stuffed in my backpack sufficient? If I and my target both have to have the map in hand, the usefulness drops off significantly.
Awareness: +1d4 bonus to initiative is nice.
Positioning: This is the juicy bit. As long as everyone hangs onto their map, you know where they are regardless of distance, as long as they are on the same plane of existence. Secondly, you can cast spells or create effects that target a map holder regardless of line of sight. Did the BBEG separate the healer from the fighter with a wall? Healing Word anyway as long as the Fighter is within 60 ft.
Overall, this seems like a neat utility ability, but I am hard pressed to find a spell where the positioning targeting ability could regularly make an impact, at least from the Cartographer list. I am concerned that the positioning effects will rarely come up turning this feature into a +2.5 initiative bump for the party.
Scouting Gadgets: Gadgets, but there are gadgets?
Despite the name, these abilities are not tied to any physical item.
Boost: As long as your speed is not 0, expend half your movement to teleport 10 feet to a place you can see. No limits on uses so it could be used twice per turn, every turn, all day. I assume that this can be used to move between attacks as normal, but that might not be a given. Since Teleporting never triggers an attack of opportunity, the Disengage action is less useful for a Cartographer than for other characters.
Radar: Cast Faerie Fire without a spell slot up to Intelligence Modifier times (minimum 1). Solid spell. Having free uses will be as good as your Intelligence modifier.
Portal Jump: 60 foot teleport as a bonus action up to Intelligence modifier times per long rest. You can use it to teleport to a map holder without expending a use, but that destroys their map and doesn't change the range.
Ingenious Movement: When you use your Flash of Genius ability, teleport 30 feet yourself or a willing creature within 30 feet of you.
The current UA Soul of Artifice endcap prevents Flash of Genius from being used up if you the ability check/save still fails. Make a strength check to pick up something ridiculous and teleport 30 feet for free.
Superior Atlas:
Safe Haven: If a character drops to 0 HP, teleport them to another map holder and stabilize them. There is no range limit and it is not limited to same plane. Most likely though, the creature will be teleporting a few feet away in the same combat encounter. There may be some edge case shenanigans. Staying behind to let the party escape only to teleport to safety when dropped to 0 HP, grab something from a no/difficult escape location and drop to 0 HP to teleport?
Unerring Path: Cast Find the Path once per long rest without a spell slot and without material components as long as you are a map holder. If you dipped in a full spellcasting class, you should be able to cast it with a 6th level spell slot.
Unshakeable Mind: If one map exists, damage can't break your spell concentration on artificer spells.
Unshakeable Mind sounds really good on paper, but I feel like the rest will be niche.
It's a lot of options removed but still a lot of options remaining. I think I have this sorted correctly.
<snip>
There's trash in there that might be appealing in roleplay but there's a lot of good options too. I think the focus on wondrous items is thematic for Eberron.
I agree. However, my issue in the reversion to a curated list is that the list won't get updated as new releases happen. If it's possible to word open-ended criteria, new supplements will automatically get folded into the list of options.
It's a lot of options removed but still a lot of options remaining. I think I have this sorted correctly.
<snip>
There's trash in there that might be appealing in roleplay but there's a lot of good options too. I think the focus on wondrous items is thematic for Eberron.
I agree. However, my issue in the reversion to a curated list is that the list won't get updated as new releases happen. If it's possible to word open-ended criteria, new supplements will automatically get folded into the list of options.
The list is still open ended to include all common magic items other than scrolls and potions, and later uncommon and rare wondrous items. I would expect that if there are other items suitable to artificer item plans they can be tagged that way easily enough.
The list is still open ended to include all common magic items other than scrolls and potions, and later uncommon and rare wondrous items. I would expect that if there are other items suitable to artificer item plans they can be tagged that way easily enough.
Only wondrous items are open ended after level 2. As new weapon, armor, wands, and rings are introduced, they won't be added to the list until Tasha's Kitchen Sink of Heralding the End of the Edition (TKSOHTEOTE) releases reprinting and revising the Artificer for 2024 outside of the Eberron setting.
It's a lot of options removed but still a lot of options remaining. I think I have this sorted correctly.
<snip>
There's trash in there that might be appealing in roleplay but there's a lot of good options too. I think the focus on wondrous items is thematic for Eberron.
I agree. However, my issue in the reversion to a curated list is that the list won't get updated as new releases happen. If it's possible to word open-ended criteria, new supplements will automatically get folded into the list of options.
