This should come WAY earlier. For a character whose whole identity is creating items for themselves or party members, getting the ability to infuse your spells into items at a level that most players will never see if frankly bad design. Put "The Right Cantrip for the Job" at level 7 and give us Spell Storing Item at level 10 but at a VASTLY nerfed state and allow it to upgrade as we level the class up. In its beginning form the spell stays in the object until it has been used a number of times equal to intelligence mod and THEN at level 17 the amount of times is doubled like the current document. The caveat is, you must subtract the number of usages from the item according to the level of the spell attached to it. Meaning if you have a +5 Int Mod and store a Revivify spell on... say... a monkey's paw, said item will have only 2 usages on it. Obviously this would have to be tested, but it seems way better than what we are currently given. The upgrades could go like this: allow us to only store a level 1 spell at first and then a level 2 at 13, level 3 at 15, and then 4-5 at level 17. This would create way more excitement and RP potential for this class allowing us to do things that no other class can even think of doing.
Now, why did I leave level 18 empty? Because that leaves room for my second complaint: Not enough Archetype Upgrades. Getting your last archetype option at level 14 is kind of lame to me. If I choose an Alchemist I want to feel like I've reached a break through in my research at level 18, not just be able to throw a disguise self into a vial that can be used 10 times... cool. Level 18 should give the subclasses something to look forward to. I can't think of any particulars but here are some things off the top of my head.
Alchemist: An upgraded Homunculus (either more abilities, choosable upgrades, even allowing us to make a Chimera?), Alchemical double (gives us a number of uses of simulacrum in which our soul can go into when if we die).
Artillerist: perfected weapon (allows us to create the ultimate wand/rod/staff that holds a level 5-6 spell from the wizard's evocation spell list along with other properties).
Oh yeah, and the obvious comment of "we need WAY more infusions and archetypes". At this point in the 5e's lifespan, releasing a class with such sparse options in comparison to its counterparts pushes new players away from wanting to pick them.
Untouched Archetype ideas:
Gunsmith: Forgo the pet and allow us to create the ultimate weapon over the course of the campaign. Treated like the Ranger - Hunter, every time we get a specialism feature we can choose from 3-4 upgrades for our rifle/pistol as well as a host of other features such as improved reloading, dual wielding, ect.
Mechanist: Leaning fully into the idea of creating a pet, at level 3 we build a mechanical companion that acts during our initiative order as a companion BUT can also be piloted (whether that is jumping on its back or even stepping inside of it like a suit of armor). You can eventually upgrade it for combat in the sky or sea.
Gourmand: Gaining cooking utensils/brewer supplies as your spell focus, you become a master chef/mixologist. You dishes/cocktails buff your allies and yourself with resistances, healing, temp hit points, and even advantage. You can even charm/paralyze/poison your enemies if you get them to try your creations.
Transmutor: Using your own body as a test subject, you give yourself horrifying biological upgrades like tentacles, insect carapaces, even being able to create your own symbionts that you can "gift" to your party at higher levels.
Forgemaster: You specialize in crafting specialized armor and melee weapons for your party going far beyond what infusions can already do. Craft beautiful master work weapons that culminate in the highest of achievements... a sentient weapon.
I am enjoying the new playtest class. Perhaps additional subclasses would be nice. Either way how long should it be before we see it on the DnD Beyond for use.
Reminder more stuff for artificer should be coming out in This Months (March) UA high chance of archetypes but could be other stuff to do with the class.
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Loex - A Lizardfolk Lvl 4/7/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge Arborea - A Warforged Lvl 5 Hexblade Warlock Archive - A Autognome Lvl 3 Old One Warlock ER15 - A Autognome Lvl 7 Binder Warlock
I read the Keith Baker piece. While I appreciate his thoughts on the subject, I'm afraid it just doesn't sell it for me, especially when it comes to the Alchemist. While I can see the rest of the base class and the Artillarist subclass needing only a little tweaking, with the Alchemist subclass all I can do is look at it and think "Thanks...I hate it."
