So basically, your staff is giving the artificer new spells for his list and more spell slots ? why not put those directly into the class itself then ? why rely on a staff that can be say, broken or desintegrated, or say stolen. if it acts like a focus for wizards or spell casters then remaking one should be an easy task, which it seems like its not because of the complexity of it.
seems to me like you are adding another mechnic which is a magic item in order to gain literal class abilities. at that point i'd just add more class abilities.
based on my own gunsmith experience. i'd say the artificer to be any good, needs only those things and it would be the best artificer can be. - full caster with wizard/cleric mixed spell list based on buff for self or others. no attacks in it. - An actual crafting mechanic based off the DMG crafting book. (aka faster crafting times as he levels up as well as diminshed cost) - more archetypes to determine its type of crafting specialty (aka, like wizard, he chose schools, exemples, Wondrous Items, Weapons & Armors, Potions & Scrolls, Wands... you know actual professions) - Infusions like the old times, not as coins activated just before a fight. like i infuse your weapon and the buff last for an hour. you know like in 3e where it actually mattered.
had they gave me those things, i'd be more then happy with it, cause thats pretty much what made the artificer so great in 3e. it wasn't a damage dealer, yet it was essential to any group. this class right now, i don't see it as essential, i see it as a weird try at making a class that does it all badly.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
So basically, your staff is giving the artificer new spells for his list and more spell slots ? why not put those directly into the class itself then ? why rely on a staff that can be say, broken or desintegrated, or say stolen. if it acts like a focus for wizards or spell casters then remaking one should be an easy task, which it seems like its not because of the complexity of it.
seems to me like you are adding another mechnic which is a magic item in order to gain literal class abilities. at that point i'd just add more class abilities.
based on my own gunsmith experience. i'd say the artificer to be any good, needs only those things and it would be the best artificer can be. - full caster with wizard/cleric mixed spell list based on buff for self or others. no attacks in it. - An actual crafting mechanic based off the DMG crafting book. (aka faster crafting times as he levels up as well as diminshed cost) - more archetypes to determine its type of crafting specialty (aka, like wizard, he chose schools, exemples, Wondrous Items, Weapons & Armors, Potions & Scrolls, Wands... you know actual professions) - Infusions like the old times, not as coins activated just before a fight. like i infuse your weapon and the buff last for an hour. you know like in 3e where it actually mattered.
had they gave me those things, i'd be more then happy with it, cause thats pretty much what made the artificer so great in 3e. it wasn't a damage dealer, yet it was essential to any group. this class right now, i don't see it as essential, i see it as a weird try at making a class that does it all badly.
I ended up taking the staff and reworking it into a totem/magical item, reducing its power quite a bit, and added in a mechanic around swapping spells instead of just when you level up. At this point it's just a slightly more complicated way to give them a few damaging cantrips, that tries to stay in the theme. The SIMPLEST solution would be to just give them 1 or 2 cantrips at level 1. Them crafting an item for it, just fits for them and seems more fun. If anyone wants to see the new breakdown let me know.
I am looking for artificers under class with playtest button on, why can't I find it?
That is because the Artificer class is not yet part of D&D Beyond. Neither is the Mystic class.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I am looking for artificers under class with playtest button on, why can't I find it?
That is because the Artificer class is not yet part of D&D Beyond. Neither is the Mystic class.
Bothe artificer and mystic wont be in here until wizard make them official. They are in ua sure... But they also got confirmed shelved for now and curse have said that once something has been added to official books or confirmed archived... They will remove from ua availlability. And considering classes are not coming soon. There is very little chance of seeing them on ddb !
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
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As a matter of fact the only UA stuff I found was the classes of the last UA
they haven't done the other stuff yet, but will do it as they go. they also said that anything else that was confirmed archived will be removed, and most of the old UA has been confirmed archived for later or deemed archived because not worthy. so basically if WOTC said it was not worthy, it was removed and wont be ever appearing.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
so i pulled up the UA sheet for the Artificer and it said you may repair it at a expensive cost, time or you may just use a spell to revive. if it is beyond repair you may build a new one at a expensive cost and 1 week of work
I'm testing a multi class gunslinger/druid/cleric because of the points you made. It will make advancement slow, hopefully the play time will be worth it.
Just wait it out... with some hope the artificer and mystic might be in the new book coming in november.