The list is still open ended to include all common magic items other than scrolls and potions, and later uncommon and rare wondrous items. I would expect that if there are other items suitable to artificer item plans they can be tagged that way easily enough.
wonderous items arent available until level 10, most games dont occur in that level range, and 1-10 is where artificers, especially alchemist and cartographers have the most trouble.
common items are basically normal items with ribbon features.
the 1-10 list has only three items with charges/spell like stuff
i would not expect items to be tagged specifically with artificer because that rarely (if at all)happened before with the last curated list.
as it stands the list gives you decent martial focused options, though reduced versatility, but has very little with a caster focus, which is curremtly 3/5 of the artificer sub classes. Thats a major hole
The list is still open ended to include all common magic items other than scrolls and potions, and later uncommon and rare wondrous items. I would expect that if there are other items suitable to artificer item plans they can be tagged that way easily enough.
Only wondrous items are open ended after level 2. As new weapon, armor, wands, and rings are introduced, they won't be added to the list until Tasha's Kitchen Sink of Heralding the End of the Edition (TKSOHTEOTE) releases reprinting and revising the Artificer for 2024 outside of the Eberron setting.
All common magic items is still open ended when it comes to adding additional magic items. It doesn't matter how many common magic items any additional supplements create because they'll still all be available to artificers as common magic items.
It's a lot of options removed but still a lot of options remaining. I think I have this sorted correctly.
<snip>
There's trash in there that might be appealing in roleplay but there's a lot of good options too. I think the focus on wondrous items is thematic for Eberron.
I agree. However, my issue in the reversion to a curated list is that the list won't get updated as new releases happen. If it's possible to word open-ended criteria, new supplements will automatically get folded into the list of options.
The list is still open ended to include all common magic items other than scrolls and potions, and later uncommon and rare wondrous items. I would expect that if there are other items suitable to artificer item plans they can be tagged that way easily enough.
wonderous items arent available until level 10, most games dont occur in that level range, and 1-10 is where artificers, especially alchemist and cartographers have the most trouble.
common items are basically normal items with ribbon features.
the 1-10 list has only three items with charges/spell like stuff
i would not expect items to be tagged specifically with artificer because that rarely (if at all)happened before with the last curated list.
as it stands the list gives you decent martial focused options, though reduced versatility, but has very little with a caster focus, which is curremtly 3/5 of the artificer sub classes. Thats a major hole
Wondrous magic items are available at 2nd level. I listed many of them. It's any common magic item that isn't a potion, a scroll, or a cursed item. That includes wondrous items.
The restriction is on non-wondrous items at 10th level when uncommon items become available.
It's a lot of options removed but still a lot of options remaining. I think I have this sorted correctly.
<snip>
There's trash in there that might be appealing in roleplay but there's a lot of good options too. I think the focus on wondrous items is thematic for Eberron.
I agree. However, my issue in the reversion to a curated list is that the list won't get updated as new releases happen. If it's possible to word open-ended criteria, new supplements will automatically get folded into the list of options.
The list is still open ended to include all common magic items other than scrolls and potions, and later uncommon and rare wondrous items. I would expect that if there are other items suitable to artificer item plans they can be tagged that way easily enough.
wonderous items arent available until level 10, most games dont occur in that level range, and 1-10 is where artificers, especially alchemist and cartographers have the most trouble.
common items are basically normal items with ribbon features.
the 1-10 list has only three items with charges/spell like stuff
i would not expect items to be tagged specifically with artificer because that rarely (if at all)happened before with the last curated list.
as it stands the list gives you decent martial focused options, though reduced versatility, but has very little with a caster focus, which is curremtly 3/5 of the artificer sub classes. Thats a major hole
Wondrous magic items are available at 2nd level. I listed many of them. It's any common magic item that isn't a potion, a scroll, or a cursed item. That includes wondrous items.
The restriction is on non-wondrous items at 10th level when uncommon items become available.
the common magic items are ribbon items
what common magic items do you think can help the alchemist/cartographers deal with not having martial weapons, extra attack, and half casting from level 2-10? keep in mind ind you only get 3 items at a time total from 1-10.
You know the mending cantrip. You can imbue magic into mundane objects. While holding tinker’s tool as a magic action you can touch a Tiny nonmagical object 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 a magic 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.