I'm trying to compile my thoughts on a separate document so I can look at them to see which ones are fair criticisms and which ones are just me griping, but I will be giving my thoughts out on the survey, and this will be the first time I've been actively looking to see when the survey comes out.
Personally I think it is "okay" to not like particular subclasses or classes. It is all preferences, really. I am not a fan of the monk class, at all, and really don't see myself ever playing one.
As far as the alchemist class is concerned, I feel as though they changed themes between the 2017 and 2019 version. With the 2017 version being a more traditional brewing chemicals alchemist and the 2019 being almost a Fullmetal alchemist dabbling in life magic theme.
I'd probably play the alchemist as a mad scientist more than a careful chemist, but perhaps there will be a chemist subclass that is inspired by the 2017 alchemist?
Well, I am glad people are enjoying the class. For me though, I don't think it's a matter of preference. I'm not a fan of Paladins, and would probably never play one, but as a class I see it as having a distinct flavor with mechanics that set it apart from other selections. For the Artificer, I don't have that feeling. There's Infusions (which are like Warlock Invocations, but are unique enough to warrant distinction) and the ability to switch out Cantrips at level 10, and as far as the early levels go, that's it. I think if it had something more at those early levels to distinguish itself, that would go a long way. Perhaps as other people (and by other people I mean Davavor) have said, they could retune Spell-Storing Item so it can be used at lower levels. Or perhaps if they changed multiattack to an "Artificer Fighting Style" that gave a choice between either their multiattack or the cantrip damage boost the Artillerist gets at level 6, I think that would go a long way to providing the Artificer with distinctions that other classes don't have.
Again, I'm glad that people are enjoying the class. I hope that with feedback, the next iteration will see improvements.
I think an interesting ability would something like the following:
Arcane Disruption You're knowledge of the inner workings of magical items allow you to disrupt the magic weaved to create these items. As an action, you can turn one magical item that you can see within 30 feet into a mundane version of itself for 1 minute. If the item is being worn, held or is sentient, the person or sentient item can make an Intelligence save equal to your spell save DC to prevent the Arcane Disruption. You can use this ability a number of times per day equal to your intelligence modifier.
I'm liking what I've tried so far. Especially considering that we're finally getting an Arcane Half-Caster! But there are a few little things I think should be addressed.
I think the Construct (Pet/Turret) should be separated from the Subclass so that the player chooses which one they want, based on their playstyle.
A 3rd subclass related to mechanical projectile weapons (crossbows and pistols) would be nice. The skills should be variations on Ranged Weapon Fighting Style (+2 to hit), use Reaction to reroll a missed attack, maybe an option to use INT to hit and damage with ranged weapons (similar mechanics to the Bladesinger Wiz subclass), INT to initiative, or similar types of things. Additional spells could be related to ranged attacks, probably from the Ranger class (e.g. Hail of Thorns, Zephyr Strike, Cordon of Arrows, Lightning Arrow, Swift Quiver, etc). It should also get a Construct option like the other two, ideally choosing between the Construct and the Turret as mentioned in my first point.
I think it's odd that Shield is not a universal Artificer spell and is focused on the Artillerist. Move it to everyone and give the Artillerist the Guiding Bolt as a replacement.
Homunculus should get increased AC with the attack and damage increase for survivability. I also think it should get ability score improvements alongside the Artificer's ASI.
Does the Homunculus get the Telepathic Bond benefit like others from the Monster Manual? If not, can it be made into a Familiar? Speaking of which, can a PC summon an Homunculus, Familiar, and this Alchemical Homunculus and have 3 pets? It would be weird, but clarification on how the Artificer's version interacts or works with others would be nice.
Strange to me that the core spells don't include Absorb Elements. Being they can make armor that resists elements and the resistance cantrip, this might be a core spell for them. The same goes for Improved Invisibility. This should be a 4th level spell to go in the same family of Sanctuary > Invisibility > Improved Invisibility.