Its a book about planes and they already mentionned that it will have 4 settings in it that people requested a lot. from what we've been told and what we've seen in MToF. considering also that it is a book designed for the fans by the fans. because they said its literally a book that the community asked for a long time. we might assume that there will be a lot of character options for other settings and that it will allow people to play other settings with 5e rules.
so heres what we all expect to be in it... - dark sun setting this should include a few new races for dark sun and probably the famous mystic class, mind you maybe not the one in past UA.
- Ebberon My favorite setting, the artificer is there and the fact that they designed a wizard of invention class means they are willing to try the artificer, so this is something that was asked a lot.
- Planescape the game was a lot of fun and people really really love the city of sigil... since chris perkins used that setting in DCA along with monsters from that setting, we expect that setting to be there as well.
- Spelljammers the appearance of the giff in MToF and a lot of monsters for that setting is disconcerting. that setting is definitely going to be in the new book.
mind you everything i just told has been gleemed from community and what the people designing the book said. it is also a good guess as to what to expect. it might not be what we want exactly, but it should definitely be a book we definitely want to buy for its lore. the biggest warning i can give you is what WotC themselves as been saying for this upcoming book.
the book will be a book about planes. Describing numerous other settings, much like sword coast guide but in more details.
It is a book based entirely on community feedback in the last 3 years and it is also nowhere near a complete setting book.
It is just a book talking about other settings in order to help others adapt their setting to the one they like.
this is what we know, but as mentionned based on previous hints from DCA, chris perkins, jeremy crawford and mike mearls... we can expect the mystic and artificer to make an appearance in one form or another in the book.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I stumbled across a fairly fleshed out homebrew build of the Artificer. I'll link the reddit post. I've had a player using it for a while now. It's been fun so far!
To clarify something about the UA on DnDB, they will only be adding the new ones as they come out. They will not go through any of the backlog of UA playtest material.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
As artificer player for me was a class had two playstyles artificer alchemist had shorter range on his formulas 3oft on them but made up for it with more versatility thanks to his formulas. with the formula, if you miss it was no damage even if the fire could set the building you are in on fire. the acid was more useful as the text it said it could eat tough items.
As for gunsmith, you did not get the formula but a high powered sniper 500ft range with rounds that knockback, lightning damage or fire damage and more. you have to make ammo but it makes the class a long-range dps also was the only one to have a cantrip of mending.
Contrary to what people said about the Mechanical Servant I had fun with it but what I did not get was sure you had it and yes you have you use challenge lv 2 best statistics to make it but it could look any way you like it also died fast in higher level play. As an artificer there was always a question why is the armor so low is basically full plate or half plate with leather or can I make it better where people go mad custom making it giving it stats bumps strength or dexterity go up or it has custom moves or a weapon. for my party, it was more a pack mule. but with this, I could see more chassis options and modifications to make it more useful. I have seen this guy littery be a transformer in one campaign.
This class is a tony stark of classes you are smart and can make almost anything whether it be magic or some overcomplicated tec that no one has seen.
I have seen an artificer make a potion thrower weapon with a max range of 100 it was an air rifle powered by the endless bottle of air but others made it more like the tf2 demo man or junkrat grenade launcher.
My artificer was a gunsmith. My experience was that it was a very strong class, but having to use bonus action to reload meant i had no multi-attack. sure it had a built in sneak attack type damage that was always active. it was surely compensating, but the fact i was losing both action and bonus action just to attack once for much damage meant even a cleric actually did more damage then me int he long run. same for rogues with their 2 attacks. that was my problem... sure i was a long range person... but that was true only half the time, the other half the other players were more versatile then me and i ended up being just a one button guy who excelled at shooting things from afar. something that was almost unnecessary.
the construct is a whole other thing, there are many things one can do with it. but what most people forget is that like anything else, it can still be equipped with magic items. Since i was always far behind and doing much damage anyway, most of my stuff had gone onto him. you can choose the form you want, why would you pick anything else then a humanoid form ? that form allows you to put actual armor on him. so while barding usually cost 4x the amount of money to put ont he construct, because i was human shaped, the barding costed me the regular price. so i added full plate +2 on it. something we had found on our way. i gave him magical gloves and even a belt of giant strength. he became such a tank that he became usefull to the group. also he has its own turn, its own initiative. and thus he can also attack with multiattack while i still shoot. so basically, i don't know why people say its not good at higher levels... because you can just deck him out like a player and he will gain enough to survive.