Replicate Magic Item
Just exclude potions and scrolls and let it be a any common magic item that you meet requirements to use and the curated list at 2nd, the curated list at 6th, any uncommon magic item you meet the requirements to use at 10, and any rare magic item you meet the requirements to use at 14.
Right Tool for the Job
You gain expertise on any check when using a tool with which you are proficient.
Magic Item Tinker
Just make the Charge and Drain options work on any magic item created with replicate magic item or any attuned magic item.
Magic Item Adept
Bring back quarter craft time and half as much gold for common and uncommon items.
Magic Item Savant
Bring back you ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magic Item Master
Also allow for crafting rare items in half the normal time at 3/4 the cost.
You know the mending cantrip. You can imbue magic into mundane objects. While holding tinker’s tool as a magic action you can touch a Tiny nonmagical object 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 a magic 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.
Replicate Magic Item
Just exclude potions and scrolls and let it be a any common magic item that you meet requirements to use and the curated list at 2nd, the curated list at 6th, any uncommon magic item you meet the requirements to use at 10, and any rare magic item you meet the requirements to use at 14.
Right Tool for the Job
You gain expertise on any check when using a tool with which you are proficient.
Magic Item Tinker
Just make the Charge and Drain options work on any magic item created with replicate magic item or any attuned magic item.
Magic Item Adept
Bring back quarter craft time and half as much gold for common and uncommon items.
Magic Item Savant
Bring back you ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magic Item Master
Also allow for crafting rare items in half the normal time at 3/4 the cost.
So, basically the original Artificer with a few tweaks.
I think the Drain option should create spell levels similar to the Wizard's Arcane Recovery. The flexibility to regain more lower level slots helps with the low number of slots Artificers have. Also not limited to once per long rest, but by the number of magic items you can replicate.
I like the idea of using the Drain option on standard magical items, but it should destroy the item. DM's can work around "feed the McGuffin to the Artificer".
You know the mending cantrip. You can imbue magic into mundane objects. While holding tinker’s tool as a magic action you can touch a Tiny nonmagical object and give it one of the following magical properties of your choice:
So, basically, restore the old version and add the Mending Cantrip?
Just exclude potions and scrolls and let it be a any common magic item that you meet requirements to use and the curated list at 2nd, the curated list at 6th, any uncommon magic item you meet the requirements to use at 10, and any rare magic item you meet the requirements to use at 14.
You should be making magic items that are useful to your party, not just to you. In most cases, keeping a replicated magic is the least effective option. It's like playing a Bard and only giving yourself inspiration.
We get 28 Feats, 13 Dragonmark Feats (new category) that represent the feat chain start and General or Epic Boon Feats that require a Dragonmark Feat or a specific Dragonmark Feat.
These replace the Dragonmark subspecies for various races and takes us back to a more 3.x state where the Dragonmark is added via a Feat, preserving any subspecies differentiation.
Each Dragonmark feat requires an Eberron Campaign game and requires that you do not have another Dragonmark feat.
I think the Eberron Campaign requirement is silly Eberron is part of the multiverse and we have canonical examples of Eberron characters travelling through Sigil to other campaign settings.
None of the Dragonmark Feats have species requirements which is great from a player option standpoint but is also heavy deviation from established Eberron lore. This means that all of the races in the PHB plus any introduced in the Eberron Campaign Setting will be eligible to bear any Dragonmark. Dragonmarked Dragon(born)s! Some of the traditional species for the Dragonmarks (Half-elf and Half-orc no longer exist in this edition so if preserving the species separation is important, those marks would have to be folded into Humans, Elves, and/or Orcs or those Dragonmarks would need to be removed and potentially replaced.
Since none of these are Origin Feats, you cannot currently get them at level 1, but we may see Eberron-specific Backgrounds side-step the issue.
Since only the Greater Dragonmark and Potent Dragonmark feats have a level 4+ requirement and many of the feats improve at 3rd level, it seems likely that there will be a mechanic to get them at level 1, either from a background or a level 1 feat choice, but that's not included in the UA.
Some of these Feats let you cast spells without a spell slot once and recover that ability on a long rest or a short rest! I feel that is bonkers out of line with the other spellcasting feats we have gotten so far.
By Comparison, Fey-touched and Shadow-touched give you an ASI, a Level 2 spell, and a level 1 spell. Recovering the ability to cast the spells without a spell slot requires a Long Rest.
Feats By Mark
Aberrant
Traditional Species: Anyone.