I don't mind that they can't make a 1st or 2nd level spell item until 18th level. Though, they should get this option for 1st level earlier, and 2nd level at 18th.
When multiclassing into an Artificer, why wouldn't the crossbow proficiencies also carry over? It's kind of baked into the identity of this class along with Alchemy, Tinkering, and Thieves Tools.
I'm liking what I've tried so far. Especially considering that we're finally getting an Arcane Half-Caster! But there are a few little things I think should be addressed.
I think the Construct (Pet/Turret) should be separated from the Subclass so that the player chooses which one they want, based on their playstyle.
I disagree with this mainly because most of the artillerist is built around the turret the only ability not referencing it is the wand ability. Likewise the ability of the homonculous to give potion like effects feels more alchemist and it would feel out of flavourwith the artillerist.
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Loex - A Lizardfolk Lvl 4/7/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge Arborea - A Warforged Lvl 5 Hexblade Warlock Archive - A Autognome Lvl 3 Old One Warlock ER15 - A Autognome Lvl 7 Binder Warlock
- more infusions can easily be made up and released in various sources (like warlock's invocations) and they really give that enchanter feel.
- Although spell storing only comes at 18th level, the bonus to craft magic items makes it so that any player can think of a new magic item (which would have a stored spell) and craft it relatively fast (as long as the DM approves of course). IT GIVES SO MUCH SPACE FOR CREATING ! That's what's beutiful about it imo. The fact that each subclass is attached to a pair of tolls AND a particular way to use them makes me think of the wizard subclasses for each school of magic in the sense that the number of subclasses is kind of predetermined, and the new ones will push the deseigners to think out of the box (think bladesinger, war mage... a bit tougher to design and balance but new ideas can still be introduced!)
**However, I do think that having a mechanical servant all the time can be offputting**; not all artificers have these..... But hey we only had 2 subclasses for now, and in each of them the servant felt right imo. Other subclasses might have a slightly different pattern to them!
I do appreciate that subclasses with mechanical servants each have their own as it helps to define them better.
Also, following the usual dnd class design pattern.... **11th level shouldn't be a dead level**. gaining a higher level spell slot fits as a feature when following the paladin half caster approach, but that's not what's happening here... I can't help but feel like there's a tiiiny thing missing. Unless that's what they are going for, assuming that the objects you make on your way to level 11 can cover for that one feature you should be getting? I'm curious, but such access to magical items can be veery useful... worth testing!
Then again, that class design pattern is based off of other classes... maybe this is simply a new pattern? That would explain the spell slots at first level, which do make sense since as an artificer your spells come from your use of tools. You expect to be able to use these starting at level 1 (or at least before you get to infuse items with magic). Otherwise, how would you develop the ability to infuse items at 2nd level?
I do have a question though;
**How does the pouches of the Many Handed Pouch infusion interact with the maximum number of objects you can infuse on a long rest and the rules of infusing items?**
They say, and I quote: "... each of your infusions can be in only one object at a time".
1. Assuming they simply ommited the regular "unless specified otherwise in the infusion's description", then each pouch would count as an item so the many handed pouch would get pretty expensive ressource wise ( if you max out your pouches, you'll have to wait until level 11 before you can use your infusions for something else). For what they are, that would make the pouches veeeery limiting, to the point where I doubt they would be that interesting to use...
2. Another interpretation based off the fact that each infusion refers to the object(s) it is applied on as a single item would lead to believe that each set of 2 to 5 pouches would count as a single item against your maximum number of infused items... In which case you could have aaalooooot of pouches, but each set can only connect with pouches of the same set. In that sense, the pouches might get a bit out of hand... but I don't think it would be too problematic; a pouch can only hold so much!
I personally favor the 2nd interpretation, both because of the wording that was used for the Infuse Item feature and the way infusions are described (and the fact that some magic items are similar in the sense that although counting as a single item, they actually have multiple parts... think sending stones)
What do you all think ? It's the only lack of clarity I found in the revisited Artificer.
