I just think that for the Artilerest that the Improved Wand infusion should work with the Prototype Wand as using 2 wands is silly. It is not like the Prototype Wand is considered in my opinion a real magic item, for me if anyone could cast that cantrip out of it sure but it is there for the simple act of giving the Artilerest a combat cantrip and a second on at level 14.
Not quite. The Prototype Wand gives 1 to 2 Empowered Cantrips that can deal up to an additional +5 damage at Int 20. That extra boost to damage is what makes it truly a magic weapon (other than the wording).
After all, spells rarely get a boost to damage from mods.
Infusions are indeed very week... I'd prefer if they just allowed crafting uncommon tier magic items by 2nd level and increase the tier of craftable magic items by 1 at 6th (rare) and 14th (very rare).
They can even specify that only specific (very rare) items can be crafted depending on the class if they believe it's too powerful.
This alone would balance how underwhelming the class could be as a mixed bag.
(Also why the cap of water breathing and the cloak of the manta ray as part of the same group? Who would pick the cap with the option of the cloak?)
Magical tinkering is weak. Sure you can find some use but really its uses are a good as a cantrip at best most of the time. This however isn't that bad because if we compare it to the ranger they have 2 somewhat lackluster abilities at level 1. Also their spellcasting is different. I mean WOTC are the bosses when it comes to this so if they want to throw their multiclassing a little out of wack that is fine but usually half casters get their spells at level 2. For spells I would like to see more artificer only spells to flush out their spell list. I understand that it is like in the alpha phase right now but something other than arcane weapon would be good.
I think it is meant to be weak. But if you are creative, and have a creative DM, then it is very usefull. Example: I made an item that counts down from 5 to 1 in seconds. I use it as a voice trigger for my Glyph's of Warding with a voice trigger. Also, I made a pressure avtivated lighter for lighting oil flasks. Magical Trinkets are only limited by the player's creativity and the DM's restrictions.
Infuse item is where all of the strength of the class comes from but the question is whether it is enough. You will feel powerful in a low magic campaign but in a high magic campaign with tons of magic items I feel like you will feel like a weakling. You can only imbue nonmagical items so you can't make a super item and if you have a lot of magic items it will appear lackluster. I want to see some +3s on here to feel comparable or I want to see other features in the class that make up for being outpaced in the late game.
Personally, I think access to magical items, through item Infusions, should be tied to levels as related to item rarity.
Magic Item Rarity
Rarity
Character Level
Value
Common
1st or higher
50–100 gp
Uncommon
1st or higher
101–500 gp
Rare
5th or higher
501–5,000 gp
Very rare
11th or higher
5,001–50,000 gp
Legendary
17th or higher
50,001+ gp
Tool Expertise is mostly flavor. Usually you don't use any tools other than thieves tools in a game. Though the dm can change this obviously this is an experience thing. Which you might say that you have a friendly dm. However I have been screwed over by dms enough so that I don't trust features that are maybe abilities and consider them flavor. If you are doing crafting in your game which uses these artisan tools or jobs then it is better but right now I wonder at the strength of this feature.
This will vary from campaign to campaign. Alchemist Suppies, Brewign Tools, Cookign Supplies, Poisoner's Kit, etc all see a lot of use in my campaigns. In sea based campaigns, I can see Carpenter's Tools being heavily used.
Arcane armament is a feature that is a weaker but flavored extra attack. That is okay because the class guarantees a magical weapon. However reading SOME of the posts on here some people want it removed which I think dramatically would nerf the class if they don't get something with the strength of an extra attack.
Unlike others, I like that this is a CORE class ability. It means that like every other half caster you get a version of Extra Attacks. This works well with the Arcane Weapon spell. :)
The right cantrip for the job. I have an epic level pdf where the warlock has something like this. However this sucks and the warlocks is good. Why because the warlock has invocations that power those cantrips up. This is basically something that provides the right cantrip when you want it like it says. However think about in a game how many times did you wish you had a certain cantrip versus a level 1-9 spell. So if WOTC is reading this the simple way to rectify this is to give this at level 1 or something in the beginning. By the time you reach level 10 full casters have level 5 spells and they don't care about cantrips anymore. By now since you are a half caster you probably fight and only use utility cantrips anyway. If this is at an early level then yes it would be good but around level 10 you stop thinking about cantrips so much.