Aberrant Dragonmark
+2.5 to Constitution Saves (Great for spellcasters)
Get one cantrip and 1 1st level Sorcerer level. Cast the 1st level spell without a spell slot once per short rest or long rest. Constitution spellcasting ability. Recharge the spell casting every short rest! What?
When you cast the 1st level spell from the feat, get 2, 4, or 6 temporary hit points or cause 1, 3, or 5 Force damage to a target within 30 ft (potentially to yourself).
Greater Aberrant Dragonmark
+1 Constitution
Change the +1d4 to Constitution Saves to +1d6. A +2.5 to a +3.5.
Expend a hit die and roll it when you cast a Cantrip to gain the result as Temporary Hit Points and cause a creature withing 30 feet to take the same result as Force Damage. Since it's not a fixed number, results will vary by class (1d6 to 1d12). If a Barbarian casts a one action Cantrip (maybe one of the blade cantrips) and then activate Rage afterwards, that's 1D12 Temporary Hit Points, 1D12 Force Damage (no attack roll, no save). A Fighter, Paladin, or Ranger could potentially do it with a Bonus Action Cantrip (Shillelgh, Produce Flame, Magic Stone) for 1D10 THP and 1d10 on multiple turns. This is limited to Constitution Modifier times per Long Rest.
Mark of Detection
Traditional Species: Half-elf (removed)
Mark of Detection
+2.5 Perception or Insight checks. No modifiers to passive perception.
Good spells
Spells of the Mark: Nondetection seems out of place here, but it's from the prior iteration.
Greater Mark of Detection
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Once per long rest, when you cast Invisibility, you have advantage on Initiative rolls and prevent enemies from getting advantage on initiative rolls. Since you prevent them from getting advantage, if they somehow get disadvantage on the roll, they can't offset it. I am not sure about this one.
Mark of Finding
Traditional Species: Half-orc (removed), Human
Mark of Finding
+2.5 to Perception and Survival. Again, no stated modifiers to passive perception.
Good spells again. Hunter's Mark is a nice ranger spell, but it's odd because you will need to Find the target in order to cast it on them and get a bonus to find them....
Spells of the Mark: Mind spike is an odd Finding ability. Maybe Darkvision instead?
Greater Mark of Finding
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Once per long rest, when you cast Hunter's Mark, it prevents the target from benefitting from the Invisible condition. This is nice, particularly if you can upcast and maintain concentration.
Mark of Handling
Traditional Species: Human
Mark of Handling
+2.5 to Nature and Animal Handling checks
Thematic animal spells with the option to cast them on low intelligence Monstrosities.
Spells of the Mark: Seem fine. Would swapping one out for Find Steed be more appropriate? Maybe drop Calm Emotions?
Greater Mark of Handling
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
It's a nice ability, but it requires that Mounted Combat is feasible in your game for your character. It's a bit too niche, in my opinion.
Mark of Healing
Traditional Species: Halfling
Mark of Healing
+2.5 Herbalism Kit or Medicine checks I am not sure what Herbalism Kit check will be made that aren't Medicine checks.
Nice healing options.
Spells of the Mark: Seem like great options. If you are already playing a healer, this will free up your prepared spells greatly if you pick up Greater Mark of Healing.
Greater Mark of Healing
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Minimum die roll of 3 on Cure Wounds. Devalues Healer, but if you really want, they stack!
Mark of Hospitality
Traditional Species: Halfling
Mark of Hospitality
+2.5 Persuasion, Cook's Tools, and Brewer's Supplies checks.
Nice thematic spells. Interestingly, this one doesn't improve at 3rd level.
Spells of the Mark: Nice spells.
Greater Mark of Hospitality
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Once per long rest, casting Purify Food and Drink has restorative properties. This is a weird choice. It's fine. I guess. I would rather it just be a separate ability and maybe have the ability to combine the ability with a casting of the spell as an option.
Mark of Making
Traditional Species: Human
Mark of Making
+2.5 Arcana or any Artisan Tools. The most versatile bonus so far.
Mending and Magic Weapon are nice. Another that doesn't improve at level 3, but this one starts with a level 2 spell at first level.
Spells of the Mark: Seem fine.
Greater Mark of Making
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Once per long rest, when you cast Magic Weapon, shift some or all of the bonus to AC. Nice to have options. Any bonus you shift away from attack rolls also does is removed from damage rolls. If you are not casting with spell slots, shifting the bonus to AC will leave you with nothing for attacks and damage.