Edit : Another question. In Infuse Items , they say
"You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies."
I think the intent here is to say maximum number of Infused items... or am I missing something?
I think an interesting ability would something like the following:
Arcane Disruption You're knowledge of the inner workings of magical items allow you to disrupt the magic weaved to create these items. As an action, you can turn one magical item that you can see within 30 feet into a mundane version of itself for 1 minute. If the item is being worn, held or is sentient, the person or sentient item can make an Intelligence save equal to your spell save DC to prevent the Arcane Disruption. You can use this ability a number of times per day equal to your intelligence modifier.
I like the feel of this ability, but think it would fit more into an Archetype than a core ability; like maybe a anti-artificer. A artificer who specialized in destroyong or combating artice.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I gotta say. I LOVE this new version. I think it's especially interesting how different the 2019 version is from the 2017 version, and how much of the 3e and 3.5e kinds of things they brought back!
As of now, here's my initial feedback on the Artificer.
I like that most variation between artificers in the 2019 version is based on what they'll choose to do with their main class features (Infusions) and somewhat their subclass, as opposed to the 2017 version where it was primarily choosing between two very different subclasses.
Concern: what the Alchemist does that seems to be unique, the Artillerist can do pretty easily too. Note: Guidance and the two Restoration spells are both Artificer spells. The Alchemical Homonculus can effectively cast Guidance on someone ("Inspiration" action), heals people, lightly hurt people, and make people fly. The Turret heals people and more heavily hurts people, but at level 6, the Artillerist could make a 'Guidance' cantrip wand that does the same thing. The main difference here in favor of the Alchemist: making someone fly. Then, the Alchemist gets free spell slots for the two restoration spells. The Artillerist can learn those same spells and could just cast them, but WITH spell slots. Again, an Artillerist could easily do most of the things that make an Alchemist unique, but still have the unique traits of the turret (more damage, half cover later on). This seems to make it so that Artillerists are generally more practical: not only do they hit harder, but they can do almost all the same things an Alchemist can.
A question. The document says each specialist can craft their potions/wands at 1/4 the time and 1/2 the cost. According to the DMG, the standard cost and time of creating a magic item is 25gp/day for X days, depending on the rarity of the object. How does the artificer's discount work? Does this mean they craft it at 50gp/day for (X/4) days? That would lead to 1/2 the total cost and 1/4 the total time.
Infusions. I'd LOVE to see what other types of infusions you might be able to come up with! But even more so, I think it's SUPER cool that Artificers can make +1 weapons and armor (Uncommon magical items) without extra charge, just over a long rest. The DMG says the going price for Uncommon items is about 500gp. The DMG also sets some moderately complicated rules for selling magical items. After you do all the math (if you ask I can show you the math I did and why I chose that math), and we assume that we're dealing with the typical artificer, that means that if they spend their downtime crafting and selling magical goods, they'll get an average profit of about 43gp a day. That's enough to keep a family of 4 in an aristocratic lifestyle. If the artificer in question is also proficient in investigation, that increases them to making 46gp/day at levels 2-4, 48 levels 5-8, and 50 levels 9-11. Then, when Artificers hit level 12, they can use the same infusion to create +2 weapons and armor (Rare magical items), again, basically in their sleep. If the artificer goes around selling these things and is not proficient in Investigation, they can expect to get about 340gp/day on average. If they ARE proficient in investigation, then it boosts to 388gp/day at level 12, 402gp/day levels 13-16, and 417gp/day levels 17+. Note: this is all assuming that the artificer is only trying to sell one creation at a time. The DMG provides instructions on how to sell multiple magic items at once. Depending on the artificer's Investigation modifier and the item's rarity, it takes an average 7-10 days to sell a single item. The Artificer can create an addtional 7-10 magic items in the same time period. If the Artificer were to start employing his aristocratic wife and children in trying to go around, finding buyers for these goods, the family would be making an absolute killing. If the Artificer has employees to start selling each magical item the day it's created, then the Artificer has suddenly multiplied his/her income dramatically. With that type of operation, knowing that a modest cost of living is factored into the revenue you get from selling a magic item, an Artificer would be able to provide modest wages to 9 employees and receive 373gp/day for him/herself after the matter. Until they reach level 12, then they can earn about 3025gp/day. At that rate, it would take one artificer with a small team 5 and a half months to earn the 500,000gp hoard hidden in Waterdeep: Dragon Heist. If I were Jarlaxle, Manshoon, or the Cassalanters, I'd probably be a lot better off finding a small team of artificers and salesmen to earn my money.
