I have been searching for a bit now and have had no luck finding any solid answers, but do we have any idea when Artificer will be up? Sorry if this isn't the correct place for this type of question but I've run out of places to explore for this answer. Thanks.
I have been searching for a bit now and have had no luck finding any solid answers, but do we have any idea when Artificer will be up? Sorry if this isn't the correct place for this type of question but I've run out of places to explore for this answer. Thanks.
Hi there Brett,
there is no information out on this, which is why you weren't able to find an answer anywhere.
From comments made by both Keith Baker and Mike Mearls, it is highly likely that the new version of the Artificer will be added to the Wayfarer's Guide to Eberron book. It may also be released as Unearthed Arcana playtest, but equally it may not and might go straight to WGtE.
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)
When WotC puts a new version on the Unearthed Arcana website, it will be added here and to WGtE . . . supposedly.
Not having the current UA Artificer, and not being to create Home-brewed classes if frustrating. I am just starting starting a new Eberron campaign, and not having an Artificer is a crying shame. :(
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
We've been told the last two months that Artificer would be released as UA, but it keeps getting punted. I'd be fine if they push straight into WgtE but they haven't given a solid announcement either way! I just really dislike hearing in Sept "you'll see its UA in October" and then in October being told "You'll see it in November" and then in November it's ship combat. Like it's fine to not release it but don't suggest it's next month and then about face D:
(For the record, I know this isn't a DnD Beyond controlled feature, I'm mostly just airing my grievance with announcements from WotC re UA on their site! I'm super looking forward to it having had a friend run an Artificer in CoS, but feeling a lot could be added in way of options for the Gunslinger.)
100% agree on the nat1 stuff and bayonet, but I always considered the GS as more of a "utility" class than a combat class, as they are inventors, I gave them the ability to customize more freely than other classes, like ranger, because those classes are almost exclusively damage based in their abilities, but the ideal artificer class is one that is skewing battles in a party's favour, not just with pure damage from a gun.
When I played, I convinced my DM to allow me to discuss with them ideas on wondrous inventions and not just pull from the book, and to combat the whole "No rebuilding your only set in stone artificer advantage if it breaks" I was allowed to build fail-safes into them to prevent them from breaking, for instance, my level two item was a lantern that had an ever-glowing purple light source (ever glowing, not burning so it wouldn't be infinite fire) that gave a low-light source for a maximum 40 feet, and had knobs and whatnot so you could control the intensity of the light (panels would shut and block out the light, and they lowered top to bottom so if you lowered them halfway, the light wouldn't allow you to see upwards, only around you and down) another cool quirk of it was that you could close the front panel separately allowing for a more "Flashlight" type scenario so you could do shady stuff and be able to see but others won't see your light as easily. In my DM's session all characters excluding dwarves and gnomes were not allowed dark vision, and it was replaced by low light vision, and many races were given just normal vision, so this lantern would not help everyone because the light was too dim. The failsafe of the lantern was a 75% steel, 15% tungsten, 10% lead cage around the glass of the lantern so it wouldn't shatter. This was very helpful for my character, but invaluable to my elven rogue companion who was able to use it with my permission to steal things in the dark, and sneak around without light level disadvantages. (The reason darkvision was all but gotten rid of was to make night vision spells useful)
what you did though... as a DM i'd have allowed anyone with a tinkering kit and the proficiency... they'd be able to easily modify a hooded lantern... i dont think that warrants a whole class just building stuff. if there is one thing i hate is that anyone with a tool kit should be able to do stuff. not just the class thats supposedly designed for it. and basically what you toyed with, is a circumventing flashlight that circumvent one of the DMs ruling... no darkvision. by basically giving darkvision to a guy. i dont think its the pinnacle of artificer and to me, any guys should be able to do this much.
the one drawback to this shit though... would be that this thing you created would be enormous. that would be something to hold with two hands...
in any case... artificer from 3E was fine as it was... people felt it was overpowered because it broke many of the groups classes. you know buffs... but that was the whole point. crafting was also a huge thing in 3E and that also broke that because of the ability to craft things in mere hours. in 5E most of the stuff is already balanced. so why digress and not just bring back the class as it was. the class is easily portable. why bother making someting new when the old works.
Rollback Post to RevisionRollBack
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 had an idea for an artificer subclass... the artisan. You would have some benefits to understanding magic items, but the main feature would be your Passion Project, which would be a weapon, shield, or armor set that you can continually improve either embedding new spells cast with charges, adding mor charges, adding +1 (which can be done a maximum of three times), ore shorten cool downs. You would only be able to get these improvements at certain levels, and they would be different depending on which item you chose: melee weapon, ranged weapon, shield, or armor basically you are crafting an artifact. You don’t need to attune to it, but anyone also would
After looking at the comments section on this topic, I haven’t once seen anyone comment on how op the arcane pouch can be. Sure the thunder cannon is really good at dealing dmg but it you can’t blow stuff up with it until get to much higher levels. On the other hand the arcane magazine can be used to blow stuff up or at least the endless amount of gun power that it can carry and regenerate. I have found that specific trait of the arcane magazine to be extremely useful in making bombs, grenades, and other explosions quite helpful in my campaign(so far).
I have been searching for a bit now and have had no luck finding any solid answers, but do we have any idea when Artificer will be up? Sorry if this isn't the correct place for this type of question but I've run out of places to explore for this answer. Thanks.