Mark of Passage
Traditional Species: Human
Mark of Passage
+5 Speed. Never unwelcome.
+2.5 Athletics and Acrobatics
Misty Step once per long rest. Another that doesn't improve at 3rd level but starts with a 2nd level spell.
Spells of the Mark: Seem fine. Lots of movement/transportation options. I wonder if Find Steed fits Vadalis (Mark of Handling) more. Maybe Levitate instead?
Greater Mark of Passage
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Once per long rest, teleport someone with you using Misty Step. Nice. No restrictions other than the creature must be willing.
Mark of Scribing
Traditional Species: Gnome
Mark of Scribing
+2.5 History and Calligrapher's Supplies checks.
Nice, thematic spells.
Spells of the Mark: Some odd choices for scribing. I think there are more thematic option than Command.
Greater Mark of Scribing
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
This is weird. When you cast Comprehend Languages, you create s sigil that makes enemies use double movement to approach the affected creature (ends early under the same conditions as Invisibility). Disconnect the ability from the spell and just let them do it once, proficiency bonus, or attribute modifier times per long rest. Or make it change the spell into an AoE or something.
Mark of Sentinel
Traditional Species: Human
Mark of Sentinel
+2.5 to Insight and Perception checks. No modifiers for passive perception. Good for Detection, good for Sentinel.
Once per long rest, swap places with an adjacent creature hit by an attack as a reaction and take the hit instead. The creature doesn't have to be willing or an ally. I think it might be nice to drop the Shield spell and change this to proficiency bonus usages per long rest.
Another feat that doesn't improve at 3rd level.
Spells of the Mark: Solid Sentinel options.
Greater Mark of Sentinel
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Every time you cast Shield, mark a creature that will then need double movement to move away from you. Seems good, but someone has to hit you in order to use an ability to make someone (could be a different someone) have a hard time moving away or towards someone else. If they are already hitting you, they probably want to keep hitting you until you are down. May have more use with multiple enemies.
Mark of Shadow
Traditional Species: Elf
Mark of Shadow
+2.5 Stealth and Performance checks.
Minor Illusion and Invisibility. Another that doesn't improve at 3rd level but starts with a 2nd level spell.
Spells of the Mark: Pretty solid options.
Greater Mark of Shadow
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Share Invisibility with an adjacent creature. The duration ends (due to attacking, dealing damage, or casting a spell) for each creature independently.
Mark of Storm
Traditional Species: Half-elf (removed)
Mark of Storm
+2.5 Acrobatics and Navigator's Tools checks.
Resistance to Lightning! (Is the only other feat that gives you resistance to a damage type Boon of Energy Resistance?)
Spells of the Mark: Solid options. May be a way to get easy access to Conjure Minor Elementals without multiclassing. Note that the entry says Conjure Minor Elemental (no plural), but I think it's safe to assume they mean CME.
Greater Mark of Storm
+3.5 instead of +2.5 to the ability checks
Increase any ability score by 1.
Gain a fly speed equal to half your speed when you cast Gust of Wind once per long rest. 1 minute of a slow flying speed for a minute with a 2nd level slot. I think you'll be hard pressed to utilize the normal effects of the spell and the fly speed effectively. For reference Fly is just one level higher. Would preserving the full walking speed or using a fixed speed of 30 be so bad?
Once per long rest, when you cast Mage Armor on yourself, you can apply it to another creature with 30 feet. Pretty nice. I am not sure that it is worth the feat though. If you are unarmored and have another unarmored character in the group, it's not bad. Otherwise, skip it.
Boon of Siberys
Does not require a Dragonmark.
Any ability score increases by one
Choose a spell of any level from the Sorcerer list to cast once per SHORT or Long Rest or pick from the Dragonmark Table. I'll just take a rest after every battle so I can always cast Time Stop or Wish (only to replicate spells).
Potent Dragonmark
Requires any Dragonmark so this can be your second feat.
+1 to your Dragonmark Spellcasting attribute.
Always have Spells of the Mark prepared (does not apply to Aberrant Mark)
Extra spell slot (max level 5) to cast spells from your Dragonmark feats. Again, recover the slot on a SHORT or long rest.
I am not sure what the most abusive options are. Aberrant has unrestricted access to the Sorcerer's level 1 spells so an upcast spell could be an issue, particularly since future Sorcerer spells might not be balanced against the feature, but there are some unpleasant options on the various Spells of the Mark list.