So along those lines, I know that the economy of DND is pretty broken (Elephants are 200gp, while Breastplate armor and a Warhorse are both 400gp each), but introducing the artificer to the Faerunnian economy would be crazily mindblowing.
Also I like the idea of having an alchemical homonculus that's a turkey baster with the turkey wings stapled back on.
I LOVE SO much what it says about the magic of artifice! That while other spellcasters may do some wibbly wobbly magically gaggily stuff with a wand or crystal or something, artificers quickly create a spider to bind up wounds, or a potion that can electrify people, or things like that! I LOVE how creative people can get just coming up with the ideas of how their artificer uses their trade to accomplish what they're trying to accomplish. Especially when artificers are using artisans' tools for their magic that aren't Alchemist's or Tinker's tools. Like, how would a brewer or a weaver or a cartographer go about casting Fire Bolt? I think this fun little detail is absolutely the spirit of the Artificer, where the players themselves get to start innovating in cool, nifty little ways too, just like their characters do for a living!
I don't know where else to say this, but if I had an artificer who worked with constructs, he'd be an open opponent of Golem creation. In his professional opinion, creating a construct would include 1.) animating a previously inanimate object and, at more complicated levels, 2.) providing some level of decision-making and critical thinking capabilities to an inanimate object. Golem creation is actually creating a shell and then trapping an elemental spirit inside of it. My artificer would refer to that not as artifice, but slavery, and to Golems not as constructs, but poor victims. You could probably simplify his argument from "inhumanely trapping an innocent earth elemental into a body of of their realm" to "Dirt is people too."
I was a little surprised to see that none of the Shape Element cantrips were included! I figured that Artificers would be able to control the raw materials they work with too, not just the final products, but then I thought about it more. I guess you could say that Artificers aren't so involved with raw materials as they are manufacturing.
I think an interesting ability would something like the following:
Arcane Disruption You're knowledge of the inner workings of magical items allow you to disrupt the magic weaved to create these items. As an action, you can turn one magical item that you can see within 30 feet into a mundane version of itself for 1 minute. If the item is being worn, held or is sentient, the person or sentient item can make an Intelligence save equal to your spell save DC to prevent the Arcane Disruption. You can use this ability a number of times per day equal to your intelligence modifier.
I like the feel of this ability, but think it would fit more into an Archetype than a core ability; like maybe a anti-artificer. A artificer who specialized in destroyong or combating artice.
I really like this idea! In earlier editions, Artificers could cast spells only they knew that would do a hefty amount of damage to constructs, but could only be used against constructs. This reminds me of that. Also kind of like a bomb squad. Magic items can be very dangerous. When they go wrong or you need to dispose of them, when you need to break a curse or something like that, you'd probably want to call in an artificer that specializes in the safe deconstruction of constructs, magic items, etc.
On the money point that was a fun read but were you talking about Infuse an Item or Crafting at Cost/2 Time/4?
Because Infuse an item has a limit to the number of Infused items before the oldest infusion disappears. I could see some fun shenanigans with a travelling salesman NPC or a Chaotic PC party that rolls into town selling magic items then leaving and all the magic disappearing.
But I would probably prefer to world build that artificer infusions are noticeable and would be as easily recognisable as fake gold coins in the real world. (Depending on rule of cool for the specific players)
I'm actually surprised there aren't more comments or additions related to Crossbows since they were always such a huge part of the original Artificer identity. Would be great to get some kind of benefit related to them.