overall, my biggest concern for the artificer was that his spell list sucked badly, his transfers into coins or objects was cool, but very very very long a process and thus you literally had to imagine scenarios and hope that it would be one of those. In the end, its the other abilities that suffered more to me. i really didn't like the idea that i had so few spells for someone who is supposed to be an inventor. giving objects to others so they can use it, felt unsatisfying as well... i preffered the old 3e method where i could literally buff the other players before combat and keep doing it in combat.
overall, the class had a good 5/10 for me, it was a nice try, but it was missing a lot of the core features that made the artificer so loved in 3e.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I see the artificer's lack of spells to make me play like a wizard school drop out that was more obsessive with the need to create the magical items to prove his worth.
but how I see the artificer would be three subclasses
The alchemist the support that can make formulas and have a fouse on versatility making potions poisons maybe try to make something like a philosopher's stone (support)
Gunsmith the long-range gunman that would more fouse on spells and gun improvement that helps him and his party hit like a truck and the class have some build in gunplay (dps)
and a Machinist that focuses on making the construct something to fear like the summoner but with one pat that grows with the master and gets upgrades as it levels and stat boosed at the same time as the master (fill) (Revised)
The thing is, everytime someone tells me this artificer is fine... i can't help but to think they never played the original class from third edition.
in third edition you had most of the abjuration spells and the cleric spells. you could cast them as a casting time of 1 minute instead of 1 action and make the said spell buff someone for 1 hour. compare that to the put the spell in an object we have now and its not so bad... until you realise your spell list is basically 5 spells. while the older class had like 50. thats not including the fact that you actually had spell slots compared to now where you have next to none.
crafting wise, you just choose your items, can't create them for others, nor can you do anything you want. while back then there qwas a whole crafting system that allowed you to create items, and since you were an artificer, you had a pool of XP that you could take upon and not lose your precious levels. basically we creating items while adventuring and were making money out of other players. who loved us for our actual buffing powers.
back to the fact this artificer class and archetypes they do is literally sub par to the old one. back int he day, the artificer wasn't a dps class, you were playing it pure support. today they are trying to give everyclass that dps boost which renders most of the other classes more powerfull because they are trying to balance it out in support with its mere 5 spells. while i dig the archetype thing, if you compare the class they are trying to get to the original class in third edition... you get a pretty weak ass class.
me, at that point preffer to just update the third edition class to 5e which is easy and just be done with it. i'm even gonna try to adapt 3e crafting system for 5e. which also should be easy. no, i think they are going way too far just to be different from 3e. but the 3e class, while abusively strong a support class, it was still a great class to play because it still couldn't do much on its own. which is why people loved it, because it was a true support class.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I would say I never did play the 3e class. However, with the very limited spells in untethered Arcana I have seen people address this in homebrew
One way was to make them more like a wizard have they have a spell book where they could learn spells based on the magic items or spell scrolls they find and research but only be up to 4th level spells only. Also giving the ability swap out your spells like a wizard could.
Open it up so it had a more access to the ritual spells and ritual casting that would fit the role could work.(For most players saw this as a bandaid patch)
With a class like this, it is a support you get item creation and maybe lessen for the cost to create for them compared to the average joe If you open it up too much with higher levels spells then it would start to make other caster classes not feel as impactful.
I mean where it is now it like a trickster rouge with more expertise in tools and item creation with a spell list that is more support and no cantrips like the four that the trickster rouge gets except the alchemist formulas that some have a cooldown but are at will and the one cantrip of mending for a gunsmith.
Unless we want to make the class like the bard class of tools.
The way it is now is a joke of its former self... basically back then it could do everything a wizard could. thats why they nerfed it. back then you could just craft everything on the go, why go to merchants . basically crafters were breaking the game economy. because they would craft stuff and then sell it full price. thats why they nerfed this too.
i'd say... as its own class, it requires a good crafting system. and i'd say half-casting along with intellect number of times they can buff someone . that would make it on par with old class and make it not the same as wizards. Right now, making an artificer is quite hard because it will look a lot like a wizard. hence why most of them just want an archetype at that point. which i'd be down with.
On a side note: i also looked at a lot of homebrew, they are all too much. they literally are as strong as the original class and literally overshadow the wizard class. thats why im not allowing any artificer in my game. i have found none that actually is balanced right.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Apparently, some Twitter action suggests artificer may be revisited as UA here soon: from Mearls
This makes a lot of sense to me considering how many times they mention artificers in the Wayfinder's Guide. It does indeed seem like they plan to include artificer in the print book coming out soon.