In general, it seems like the initial Dragonmark feats are strong and the Greater Dragonmark feats are less impressive. I worry that characters without a Dragonmark are going to be overshadowed.
It's not like the Eberron campaign pre-req is some vast and immovable barrier. It's signaling that these feats are tuned a bit higher than something like Magic Initiate, and thus DMs are advised to stop and consider before allowing a player to bring them into a different campaign, particularly something like a premade adventure. The Dragonmark feats are clearly intended to function as Origin feats, since they lack a level 4+ pre-req.
What I'm about to write may come off as inflammatory, so I apologize. We're supposed to be providing constructive feedback though, yes? I am being purposely blunt, I suppose, for emphasis and to drive home how serious I think the root issue is. I do not mean this with disrespect.
The entire design philosophy behind an updated Artificer needs to be examined. Development Team, please take a step back, reassess your priorities, and ask yourself what you are trying to create here.
I quote from Artificer Class Features - Level 1: Spellcasting - Tools Required: "You produce your Artificer spells through tools." No. Wrong. Incorrect. An Artificer, using tools, crafts objects that produce their spells. As it stands now, an Artificer can wave a monkey wrench to cast Faerie Fire. They can wave a sewing needle to conjure up a bucket. They are not Conjurors or Transmuters. They are Crafters. Please provide a class that crafts.
Quibbling over a list of what magic items can be replicated at what level means nothing when the whole class is constructed on a weak foundation.
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Replicate Magic Item 2024 Options Removed from December UA to February UA, no judgements given.
Again, did I miss anything?
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That is a lot of options removed.
shield of missile attraction
That's a cursed item so it was never an option.
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But fairly targeted- about half the list is stuff that gives additional spells, which imo is fair to roll back. Armor isn't really losing out on anything special, rings I could take or leave. Flametongue is already doing about the same damage as the other weapon options, and from the look of things part of the idea is to avoid letting even high level Artificers just hand out the exact tool needed for a particular BBEG. Frankly I'd just add rings back and call it a day. Keeps the created items focus on utility more than combat or spell power.
It's a lot of options removed but still a lot of options remaining. I think I have this sorted correctly.
Level 2
Alchemy Jug
Armor of Gleaming
Bag of Holding
Bead of Nourishment
Bead of Refreshment
Boots of False Tracks
Candle of the Deep
Cap of Water Breathing
Cast-Off Armor
Charlatan’s Die
Cloak of Billowing
Cloak of Many Fashions
Clockwork Amulet
Clothes of Mending
Darkshard Amulet
Decanter of Endless Water
Dread Helm
Ear Horn of Hearing
Enduring Spellbook
Ersatz Eye
Goggles of Night
Hat of Vermin
Hat of Wizardry
Heward’s Handy Spice Pouch
Horn of Silent Alarm
Instrument of Illusions
Instrument of Scribing
Lock of Trickery
Manifold Tool
Moon-Touched Sword
Mystery Key
Orb of Direction
Orb of Time
Perfume of Bewitching
Pipe of Smoke Monsters
Pole of Angling
Pole of Collapsing
Pot of Awakening
Prosthetic Limb
Repeating Shot
Returning Weapon
Rival Coin
Rope of Climbing
Rope of Mending
Ruby of the War Mage
Sending Stones
Shield +1
Shield of Expression
Silvered Weapon
Smoldering Armor
Staff of Adornment
Staff of Birdcalls
Staff of Flowers
Sylvan Talon
Talking Doll
Tankard of Sobriety
Veteran’s Cane
Walloping Ammunition
Wand of Conducting
Wand of Magic Detection
Wand of Pyrotechnics
Wand of Secrets
Wand of the War Mage
Weapon +1
Wraps of Unarmed Power +1
Level 6
Armor +1
Boots of Elvenkind
Boots of the Winding Path
Cloak of Elvenkind
Cloak of the Manta Ray
Eyes of Charming
Eyes of Minute Seeing
Gloves of Thievery