I find this ability to be far to weak for a 10th level core ability. We can change 1 cantrip when we level already. We don't get a wide enough assortment of cantrips to make this worth while. Also, I blieve we should have the Booming Blade and Green-Flame Blade cantrips. They are weapon enhancing cantrips after all. Also, I'd like to see a cantrip that acts like Shillelagh but based on Intelligence, much like the new Battle Smith ability works.
Spell storing item is alright because it lets you use a level 1 or 2 spell 10 times a day probably by now. That is pretty good. That is 6 more than you usually would have. However you can cast level 5 spells by now. Don't get me wrong I'm not by any means saying this sucks I'm just saying that it isn't any thing gamebreaking. It isn't on the level of say the level 6 paladin ability. The wizard iirc has a level 1 or 2 spell they have unlimited times per day. 10 times is a lot so they are very similar and spell mastery is one of the better wizard abilities. If lowered to 10th level, limit the uses to you Intelligence modifier.
For an 18th level ability, I just don't see this all that great. I can see uses for it (ie: Storing Shield , Absorb Elements, Arcane Weapon, Heat metal, etc). I just think its should be accessible at 10th level (1st level spell with 2nd level at 18th maybe.
For the capstone finally you can attune to more but it is at level 20 when the game is basically over. Still the potential +6 to saving throws is good but this is a level 20. I referenced the paladin ability which is brutal at level 6. The difference in level is everything here. However the power level of this doesn't suck.
After looking through it(it is getting long so I won't dive into subclasses and I glanced over them.) I can't tell if they want you to fight with cantrips or with weapons. They have basically an extra attack but they don't get a fighting style. Neither do barbarian and rogue but a barbarian gets other things like rage and reckless attack while the rogue gets sneak attack and uncanny dodge. Instead they get a nearly dead level 1 ability and weird spellcasting that uses new rules. So my advice to WOTC is to flip spellcasting and infuse item. This would make people happier because you get the cool magical items sooner. Maybe let them still use cantrips at level 1 though. Give them something to power up cantrips if you want to make them about cantrips. Having the right cantrip for the job at level 1 would be awesome and I think a lot of people would enjoy it. It would make people dip into artificer for it but that would make more sense than placing it at level 10. I'm pretty sure you wouldn't see the artificer as overpowered if they had all the cantrips at level 1 but it would be awesome.
I quite agree with you on the capstone as I believe many others will.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
For an 18th level ability, I just don't see this all that great. I can see uses for it (ie: Storing Shield , Absorb Elements, Arcane Weapon, Heat metal, etc). I just think its should be accessible at 10th level (1st level spell with 2nd level at 18th maybe.
Unfortunately, you can't use it for Shield, Absorb Elements, or Arcane weapon, because the spell must require 1 action to cast. All of the uses I immediately thought of when I first read spell-storing item are exactly the ones you can't actually use it for.
Edit:
It occurs to me that if you could put shield in the spell-storing item, it would basically be a permanent +5 to AC if you've got a good int mod. 10 uses, and each use applies for a whole round. How often is someone hit by an attack on more than 10 separate rounds between long rests?
Wow. I can't believe I missed that wording. I always thought it was Wisdom (or Charisma is a bard managed to get it. I keep thinking the way of Arcane Initiate.
I wasn't thinking of Legendary's or Artifacts. Maybe limit Legendary's to one, but probably just limit them to Very Rares. I'd have to play test this myself.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Currently, a 14th level Artillerist focused exclusively on damage can deal.
Poison Spray 3d12 = 3 > 36
+5 (Int Mod) Or (ignores Half-Cover)
4d8 Force Damage as a bonus action with 2 turrets = 4 > 32
Ignoring resistances, you can deal up to 36+5+32= 73 damage and if target is under half cover, use the other wand to deal up to 68 damage while ignoring it.
This is without any cost other than summoning the turrets which last 10 minutes.
Alternatively, they can use Fireball and deal 8d6 ignoring half cover in addition to the 4d8 force damage on survivors.
That's up to 46+32= 78 damage ignoring half cover.
Or is it that you guys forgot the Prototype wand only gives the bonus to the single assigned cantrip while the Enhanced Wand gives it to every spell you cast? Their effects are incompatible.