That being said, Jeremy Crawford said something here that makes it a bit more unclear about when the UA will be released. I personally hope it comes out soon!
Apparently, some Twitter action suggests artificer may be revisited as UA here soon: from Mearls
This makes a lot of sense to me considering how many times they mention artificers in the Wayfinder's Guide. It does indeed seem like they plan to include artificer in the print book coming out soon.
That being said, Jeremy Crawford said something here that makes it a bit more unclear about when the UA will be released. I personally hope it comes out soon!
I think it is important to note that when Mearls said "Not this months UA but next months" the July's "Races of Eberron" UA had just came out that day.
Which leads me to believe that the "This month's UA" in Mearls' tweet was August's UA and the "Next month's UA" in Mearls' tweet was for September's UA.
When Crawford was asked that question, there was no context and that tweet came out 5 days after "Races of Eberron", so his tweet's "Next month's UA" was referring to Augist's UA.
Essentially, Mearls was saying that the Artificer revised was tentatively planned for September's UA and Crawford was saying the the Artificer Revised was not set for August's UA. So they didn't really contradict eachother.
So basically, your staff is giving the artificer new spells for his list and more spell slots ? why not put those directly into the class itself then ? why rely on a staff that can be say, broken or desintegrated, or say stolen. if it acts like a focus for wizards or spell casters then remaking one should be an easy task, which it seems like its not because of the complexity of it.
seems to me like you are adding another mechnic which is a magic item in order to gain literal class abilities. at that point i'd just add more class abilities.
based on my own gunsmith experience.
i'd say the artificer to be any good, needs only those things and it would be the best artificer can be.
- full caster with wizard/cleric mixed spell list based on buff for self or others. no attacks in it.
- An actual crafting mechanic based off the DMG crafting book. (aka faster crafting times as he levels up as well as diminshed cost)
- more archetypes to determine its type of crafting specialty (aka, like wizard, he chose schools, exemples, Wondrous Items, Weapons & Armors, Potions & Scrolls, Wands... you know actual professions)
- Infusions like the old times, not as coins activated just before a fight. like i infuse your weapon and the buff last for an hour. you know like in 3e where it actually mattered.
had they gave me those things, i'd be more then happy with it, cause thats pretty much what made the artificer so great in 3e. it wasn't a damage dealer, yet it was essential to any group. this class right now, i don't see it as essential, i see it as a weird try at making a class that does it all badly.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I am looking for artificers under class with playtest button on, why can't I find it?
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
As a matter of fact the only UA stuff I found was the classes of the last UA
they also said that anything else that was confirmed archived will be removed, and most of the old UA has been confirmed archived for later or deemed archived because not worthy.
so basically if WOTC said it was not worthy, it was removed and wont be ever appearing.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
so i pulled up the UA sheet for the Artificer and it said you may repair it at a expensive cost, time or you may just use a spell to revive. if it is beyond repair you may build a new one at a expensive cost and 1 week of work
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
I'm testing a multi class gunslinger/druid/cleric because of the points you made. It will make advancement slow, hopefully the play time will be worth it.
Just wait it out... with some hope the artificer and mystic might be in the new book coming in november.
Its a book about planes and they already mentionned that it will have 4 settings in it that people requested a lot. from what we've been told and what we've seen in MToF.
considering also that it is a book designed for the fans by the fans. because they said its literally a book that the community asked for a long time. we might assume that there will be a lot of character options for other settings and that it will allow people to play other settings with 5e rules.
so heres what we all expect to be in it...
- dark sun setting
this should include a few new races for dark sun and probably the famous mystic class, mind you maybe not the one in past UA.
- Ebberon
My favorite setting, the artificer is there and the fact that they designed a wizard of invention class means they are willing to try the artificer, so this is something that was asked a lot.
- Planescape
the game was a lot of fun and people really really love the city of sigil... since chris perkins used that setting in DCA along with monsters from that setting, we expect that setting to be there as well.
- Spelljammers
the appearance of the giff in MToF and a lot of monsters for that setting is disconcerting. that setting is definitely going to be in the new book.
mind you everything i just told has been gleemed from community and what the people designing the book said. it is also a good guess as to what to expect. it might not be what we want exactly, but it should definitely be a book we definitely want to buy for its lore. the biggest warning i can give you is what WotC themselves as been saying for this upcoming book.
the book will be a book about planes. Describing numerous other settings, much like sword coast guide but in more details.