I'm actually surprised there aren't more comments or additions related to Crossbows since they were always such a huge part of the original Artificer identity. Would be great to get some kind of benefit related to them.
What i am not surprised though... Is how many comments relate to an artificer literally supposed to be able to outmatch a wizard even as a half caster. That and the fact people apparently want him to be able to just completely equip a group in like 5 levels...
Lets be honest... If you want magical items that much... Go back to 3e. 5e has made magical items really scarce and to me thats fine. I dont want a class breaking that by enabling free creation of magical items.
The way they designed it is pretty darn good as it stands and it makes the artificer a true support as it used to be. Cant be more core then that !
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I think this is a MUCH better base/start than the last attempts. Though this one still needs a lot of work. My main complaint:
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Spell-Storing Item: When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell ©2019 Wizards of the Coast LLC 6 from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.
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This should come WAY earlier. For a character whose whole identity is creating items for themselves or party members, getting the ability to infuse your spells into items at a level that most players will never see if frankly bad design. Put "The Right Cantrip for the Job" at level 7 and give us Spell Storing Item at level 10 but at a VASTLY nerfed state and allow it to upgrade as we level the class up. In its beginning form the spell stays in the object until it has been used a number of times equal to intelligence mod and THEN at level 17 the amount of times is doubled like the current document. The caveat is, you must subtract the number of usages from the item according to the level of the spell attached to it. Meaning if you have a +5 Int Mod and store a Revivify spell on... say... a monkey's paw, said item will have only 2 usages on it. Obviously this would have to be tested, but it seems way better than what we are currently given. The upgrades could go like this: allow us to only store a level 1 spell at first and then a level 2 at 13, level 3 at 15, and then 4-5 at level 17. This would create way more excitement and RP potential for this class allowing us to do things that no other class can even think of doing.
Now, why did I leave level 18 empty? Because that leaves room for my second complaint: Not enough Archetype Upgrades. Getting your last archetype option at level 14 is kind of lame to me. If I choose an Alchemist I want to feel like I've reached a break through in my research at level 18, not just be able to throw a disguise self into a vial that can be used 10 times... cool. Level 18 should give the subclasses something to look forward to. I can't think of any particulars but here are some things off the top of my head.
Alchemist: An upgraded Homunculus (either more abilities, choosable upgrades, even allowing us to make a Chimera?), Alchemical double (gives us a number of uses of simulacrum in which our soul can go into when if we die).
Artillerist: perfected weapon (allows us to create the ultimate wand/rod/staff that holds a level 5-6 spell from the wizard's evocation spell list along with other properties).
Oh yeah, and the obvious comment of "we need WAY more infusions and archetypes". At this point in the 5e's lifespan, releasing a class with such sparse options in comparison to its counterparts pushes new players away from wanting to pick them.
Untouched Archetype ideas:
Gunsmith: Forgo the pet and allow us to create the ultimate weapon over the course of the campaign. Treated like the Ranger - Hunter, every time we get a specialism feature we can choose from 3-4 upgrades for our rifle/pistol as well as a host of other features such as improved reloading, dual wielding, ect.
Mechanist: Leaning fully into the idea of creating a pet, at level 3 we build a mechanical companion that acts during our initiative order as a companion BUT can also be piloted (whether that is jumping on its back or even stepping inside of it like a suit of armor). You can eventually upgrade it for combat in the sky or sea.
Gourmand: Gaining cooking utensils/brewer supplies as your spell focus, you become a master chef/mixologist. You dishes/cocktails buff your allies and yourself with resistances, healing, temp hit points, and even advantage. You can even charm/paralyze/poison your enemies if you get them to try your creations.
Transmutor: Using your own body as a test subject, you give yourself horrifying biological upgrades like tentacles, insect carapaces, even being able to create your own symbionts that you can "gift" to your party at higher levels.