Lantern of Revealing
Mind Sharpener
Necklace of Adaptation
Pipes of Haunting
Radiant Weapon
Repulsion Shield
Ring of Swimming
Ring of Water Walking
Sentinel Shield
Spell-Refueling Ring
Wand of Magic Missiles
Wand of Web
Weapon of Warning
Level 10
Amulet of Proof Against Detection and Location
Armor of Resistance
Baba Yaga’s Dancing Broom
Bag of Tricks
Boots of Striding and Springing
Boots of the Winterlands
Bracers of Archery
Bracers of Defense
Brooch of Shielding
Broom of Flying
Circlet of Blasting
Cloak of Protection
Dagger of Venom
Deck of Illusions
Driftglobe
Dust of Disappearance
Dust of Dryness
Dust of Sneezing and Choking
Elemental Gem
Elven Chain
Eversmoking Bottle
Eyes of the Eagle
Figuring of Wondrous Power, Silver Raven
Gauntlets of Ogre Power
Gem of Brightness
Gloves of Missile Snaring
Gloves of Swimming and Climbing
Hag Eye
Hat of Disguise
Headband of Intellect
Helm of Comprehend Languages
Helm of Telepathy
Instruments of the Bards, Doss Lute
Instruments of the Bards, Fochlucan Bandalore
Instruments of the Bards, Mac-Fuirmidh Cittern
Keoghtom’s Ointment
Medallion of Thoughts
Nature’s Mantle
Pearl of Power
Periapt of Health
Periapt of Wound Closure
Pipes of the Sewers
Quaal’s Feather Token, Anchor
Quaal’s Feather Token, Fan
Quaal’s Feather Token, Tree
Quiver of Ehlonna
Ring of Feather Falling
Ring of Jumping
Ring of Mind Shielding
Robe of Useful Items
Saddle of the Cavalier
Shield +2
Slippers of Spiderclimbing
Stone of Good Luck
Wand of the War Mage +2
Weapon +2
Wind Fan
Winged Boots
Wraps of Unarmed Power +2
Level 14
Amulet of Health
Armor +2
Arrow-Catching Shield
Bag of Beans
Bead of Force
Belt of Dwarvenkind
Belt of Giant Strength, Hill
Boots of Levitation
Boots of Speed
Bowl of Commanding Water Elementals
Brazier of Commanding Fire Elementals
Cape of the Mountebank
Censer of Controlling Air Elementals
Chime of Opening
Cloak of Displacement
Cloak of the Bat
Cube of Force
Cube of Summoning
Daern’s Instant Fortress
Dimensional Shackles
Figurine of Wondrous Power, Ebony Fly
Figurine of Wondrous Power, Golden Lions
Figurine of Wondrous Power, Griffon
Figurine of Wondrous Power, Ivory Goats
Figurine of Wondrous Power, Marble Elephant
Figurine of Wondrous Power, Onyx Dog
Figurine of Wondrous Power, Serpentine Owl
Flame Tongue
Folding Boat
Gem of Seeing
Helm of Teleportation
Heward’s Handy Haversack
Horn of Blasting
Horn of Valhalla, Brass
Horn of Valhalla, Silver
Horseshoes of Speed
Instruments of the Bards, Canaith Mandolin
Instruments of the Bards, Cli Lyre
Ioun Stone, Awareness
Ioun Stone, Protection
Ioun Stone, Reserve
Ioun Stone, Sustenance
Iron Bands of Bilarro
Mantle of Spell Resistance
Necklace of Fireballs
Necklace of Prayer Beads
Periapt of Proof against Poison
Portable Hole
Quaal’s Feather Token, Bird
Quaal’s Feather Token, Swan Boat
Quaal’s Feather Token, Whip
Ring of Free Action
Ring of Protection
Ring of the Ram
Robe of Eyes
Rope of Entanglement
Stone of Controlling Earth Elementals
Wings of Flying
There's trash in there that might be appealing in roleplay but there's a lot of good options too. I think the focus on wondrous items is thematic for Eberron.
Cartographer Subclass
(I tend to play Armorers so this may be a bit out of my wheelhouse)
How to add Tooltips.
I agree. However, my issue in the reversion to a curated list is that the list won't get updated as new releases happen. If it's possible to word open-ended criteria, new supplements will automatically get folded into the list of options.
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The list is still open ended to include all common magic items other than scrolls and potions, and later uncommon and rare wondrous items. I would expect that if there are other items suitable to artificer item plans they can be tagged that way easily enough.
Only wondrous items are open ended after level 2. As new weapon, armor, wands, and rings are introduced, they won't be added to the list until Tasha's Kitchen Sink of Heralding the End of the Edition (TKSOHTEOTE) releases reprinting and revising the Artificer for 2024 outside of the Eberron setting.