It is a book based entirely on community feedback in the last 3 years and it is also nowhere near a complete setting book.
It is just a book talking about other settings in order to help others adapt their setting to the one they like.
this is what we know, but as mentionned based on previous hints from DCA, chris perkins, jeremy crawford and mike mearls... we can expect the mystic and artificer to make an appearance in one form or another in the book.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I stumbled across a fairly fleshed out homebrew build of the Artificer. I'll link the reddit post. I've had a player using it for a while now. It's been fun so far!
https://www.reddit.com/r/UnearthedArcana/comments/8ytiiz/5e_revised_artificer_v15_cannonsmith_thunder/
To clarify something about the UA on DnDB, they will only be adding the new ones as they come out. They will not go through any of the backlog of UA playtest material.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
As artificer player for me was a class had two playstyles artificer alchemist had shorter range on his formulas 3oft on them but made up for it with more versatility thanks to his formulas. with the formula, if you miss it was no damage even if the fire could set the building you are in on fire. the acid was more useful as the text it said it could eat tough items.
As for gunsmith, you did not get the formula but a high powered sniper 500ft range with rounds that knockback, lightning damage or fire damage and more. you have to make ammo but it makes the class a long-range dps also was the only one to have a cantrip of mending.
Contrary to what people said about the Mechanical Servant I had fun with it but what I did not get was sure you had it and yes you have you use challenge lv 2 best statistics to make it but it could look any way you like it also died fast in higher level play. As an artificer there was always a question why is the armor so low is basically full plate or half plate with leather or can I make it better where people go mad custom making it giving it stats bumps strength or dexterity go up or it has custom moves or a weapon. for my party, it was more a pack mule. but with this, I could see more chassis options and modifications to make it more useful. I have seen this guy littery be a transformer in one campaign.
This class is a tony stark of classes you are smart and can make almost anything whether it be magic or some overcomplicated tec that no one has seen.
I have seen an artificer make a potion thrower weapon with a max range of 100 it was an air rifle powered by the endless bottle of air but others made it more like the tf2 demo man or junkrat grenade launcher.
My artificer was a gunsmith.
My experience was that it was a very strong class, but having to use bonus action to reload meant i had no multi-attack. sure it had a built in sneak attack type damage that was always active. it was surely compensating, but the fact i was losing both action and bonus action just to attack once for much damage meant even a cleric actually did more damage then me int he long run. same for rogues with their 2 attacks. that was my problem... sure i was a long range person... but that was true only half the time, the other half the other players were more versatile then me and i ended up being just a one button guy who excelled at shooting things from afar. something that was almost unnecessary.
the construct is a whole other thing, there are many things one can do with it. but what most people forget is that like anything else, it can still be equipped with magic items.
Since i was always far behind and doing much damage anyway, most of my stuff had gone onto him. you can choose the form you want, why would you pick anything else then a humanoid form ? that form allows you to put actual armor on him. so while barding usually cost 4x the amount of money to put ont he construct, because i was human shaped, the barding costed me the regular price. so i added full plate +2 on it. something we had found on our way. i gave him magical gloves and even a belt of giant strength. he became such a tank that he became usefull to the group. also he has its own turn, its own initiative. and thus he can also attack with multiattack while i still shoot. so basically, i don't know why people say its not good at higher levels... because you can just deck him out like a player and he will gain enough to survive.
overall, my biggest concern for the artificer was that his spell list sucked badly, his transfers into coins or objects was cool, but very very very long a process and thus you literally had to imagine scenarios and hope that it would be one of those. In the end, its the other abilities that suffered more to me. i really didn't like the idea that i had so few spells for someone who is supposed to be an inventor. giving objects to others so they can use it, felt unsatisfying as well... i preffered the old 3e method where i could literally buff the other players before combat and keep doing it in combat.
overall, the class had a good 5/10 for me, it was a nice try, but it was missing a lot of the core features that made the artificer so loved in 3e.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I see the artificer's lack of spells to make me play like a wizard school drop out that was more obsessive with the need to create the magical items to prove his worth.
