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Author Topic: New Artificer class playtest for 5e D&D  (Read 354 times)

Omega

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New Artificer class playtest for 5e D&D
« on: July 10, 2019, 10:20:53 PM »
WOTC has had out now for a month or so the revised artificer class after we kinda lambasted it during the first playtest as just way too powerful compared to the other classes.

This new artificer shares little with the original. Which is too bad as it had some good ideas as I noted in my older thread here on it. But just needed toning down.

The new version still uses a d8 for HP. Spells available has been bumped up from topping out at level 4 spells, to now eventually gaining access to level 5 spells. Makes sense in a way as thats when a caster gains access to Animate Object.

The core class no longer can craft an automaton companion, instead they can infuse non-magical items with a power or effect that lasts as long as the Artificer lives and knows that particular infusion. Such as making a weapon or armour +1, adding an element resistance, or even duplicating various semi-common magic items. It feels like this could be potentially destabalizing for a campaign. But the Artificer has a limit on how many of these can be infused and running at a time. Only 5 at level 20. And some do need attunement.  

Gone are the Alchemist and Gunsmith paths. Instead there are the following 4.

The new Alchemist, who can concoct a little alchemical homunculus servant, and gains a slight advantage to acid and poison spells. As well as resistance to those later.
The Archivist, who feels really out of place. They can craft a sort of data AI that gives proficiency with skills based on the material its made of. For example infusing your AI into a mirror you could then make its advisory skills from 2 of the following. Deception, Intimidation, Performance, or Persuasion. The artficer can also manifest the AI as a sort of ghostly image/hologram and even cast spells through it akin to a familliar, or cause it to mentally zap a target. And eventually can mind blast targets themselves. Seems to be a bit Eberron themed as that setting is mentioned even.
The Artillerist path is another odd choice. This one can summon a sort of mechanical mini crawler tank armed with a flamethrower, energy balistia, or shield generator. Or make it explode like a grenade. They only exist for 10 minutes and can only be called up once per long rest. They can also infuse a cantrip into a wand for one day. And eventually add a barrier force field to the turret so it acts as partial cover.
Lastly is the Battle Smith. This one can craft a mechanical pet to fight alongside them. And do extra damage when the Artificer or its creation attack. Which improves at later levels. This one is the simplest path and probably the least troublesome compared to the other paths.

Over all a new mixed bag of tricks. Feels like they could have done more with it. But alot can change after feedback is collected.