Your math is incorrect.
The Wand Prototype that has Poison Spray (saving throw spell) it can do....
Poison Spray 3d12 = 3 or 36 + INT mod so that can be a minimum of 4 (+1 INT) to 8 (+5 INT) points of damage and a max of 37 (+1 INT) or 41 (+5 INT).
For the Force Ballista turret (2d8) they have a max of 16 points of force damage or 32 point if the player rolls a crit. If 2 Force Ballista turrets are on the field those numbers are double. So, in a single turn with the best possible outcome the player can have....
36 Poison Damage + +5 INT mode + 64 Force Damage = 105 points of damage*
*This math shows target failed their saving throw for the poison spray and 2 crits were rolled for the turrets and the player rolling max damage on all the dice.
The Enhanced Wand can give the player a +1 or +2 to their spell attack rolls and allows them to ignore 1/2 cover.
In the case of a Fireball spell being cast, the max damage of the Fireball spell and the 2 turrrets would be 112 points of damage.
Math wasnt incorrect. I calculated the cantrip in two phases first the rolls 3d12 = max 36 then the maximun posible modifier +5 Int Mod. Then I calculated 2 turrets because a player can have up to 2 out at the same time so 4d8 = 32 force damage.
I DID however exclude critical hits from the calculation, which results in the additional 32 force damage in your calculation totaling 105 damage.
Fireball was wrong though as it should be 8d6 = 48 plus 2 plus 4d8 = 32 equaling 82 damage ignoring half cover. Or 114 with crits which as mentioned were not originally part of the calculation. Though it seems you miscalculated the +2 with the Fireball.
No problem as you can already see I think most people do agree with you. I have also previously mentioned that the balance for their low level abilities seems a bit off so here is a recap of my suggestions: (don’t expect anyone to dig through everything just happy to get new eyes on it)
Since Spellcasting at level 1 breaks the Rhythm of half casters and does not serve as a fun and interesting twist on a 1st level feature, I suggest remove the Cantrip column from class table and move Spellcasting to 2nd level. Then bring Right Cantrip for the Job directly to 1st level, granting Just 2 Cantrips, never scaling to more with level. This means every short rest you still need to be careful about your selections.
Next more options for Magical Tinkering like Identify and Detect Magic without using spellslots, maybe even roll Tool Expertise into level 1.
At level 2 you either get Spellcasting and Infuse Item or my suggested only SpellConduits Quoted below(and Infuse Item at 3rd level). For Infuse Item I might want to suggest Known and Active number only scale with class level, but type of infusion level requirements could scale with overall level. Campaigns still hit tier 3 if you are multiclassed and who would want a +1 in tier 3, it doesn’t ever attract high level multiclasses.
For Extra Attack I am okay with moving to Subclasses specifically for the reason of being mixed about which you are supposed to use Cantrips or Weapons. If you move to subclasses then you can say half are encouraged to be weapons(Artillerist and Battlemind) while other half are Cantrips (Alchemist and Archevist). For a feature equal to Extra Attack I have been theorycrafting Dual Cantrip, that uses the same wording to let you cast a Artificer Cantrip twice during a Main Action. (Restricted to only Cantrips on Artificer list, and maybe words saying no fixed damage bonuses to the cantrip, hence Maxing out at 8d10=44 damage)
Then for high level feature I would bring back Superior Attunement at level 10,15&20, and maybe something about crafting Permanent Magic Items at 18th level.
And finally for improved theme over Tools Required I champion Spell Conduit, a merger of Spellcasting and Spell Storing, that mimics crafting mechanical tricks better and gives a way more interesting unique support role:
I think what could work is a more dramatic approach to reflavoring spellcasting. Instead of spellcasting with Tools Required I suggest we go all out, replace Spellcasting with the following:
Spell Conduit
At 2nd level, you have learned how to anchor the weave to magic items. You can craft conduits out of weapons, armors or mundane looking items which then act as conduits to spell like abilities. These are drawn from other classes’ spell lists but are restricted to the below “Artificer Conduit List.” (renamed spell list)
You can craft up to Int Mod + half your Artificer level of these conduits and can double up on spells from the list if needed. Over the course of a Longrest you can rework up to Int Mod of these items to recreate different spells on the list. If disarmed of these Spell Conduit Items, you can recraft up to your Int Mod of these as improvised conduits over the period of a Long Rest or replaced at a town at a cost of 100g each.