Hi there Brett,
there is no information out on this, which is why you weren't able to find an answer anywhere.
From comments made by both Keith Baker and Mike Mearls, it is highly likely that the new version of the Artificer will be added to the Wayfarer's Guide to Eberron book. It may also be released as Unearthed Arcana playtest, but equally it may not and might go straight to WGtE.
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If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
It is not in ebberon either.
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)
When WotC puts a new version on the Unearthed Arcana website, it will be added here and to WGtE . . . supposedly.
Not having the current UA Artificer, and not being to create Home-brewed classes if frustrating. I am just starting starting a new Eberron campaign, and not having an Artificer is a crying shame. :(
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Well hopefully we see it appear sooner rather than later... or see it at all.
We've been told the last two months that Artificer would be released as UA, but it keeps getting punted. I'd be fine if they push straight into WgtE but they haven't given a solid announcement either way! I just really dislike hearing in Sept "you'll see its UA in October" and then in October being told "You'll see it in November" and then in November it's ship combat. Like it's fine to not release it but don't suggest it's next month and then about face D:
(For the record, I know this isn't a DnD Beyond controlled feature, I'm mostly just airing my grievance with announcements from WotC re UA on their site! I'm super looking forward to it having had a friend run an Artificer in CoS, but feeling a lot could be added in way of options for the Gunslinger.)
Toremar, Paladin 6 / Dez, Gnome Wizard 5 / Perios, Elf Wizard 10 / Skadr, Dwarf Pugilist 7
I'm mad they tell you to make copies with the Hombrew mechanic, but not share it, AND YOU CANT MAKE CLASSES!!
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
100% agree on the nat1 stuff and bayonet, but I always considered the GS as more of a "utility" class than a combat class, as they are inventors, I gave them the ability to customize more freely than other classes, like ranger, because those classes are almost exclusively damage based in their abilities, but the ideal artificer class is one that is skewing battles in a party's favour, not just with pure damage from a gun.
When I played, I convinced my DM to allow me to discuss with them ideas on wondrous inventions and not just pull from the book, and to combat the whole "No rebuilding your only set in stone artificer advantage if it breaks" I was allowed to build fail-safes into them to prevent them from breaking, for instance, my level two item was a lantern that had an ever-glowing purple light source (ever glowing, not burning so it wouldn't be infinite fire) that gave a low-light source for a maximum 40 feet, and had knobs and whatnot so you could control the intensity of the light (panels would shut and block out the light, and they lowered top to bottom so if you lowered them halfway, the light wouldn't allow you to see upwards, only around you and down) another cool quirk of it was that you could close the front panel separately allowing for a more "Flashlight" type scenario so you could do shady stuff and be able to see but others won't see your light as easily. In my DM's session all characters excluding dwarves and gnomes were not allowed dark vision, and it was replaced by low light vision, and many races were given just normal vision, so this lantern would not help everyone because the light was too dim. The failsafe of the lantern was a 75% steel, 15% tungsten, 10% lead cage around the glass of the lantern so it wouldn't shatter. This was very helpful for my character, but invaluable to my elven rogue companion who was able to use it with my permission to steal things in the dark, and sneak around without light level disadvantages. (The reason darkvision was all but gotten rid of was to make night vision spells useful)
what you did though... as a DM i'd have allowed anyone with a tinkering kit and the proficiency... they'd be able to easily modify a hooded lantern... i dont think that warrants a whole class just building stuff. if there is one thing i hate is that anyone with a tool kit should be able to do stuff. not just the class thats supposedly designed for it. and basically what you toyed with, is a circumventing flashlight that circumvent one of the DMs ruling... no darkvision. by basically giving darkvision to a guy. i dont think its the pinnacle of artificer and to me, any guys should be able to do this much.
the one drawback to this shit though... would be that this thing you created would be enormous. that would be something to hold with two hands...
in any case... artificer from 3E was fine as it was... people felt it was overpowered because it broke many of the groups classes. you know buffs... but that was the whole point.
crafting was also a huge thing in 3E and that also broke that because of the ability to craft things in mere hours. in 5E most of the stuff is already balanced. so why digress and not just bring back the class as it was. the class is easily portable. why bother making someting new when the old works.
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 had an idea for an artificer subclass... the artisan. You would have some benefits to understanding magic items, but the main feature would be your Passion Project, which would be a weapon, shield, or armor set that you can continually improve either embedding new spells cast with charges, adding mor charges, adding +1 (which can be done a maximum of three times), ore shorten cool downs. You would only be able to get these improvements at certain levels, and they would be different depending on which item you chose: melee weapon, ranged weapon, shield, or armor basically you are crafting an artifact. You don’t need to attune to it, but anyone also would
After looking at the comments section on this topic, I haven’t once seen anyone comment on how op the arcane pouch can be. Sure the thunder cannon is really good at dealing dmg but it you can’t blow stuff up with it until get to much higher levels. On the other hand the arcane magazine can be used to blow stuff up or at least the endless amount of gun power that it can carry and regenerate. I have found that specific trait of the arcane magazine to be extremely useful in making bombs, grenades, and other explosions quite helpful in my campaign(so far).
I have been reading Kibbles Revised Artificer (Link) https://www.gmbinder.com/share/-LAEn6ZdC6lYUKhQ67Qk and really enjoy it as there are more subclasses but it is in places very OP.