Forgemaster: You specialize in crafting specialized armor and melee weapons for your party going far beyond what infusions can already do. Craft beautiful master work weapons that culminate in the highest of achievements... a sentient weapon.
See Adam Bradford's tweet about this. :)
Reminder more stuff for artificer should be coming out in This Months (March) UA high chance of archetypes but could be other stuff to do with the class.
Loex - A Lizardfolk Lvl 4/7/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 5 Hexblade Warlock
Archive - A Autognome Lvl 3 Old One Warlock
ER15 - A Autognome Lvl 7 Binder Warlock
DM - "Malign Intelligence"
Well, I am glad people are enjoying the class. For me though, I don't think it's a matter of preference. I'm not a fan of Paladins, and would probably never play one, but as a class I see it as having a distinct flavor with mechanics that set it apart from other selections. For the Artificer, I don't have that feeling. There's Infusions (which are like Warlock Invocations, but are unique enough to warrant distinction) and the ability to switch out Cantrips at level 10, and as far as the early levels go, that's it. I think if it had something more at those early levels to distinguish itself, that would go a long way. Perhaps as other people (and by other people I mean Davavor) have said, they could retune Spell-Storing Item so it can be used at lower levels. Or perhaps if they changed multiattack to an "Artificer Fighting Style" that gave a choice between either their multiattack or the cantrip damage boost the Artillerist gets at level 6, I think that would go a long way to providing the Artificer with distinctions that other classes don't have.
Again, I'm glad that people are enjoying the class. I hope that with feedback, the next iteration will see improvements.
I think an interesting ability would something like the following:
Arcane Disruption
You're knowledge of the inner workings of magical items allow you to disrupt the magic weaved to create these items. As an action, you can turn one magical item that you can see within 30 feet into a mundane version of itself for 1 minute. If the item is being worn, held or is sentient, the person or sentient item can make an Intelligence save equal to your spell save DC to prevent the Arcane Disruption. You can use this ability a number of times per day equal to your intelligence modifier.
I'm liking what I've tried so far. Especially considering that we're finally getting an Arcane Half-Caster! But there are a few little things I think should be addressed.
I disagree with this mainly because most of the artillerist is built around the turret the only ability not referencing it is the wand ability. Likewise the ability of the homonculous to give potion like effects feels more alchemist and it would feel out of flavourwith the artillerist.
Loex - A Lizardfolk Lvl 4/7/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 5 Hexblade Warlock
Archive - A Autognome Lvl 3 Old One Warlock
ER15 - A Autognome Lvl 7 Binder Warlock
DM - "Malign Intelligence"
I am really liking this new iteration!!
- more infusions can easily be made up and released in various sources (like warlock's invocations) and they really give that enchanter feel.
- Although spell storing only comes at 18th level, the bonus to craft magic items makes it so that any player can think of a new magic item (which would have a stored spell) and craft it relatively fast (as long as the DM approves of course). IT GIVES SO MUCH SPACE FOR CREATING ! That's what's beutiful about it imo. The fact that each subclass is attached to a pair of tolls AND a particular way to use them makes me think of the wizard subclasses for each school of magic in the sense that the number of subclasses is kind of predetermined, and the new ones will push the deseigners to think out of the box (think bladesinger, war mage... a bit tougher to design and balance but new ideas can still be introduced!)
**However, I do think that having a mechanical servant all the time can be offputting**; not all artificers have these..... But hey we only had 2 subclasses for now, and in each of them the servant felt right imo. Other subclasses might have a slightly different pattern to them!
I do appreciate that subclasses with mechanical servants each have their own as it helps to define them better.
Also, following the usual dnd class design pattern.... **11th level shouldn't be a dead level**. gaining a higher level spell slot fits as a feature when following the paladin half caster approach, but that's not what's happening here... I can't help but feel like there's a tiiiny thing missing. Unless that's what they are going for, assuming that the objects you make on your way to level 11 can cover for that one feature you should be getting? I'm curious, but such access to magical items can be veery useful... worth testing!