How to add Tooltips.
wonderous items arent available until level 10, most games dont occur in that level range, and 1-10 is where artificers, especially alchemist and cartographers have the most trouble.
common items are basically normal items with ribbon features.
the 1-10 list has only three items with charges/spell like stuff
i would not expect items to be tagged specifically with artificer because that rarely (if at all)happened before with the last curated list.
as it stands the list gives you decent martial focused options, though reduced versatility, but has very little with a caster focus, which is curremtly 3/5 of the artificer sub classes. Thats a major hole
All common magic items is still open ended when it comes to adding additional magic items. It doesn't matter how many common magic items any additional supplements create because they'll still all be available to artificers as common magic items.
Wondrous magic items are available at 2nd level. I listed many of them. It's any common magic item that isn't a potion, a scroll, or a cursed item. That includes wondrous items.
The restriction is on non-wondrous items at 10th level when uncommon items become available.
the common magic items are ribbon items
what common magic items do you think can help the alchemist/cartographers deal with not having martial weapons, extra attack, and half casting from level 2-10? keep in mind ind you only get 3 items at a time total from 1-10.
Things I would change.
Tinker’s Magic
You know the mending cantrip. You can imbue magic into mundane objects. While holding tinker’s tool as a magic action you can touch a Tiny nonmagical object and give it one of the following magical properties of your choice:
The chosen property lasts indefinitely. As a magic 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.
Replicate Magic Item
Just exclude potions and scrolls and let it be a any common magic item that you meet requirements to use and the curated list at 2nd, the curated list at 6th, any uncommon magic item you meet the requirements to use at 10, and any rare magic item you meet the requirements to use at 14.
Right Tool for the Job
You gain expertise on any check when using a tool with which you are proficient.
Magic Item Tinker
Just make the Charge and Drain options work on any magic item created with replicate magic item or any attuned magic item.
Magic Item Adept
Bring back quarter craft time and half as much gold for common and uncommon items.
Magic Item Savant
Bring back you ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magic Item Master
Also allow for crafting rare items in half the normal time at 3/4 the cost.
So, basically the original Artificer with a few tweaks.
I think the Drain option should create spell levels similar to the Wizard's Arcane Recovery. The flexibility to regain more lower level slots helps with the low number of slots Artificers have. Also not limited to once per long rest, but by the number of magic items you can replicate.
I like the idea of using the Drain option on standard magical items, but it should destroy the item. DM's can work around "feed the McGuffin to the Artificer".
So, basically, restore the old version and add the Mending Cantrip?
You should be making magic items that are useful to your party, not just to you. In most cases, keeping a replicated magic is the least effective option. It's like playing a Bard and only giving yourself inspiration.
I agree with these. For Magic Item Adept, at least make it half time, maybe quarter time for your specialty.
Artificer subclasses can already craft their specialty's item type in half time for Uncommon, Rare, Very Rare, and Legendary items. That's fine.
How to add Tooltips.
Feats
Overall
Feats By Mark
In general, it seems like the initial Dragonmark feats are strong and the Greater Dragonmark feats are less impressive. I worry that characters without a Dragonmark are going to be overshadowed.
How to add Tooltips.
It's not like the Eberron campaign pre-req is some vast and immovable barrier. It's signaling that these feats are tuned a bit higher than something like Magic Initiate, and thus DMs are advised to stop and consider before allowing a player to bring them into a different campaign, particularly something like a premade adventure. The Dragonmark feats are clearly intended to function as Origin feats, since they lack a level 4+ pre-req.
What I'm about to write may come off as inflammatory, so I apologize. We're supposed to be providing constructive feedback though, yes? I am being purposely blunt, I suppose, for emphasis and to drive home how serious I think the root issue is. I do not mean this with disrespect.
The entire design philosophy behind an updated Artificer needs to be examined. Development Team, please take a step back, reassess your priorities, and ask yourself what you are trying to create here.
I quote from Artificer Class Features - Level 1: Spellcasting - Tools Required: "You produce your Artificer spells through tools." No. Wrong. Incorrect. An Artificer, using tools, crafts objects that produce their spells. As it stands now, an Artificer can wave a monkey wrench to cast Faerie Fire. They can wave a sewing needle to conjure up a bucket. They are not Conjurors or Transmuters. They are Crafters. Please provide a class that crafts.
Quibbling over a list of what magic items can be replicated at what level means nothing when the whole class is constructed on a weak foundation.
AmazingScottMan#3124 on Discord