These items can be used by any allied creature but only within 30ft of you, as the conduits draw from a power source connected to you, be that magical or technological in nature. This power source refreshes on long rest and increases with level as per the Conduit Slots table (renamed from Spell Slots table) and can be powered by other classes spell slots as detailed in the multiclassing optional rules.
When activated the items use a Spellcasting modifier defined of your Int Mod, but take the Spell’s required Action and act as if cast by the activating creature, using their concentration if required. The conduit item is not consumed in the process.
(I may be missing some things please look at the Intent instead of the RAW)
This would make thematic sense to those of you who prefer full crafting focus Artificer and maintain the lore of an Ebberon Artificer, and I think more cleanly does what they intended to do with Tools required. And yes I intend this still be paired with DMG/XGTE magic item crafting, but with this being the more active combat focused crafting giving a lot of extra options of what to do in combat.
On balance I see that this is a whole different ballpark, giving a crazy unique way of playing Artificer as every spell known becomes a spell stored item, but it maintains most of the limitations of Spellcasting, while interestingly giving Artificer a super strong and unique Utility party role. Turn your Barbarian’s Greataxe into a conduit for Arcane weapon, etc. I though don’t think it is that over powered because it doesn’t give that much numerical advantage just a lot of flexibility and theme driven mechanics.
@TheresNoRaceLikeGnome Huh, go figure. I never would have guessed that.
@NeoPhantom If I'm understanding it correctly, I don't think it would be redundant. Repeating Weapon doesn't require ammunition, but still allows you to load it if you want to so it would still work, and if I'm reading it correctly lets you make 2 additional attacks with your bonus action in addition to your regular action (though I concede this would definitely compete with many of the other bonus-action options available to the Artificer)
@derekleeketchum I personally am inclined to disagree, but fair enough.
@Katharsis I think it would be more accurate to say we're passionate about this class. I myself see it as 1 step forwards, 1 step backwards. Magical Tinkering feels like a somewhat weak utility cantrip to me, I would much rather see it either changed to give it a little more practical use, or replaced with a different feature like a general crafting bonus of some sort. I like the infusion system, but I would much rather see it have more unique effects like Repeating Shot instead of just copying existing magic items. Arcane armament I am not impressed by, I would much rather have it be replaced by a different combat feature and remake it into either a subclass feature or an infusion. Spell Storing Item I think needs a bit of a rework, I find I'm not terribly keen on having one person being able to cast Cure Wounds 10 times, I would rather have up to 3 people use 1-3 uses of a spell depending on it's level, and have it come earlier on and scale at higher levels. As for subclasses, hoo boy, there's so much for me to say I won't bother right now, other than that I think they should be the point that decides whether an Artificer should be fighting with weapons or cantrips (Jeremy Crawford said in one of the discussions that there's a possibility Arcane Armament will be made into a subclass feature, so there's a strong possibility that this might be the direction subclasses take)
Currently, a 14th level Artillerist focused exclusively on damage can deal.
Poison Spray 3d12 = 3 > 36
+5 (Int Mod) Or (ignores Half-Cover)
4d8 Force Damage as a bonus action with 2 turrets = 4 > 32
Ignoring resistances, you can deal up to 36+5+32= 73 damage and if target is under half cover, use the other wand to deal up to 68 damage while ignoring it.
This is without any cost other than summoning the turrets which last 10 minutes.
Alternatively, they can use Fireball and deal 8d6 ignoring half cover in addition to the 4d8 force damage on survivors.
That's up to 46+32= 78 damage ignoring half cover.
Or is it that you guys forgot the Prototype wand only gives the bonus to the single assigned cantrip while the Enhanced Wand gives it to every spell you cast? Their effects are incompatible.
Your math is incorrect.
The Wand Prototype that has Poison Spray (saving throw spell) it can do....
Poison Spray 3d12 = 3 or 36 + INT mod so that can be a minimum of 4 (+1 INT) to 8 (+5 INT) points of damage and a max of 37 (+1 INT) or 41 (+5 INT).