Then again, that class design pattern is based off of other classes... maybe this is simply a new pattern? That would explain the spell slots at first level, which do make sense since as an artificer your spells come from your use of tools. You expect to be able to use these starting at level 1 (or at least before you get to infuse items with magic). Otherwise, how would you develop the ability to infuse items at 2nd level?
I do have a question though;
**How does the pouches of the Many Handed Pouch infusion interact with the maximum number of objects you can infuse on a long rest and the rules of infusing items?**
They say, and I quote: "... each of your infusions can be in only one object at a time".
1. Assuming they simply ommited the regular "unless specified otherwise in the infusion's description", then each pouch would count as an item so the many handed pouch would get pretty expensive ressource wise ( if you max out your pouches, you'll have to wait until level 11 before you can use your infusions for something else). For what they are, that would make the pouches veeeery limiting, to the point where I doubt they would be that interesting to use...
2. Another interpretation based off the fact that each infusion refers to the object(s) it is applied on as a single item would lead to believe that each set of 2 to 5 pouches would count as a single item against your maximum number of infused items... In which case you could have aaalooooot of pouches, but each set can only connect with pouches of the same set. In that sense, the pouches might get a bit out of hand... but I don't think it would be too problematic; a pouch can only hold so much!
I personally favor the 2nd interpretation, both because of the wording that was used for the Infuse Item feature and the way infusions are described (and the fact that some magic items are similar in the sense that although counting as a single item, they actually have multiple parts... think sending stones)
What do you all think ? It's the only lack of clarity I found in the revisited Artificer.
Edit : Another question. In Infuse Items , they say
"You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies."
I think the intent here is to say maximum number of Infused items... or am I missing something?
The 2-5 pouches represent one infusion as they share an interdimensional space.
I like the feel of this ability, but think it would fit more into an Archetype than a core ability; like maybe a anti-artificer. A artificer who specialized in destroyong or combating artice.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I gotta say. I LOVE this new version. I think it's especially interesting how different the 2019 version is from the 2017 version, and how much of the 3e and 3.5e kinds of things they brought back!
As of now, here's my initial feedback on the Artificer.
I really like this idea! In earlier editions, Artificers could cast spells only they knew that would do a hefty amount of damage to constructs, but could only be used against constructs. This reminds me of that. Also kind of like a bomb squad. Magic items can be very dangerous. When they go wrong or you need to dispose of them, when you need to break a curse or something like that, you'd probably want to call in an artificer that specializes in the safe deconstruction of constructs, magic items, etc.
Hey @KidPenguin.
On the money point that was a fun read but were you talking about Infuse an Item or Crafting at Cost/2 Time/4?
Because Infuse an item has a limit to the number of Infused items before the oldest infusion disappears. I could see some fun shenanigans with a travelling salesman NPC or a Chaotic PC party that rolls into town selling magic items then leaving and all the magic disappearing.
But I would probably prefer to world build that artificer infusions are noticeable and would be as easily recognisable as fake gold coins in the real world. (Depending on rule of cool for the specific players)
I am unable to create the class in DnD beyond. Is there a workaround for this? Sorry if its been asked I couldnt find an answer
They're still working on it.
Do they have an estimate for time
I'm actually surprised there aren't more comments or additions related to Crossbows since they were always such a huge part of the original Artificer identity. Would be great to get some kind of benefit related to them.
No, see Adam Bradford's tweet here.
What i am not surprised though... Is how many comments relate to an artificer literally supposed to be able to outmatch a wizard even as a half caster. That and the fact people apparently want him to be able to just completely equip a group in like 5 levels...
Lets be honest... If you want magical items that much... Go back to 3e. 5e has made magical items really scarce and to me thats fine. I dont want a class breaking that by enabling free creation of magical items.
The way they designed it is pretty darn good as it stands and it makes the artificer a true support as it used to be. Cant be more core then that !
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