but how I see the artificer would be three subclasses
The alchemist the support that can make formulas and have a fouse on versatility making potions poisons maybe try to make something like a philosopher's stone (support)
Gunsmith the long-range gunman that would more fouse on spells and gun improvement that helps him and his party hit like a truck and the class have some build in gunplay (dps)
and a Machinist that focuses on making the construct something to fear like the summoner but with one pat that grows with the master and gets upgrades as it levels and stat boosed at the same time as the master (fill) (Revised)
Unearthed Arcana: Artificer https://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf
Unearthed Arcana: Artificer (Revised) https://img.4plebs.org/boards/tg/image/1493/78/1493789345926.pdf
The thing is, everytime someone tells me this artificer is fine... i can't help but to think they never played the original class from third edition.
in third edition you had most of the abjuration spells and the cleric spells. you could cast them as a casting time of 1 minute instead of 1 action and make the said spell buff someone for 1 hour. compare that to the put the spell in an object we have now and its not so bad... until you realise your spell list is basically 5 spells. while the older class had like 50. thats not including the fact that you actually had spell slots compared to now where you have next to none.
crafting wise, you just choose your items, can't create them for others, nor can you do anything you want. while back then there qwas a whole crafting system that allowed you to create items, and since you were an artificer, you had a pool of XP that you could take upon and not lose your precious levels. basically we creating items while adventuring and were making money out of other players. who loved us for our actual buffing powers.
back to the fact this artificer class and archetypes they do is literally sub par to the old one. back int he day, the artificer wasn't a dps class, you were playing it pure support. today they are trying to give everyclass that dps boost which renders most of the other classes more powerfull because they are trying to balance it out in support with its mere 5 spells. while i dig the archetype thing, if you compare the class they are trying to get to the original class in third edition... you get a pretty weak ass class.
me, at that point preffer to just update the third edition class to 5e which is easy and just be done with it.
i'm even gonna try to adapt 3e crafting system for 5e. which also should be easy.
no, i think they are going way too far just to be different from 3e.
but the 3e class, while abusively strong a support class, it was still a great class to play because it still couldn't do much on its own. which is why people loved it, because it was a true support class.
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I would say I never did play the 3e class. However, with the very limited spells in untethered Arcana I have seen people address this in homebrew
One way was to make them more like a wizard have they have a spell book where they could learn spells based on the magic items or spell scrolls they find and research but only be up to 4th level spells only. Also giving the ability swap out your spells like a wizard could.
Open it up so it had a more access to the ritual spells and ritual casting that would fit the role could work.(For most players saw this as a bandaid patch)
With a class like this, it is a support you get item creation and maybe lessen for the cost to create for them compared to the average joe If you open it up too much with higher levels spells then it would start to make other caster classes not feel as impactful.
I mean where it is now it like a trickster rouge with more expertise in tools and item creation with a spell list that is more support and no cantrips like the four that the trickster rouge gets except the alchemist formulas that some have a cooldown but are at will and the one cantrip of mending for a gunsmith.
Unless we want to make the class like the bard class of tools.
The way it is now is a joke of its former self...
basically back then it could do everything a wizard could. thats why they nerfed it.
back then you could just craft everything on the go, why go to merchants . basically crafters were breaking the game economy. because they would craft stuff and then sell it full price.
thats why they nerfed this too.
i'd say... as its own class, it requires a good crafting system. and i'd say half-casting along with intellect number of times they can buff someone . that would make it on par with old class and make it not the same as wizards. Right now, making an artificer is quite hard because it will look a lot like a wizard. hence why most of them just want an archetype at that point. which i'd be down with.
On a side note: i also looked at a lot of homebrew, they are all too much. they literally are as strong as the original class and literally overshadow the wizard class. thats why im not allowing any artificer in my game. i have found none that actually is balanced right.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Apparently, some Twitter action suggests artificer may be revisited as UA here soon: from Mearls
This makes a lot of sense to me considering how many times they mention artificers in the Wayfinder's Guide. It does indeed seem like they plan to include artificer in the print book coming out soon.
That being said, Jeremy Crawford said something here that makes it a bit more unclear about when the UA will be released. I personally hope it comes out soon!
I think it is important to note that when Mearls said "Not this months UA but next months" the July's "Races of Eberron" UA had just came out that day.
Which leads me to believe that the "This month's UA" in Mearls' tweet was August's UA and the "Next month's UA" in Mearls' tweet was for September's UA.
When Crawford was asked that question, there was no context and that tweet came out 5 days after "Races of Eberron", so his tweet's "Next month's UA" was referring to Augist's UA.
Essentially, Mearls was saying that the Artificer revised was tentatively planned for September's UA and Crawford was saying the the Artificer Revised was not set for August's UA. So they didn't really contradict eachother.