For the Force Ballista turret (2d8) they have a max of 16 points of force damage or 32 point if the player rolls a crit. If 2 Force Ballista turrets are on the field those numbers are double. So, in a single turn with the best possible outcome the player can have....
36 Poison Damage + +5 INT mode + 64 Force Damage = 105 points of damage*
*This math shows target failed their saving throw for the poison spray and 2 crits were rolled for the turrets and the player rolling max damage on all the dice.
The Enhanced Wand can give the player a +1 or +2 to their spell attack rolls and allows them to ignore 1/2 cover.
In the case of a Fireball spell being cast, the max damage of the Fireball spell and the 2 turrrets would be 112 points of damage.
Math wasnt incorrect. I calculated the cantrip in two phases first the rolls 3d12 = max 36 then the maximun posible modifier +5 Int Mod. Then I calculated 2 turrets because a player can have up to 2 out at the same time so 4d8 = 32 force damage.
I DID however exclude critical hits from the calculation, which results in the additional 32 force damage in your calculation totaling 105 damage.
Fireball was wrong though as it should be 8d6 = 48 plus 2 plus 4d8 = 32 equaling 82 damage ignoring half cover. Or 114 with crits which as mentioned were not originally part of the calculation. Though it seems you miscalculated the +2 with the Fireball.
How do you get a +2 for the fireball?
Nvrmd, thought the enhanced wand also increased damage in addition to hit. I think I was reading enhanced weapon. Lol carry on.
The RP potential of the AI is what I am most excited about, got my Ghostwise Halfling Shaman-esque Artificer ready in the wings for when it comes out on DnDbeyond. It's definitely one of the most flavorful subclasses we have been given so far. Those big psychic damage bursts are a bit out of place to me, but I suppose it needs some more damage that aren't related to the overall class's limited spell casting.
I think the general opinion is that the mechanic of remote casting is cool but movement with BA is a little strange as it has to be within melee range to use its MA.
Also a little out of place for theme as it screams “We wanted Jarvis level AI” which is way too far out of place in 5e. And also feels very strongly as Psionics light, maybe should just wait for next version Mystic, personally I don’t mind the Psionics but is very borderline.
I also think the 14th level feature is too powerful as it is Monk’s Stunning Strike but on an Intelligence save, so Much harder to pass for most even high CR creatures eg. Terrasque.
Btw: no one has mentioned the Archivist. Whats the general opinion on that subclass?
Personally, i love what the AI brings to the table!
It has been brought up, it just isn't that popular. Also, that subclass is better suited for the Wizard than the Artificer.
Maybe it's just that I like the idea of a virtual npc i can give the DM who can either talk to only me or to the party while also being able to act independently.
A butler, a psychiatrist, a relationship counselor... ha! Imagine turning one personality off in order to turn on the counselor and ask why someone is mad at them?
Beyond roleplay, it's familiars on steroids being able to send them to scout, deal psychic damage from afar, mind link with others, teleport behind walls or closed doors, etc... It's all very cybernetic! Specially if you fluff it as nanotech.
The UA Artificer was updated (version 2) to add the Archivist and Battlesmith as subclasses. When will the UA Artificer on D&D Beyond be updated to version 2?
The UA Artificer was updated (version 2) to add the Archivist and Battlesmith as subclasses. When will the UA Artificer on D&D Beyond be updated to version 2?
Due to certain complications regarding the upscaling of spellcasting levels among other details, the revision has been delayed temporarily.
Still no word of specific date.
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Not quite. The Prototype Wand gives 1 to 2 Empowered Cantrips that can deal up to an additional +5 damage at Int 20. That extra boost to damage is what makes it truly a magic weapon (other than the wording).
After all, spells rarely get a boost to damage from mods.
Infusions are indeed very week... I'd prefer if they just allowed crafting uncommon tier magic items by 2nd level and increase the tier of craftable magic items by 1 at 6th (rare) and 14th (very rare).
They can even specify that only specific (very rare) items can be crafted depending on the class if they believe it's too powerful.
This alone would balance how underwhelming the class could be as a mixed bag.
(Also why the cap of water breathing and the cloak of the manta ray as part of the same group? Who would pick the cap with the option of the cloak?)
I think it is meant to be weak. But if you are creative, and have a creative DM, then it is very usefull. Example: I made an item that counts down from 5 to 1 in seconds. I use it as a voice trigger for my Glyph's of Warding with a voice trigger. Also, I made a pressure avtivated lighter for lighting oil flasks. Magical Trinkets are only limited by the player's creativity and the DM's restrictions.
Personally, I think access to magical items, through item Infusions, should be tied to levels as related to item rarity.
This will vary from campaign to campaign. Alchemist Suppies, Brewign Tools, Cookign Supplies, Poisoner's Kit, etc all see a lot of use in my campaigns. In sea based campaigns, I can see Carpenter's Tools being heavily used.
Unlike others, I like that this is a CORE class ability. It means that like every other half caster you get a version of Extra Attacks. This works well with the Arcane Weapon spell. :)
I find this ability to be far to weak for a 10th level core ability. We can change 1 cantrip when we level already. We don't get a wide enough assortment of cantrips to make this worth while. Also, I blieve we should have the Booming Blade and Green-Flame Blade cantrips. They are weapon enhancing cantrips after all. Also, I'd like to see a cantrip that acts like Shillelagh but based on Intelligence, much like the new Battle Smith ability works.
For an 18th level ability, I just don't see this all that great. I can see uses for it (ie: Storing Shield , Absorb Elements, Arcane Weapon, Heat metal, etc). I just think its should be accessible at 10th level (1st level spell with 2nd level at 18th maybe.
I quite agree with you on the capstone as I believe many others will.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Two things...
Shillelagh is based on spellcasting ability, so what you want is to literally give the Artificer that cantrip not a new one.
I don't agree with making Legendary tier magic items craftable. Those SHOULD be exclusively loot because of their nature.
Unfortunately, you can't use it for Shield, Absorb Elements, or Arcane weapon, because the spell must require 1 action to cast. All of the uses I immediately thought of when I first read spell-storing item are exactly the ones you can't actually use it for.
Edit:
It occurs to me that if you could put shield in the spell-storing item, it would basically be a permanent +5 to AC if you've got a good int mod. 10 uses, and each use applies for a whole round. How often is someone hit by an attack on more than 10 separate rounds between long rests?
Wow. I can't believe I missed that wording. I always thought it was Wisdom (or Charisma is a bard managed to get it. I keep thinking the way of Arcane Initiate.
I wasn't thinking of Legendary's or Artifacts. Maybe limit Legendary's to one, but probably just limit them to Very Rares. I'd have to play test this myself.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
How do you get a +2 for the fireball?
@Katharsis
No problem as you can already see I think most people do agree with you. I have also previously mentioned that the balance for their low level abilities seems a bit off so here is a recap of my suggestions: (don’t expect anyone to dig through everything just happy to get new eyes on it)
Since Spellcasting at level 1 breaks the Rhythm of half casters and does not serve as a fun and interesting twist on a 1st level feature, I suggest remove the Cantrip column from class table and move Spellcasting to 2nd level. Then bring Right Cantrip for the Job directly to 1st level, granting Just 2 Cantrips, never scaling to more with level. This means every short rest you still need to be careful about your selections.
Next more options for Magical Tinkering like Identify and Detect Magic without using spellslots, maybe even roll Tool Expertise into level 1.
At level 2 you either get Spellcasting and Infuse Item or my suggested only SpellConduits Quoted below(and Infuse Item at 3rd level). For Infuse Item I might want to suggest Known and Active number only scale with class level, but type of infusion level requirements could scale with overall level. Campaigns still hit tier 3 if you are multiclassed and who would want a +1 in tier 3, it doesn’t ever attract high level multiclasses.
For Extra Attack I am okay with moving to Subclasses specifically for the reason of being mixed about which you are supposed to use Cantrips or Weapons. If you move to subclasses then you can say half are encouraged to be weapons(Artillerist and Battlemind) while other half are Cantrips (Alchemist and Archevist). For a feature equal to Extra Attack I have been theorycrafting Dual Cantrip, that uses the same wording to let you cast a Artificer Cantrip twice during a Main Action. (Restricted to only Cantrips on Artificer list, and maybe words saying no fixed damage bonuses to the cantrip, hence Maxing out at 8d10=44 damage)
Then for high level feature I would bring back Superior Attunement at level 10,15&20, and maybe something about crafting Permanent Magic Items at 18th level.
And finally for improved theme over Tools Required I champion Spell Conduit, a merger of Spellcasting and Spell Storing, that mimics crafting mechanical tricks better and gives a way more interesting unique support role:
@TheresNoRaceLikeGnome Huh, go figure. I never would have guessed that.
@NeoPhantom If I'm understanding it correctly, I don't think it would be redundant. Repeating Weapon doesn't require ammunition, but still allows you to load it if you want to so it would still work, and if I'm reading it correctly lets you make 2 additional attacks with your bonus action in addition to your regular action (though I concede this would definitely compete with many of the other bonus-action options available to the Artificer)
@derekleeketchum I personally am inclined to disagree, but fair enough.
@Katharsis I think it would be more accurate to say we're passionate about this class. I myself see it as 1 step forwards, 1 step backwards. Magical Tinkering feels like a somewhat weak utility cantrip to me, I would much rather see it either changed to give it a little more practical use, or replaced with a different feature like a general crafting bonus of some sort. I like the infusion system, but I would much rather see it have more unique effects like Repeating Shot instead of just copying existing magic items. Arcane armament I am not impressed by, I would much rather have it be replaced by a different combat feature and remake it into either a subclass feature or an infusion. Spell Storing Item I think needs a bit of a rework, I find I'm not terribly keen on having one person being able to cast Cure Wounds 10 times, I would rather have up to 3 people use 1-3 uses of a spell depending on it's level, and have it come earlier on and scale at higher levels. As for subclasses, hoo boy, there's so much for me to say I won't bother right now, other than that I think they should be the point that decides whether an Artificer should be fighting with weapons or cantrips (Jeremy Crawford said in one of the discussions that there's a possibility Arcane Armament will be made into a subclass feature, so there's a strong possibility that this might be the direction subclasses take)
Anyhoo, sorry for the long post, lol.
Nvrmd, thought the enhanced wand also increased damage in addition to hit. I think I was reading enhanced weapon. Lol carry on.
Oh? Artificer removed?
They must be closer to releasing the subclasses I guess.
Btw: no one has mentioned the Archivist. Whats the general opinion on that subclass?
Personally, i love what the AI brings to the table!
The RP potential of the AI is what I am most excited about, got my Ghostwise Halfling Shaman-esque Artificer ready in the wings for when it comes out on DnDbeyond. It's definitely one of the most flavorful subclasses we have been given so far. Those big psychic damage bursts are a bit out of place to me, but I suppose it needs some more damage that aren't related to the overall class's limited spell casting.
It's covered earlier in thread. Many people thought it was too powerful
I think the general opinion is that the mechanic of remote casting is cool but movement with BA is a little strange as it has to be within melee range to use its MA.
Also a little out of place for theme as it screams “We wanted Jarvis level AI” which is way too far out of place in 5e. And also feels very strongly as Psionics light, maybe should just wait for next version Mystic, personally I don’t mind the Psionics but is very borderline.
I also think the 14th level feature is too powerful as it is Monk’s Stunning Strike but on an Intelligence save, so Much harder to pass for most even high CR creatures eg. Terrasque.
It has been brought up, it just isn't that popular. Also, that subclass is better suited for the Wizard than the Artificer.
Also just noticed the survey is up, looks like a couple of hours already. Enjoy and hope our feedback gets popular support!
https://www.surveygizmo.com/s3/4887406/D-D-Survey-37-Artificer
Maybe it's just that I like the idea of a virtual npc i can give the DM who can either talk to only me or to the party while also being able to act independently.
A butler, a psychiatrist, a relationship counselor... ha! Imagine turning one personality off in order to turn on the counselor and ask why someone is mad at them?
Beyond roleplay, it's familiars on steroids being able to send them to scout, deal psychic damage from afar, mind link with others, teleport behind walls or closed doors, etc... It's all very cybernetic! Specially if you fluff it as nanotech.
The UA Artificer was updated (version 2) to add the Archivist and Battlesmith as subclasses. When will the UA Artificer on D&D Beyond be updated to version 2?
Due to certain complications regarding the upscaling of spellcasting levels among other details, the revision has been delayed temporarily.
Still no word of specific date.