Author Topic: Unearthed Arcana: Artificer  (Read 12788 times)

Offline TenaciousJ

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Unearthed Arcana: Artificer
« on: January 09, 2017, 01:56:06 PM »
http://dnd.wizards.com/articles/unearthed-arcana/artificer
http://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf

This came out of left field.  I suppose they wanted to surprise everyone with the first UA of the year.  The artificer is a 1/3 caster with its own spell list.  It has a feature that can turn spells into something like the infusions of old.  The homunculus ability is now closer to an animal companion.  Just pick a CR 2 beast and constructify it.  The two archetypes are Alchemist and Gunsmith.  Both archetypes get a lot of at-will stuff that looks neat at first glance, but not overpowering.  In practice, the Gunsmith is probably going to be hindered by the bonus action reload, but it looks fun.

It's not going to be the tier 1 it was in 3.5, but first glance seems to be a solid tier 3.
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Offline 8wGremlin

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Re: Unearthed Arcana: Artificer
« Reply #1 on: January 09, 2017, 02:14:27 PM »
Initial thoughts:

  • They have the same spell casting as AT/EK and have the same spell wording (que: Magic Initiate)
  • The Beast is CR 2 LARGE has the stats, but can look like however you want.
  • The potions and thunder cannon are at will powers
  • Dex looks important to Gunsmiths
  • Artificers don't use always use the attack action, they use special action to attack, or an action to reach in and throw.
  • Alchemical Acid scales faster than Alchemical Fire
« Last Edit: January 09, 2017, 02:22:29 PM by 8wGremlin »

Offline TenaciousJ

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Re: Unearthed Arcana: Artificer
« Reply #2 on: January 09, 2017, 02:25:55 PM »
The acid scales faster because the fire hits things in a 5 foot radius, but the acid only affects the target it lands on.
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Offline Wilb

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Re: Unearthed Arcana: Artificer
« Reply #3 on: January 09, 2017, 02:39:12 PM »
The gunsmith options seem to get worse with each level. Thunder Monger is really nice, and allows for a 1 or 2 int build, if one wants to try.

The alchemist makes me remember the factotum a little. He can do a lot of things, and would have something to do every round even if he never used a single spell slot.
Lovely Zoma...

Offline TenaciousJ

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Re: Unearthed Arcana: Artificer
« Reply #4 on: January 09, 2017, 02:51:21 PM »
Item Infusion lets the artificer bypass concentration restrictions to a point.  Hand out an infused item to let the fighter concentrate on the spell.

The gunsmith options seem to get worse with each level.

What makes you say that?  It has higher damage than the alchemist at the cost of using its bonus action a lot more.
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Offline 8wGremlin

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Re: Unearthed Arcana: Artificer
« Reply #5 on: January 09, 2017, 03:13:25 PM »
Smoke Stick. - blocks warlock sight, as it's not darkness.

Offline TenaciousJ

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Re: Unearthed Arcana: Artificer
« Reply #6 on: January 09, 2017, 03:28:33 PM »
Various cloud spells did that too, but it's new to have an at-will option outside the Eversmoking Bottle.
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Offline Wilb

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Re: Unearthed Arcana: Artificer
« Reply #7 on: January 09, 2017, 03:36:54 PM »
Item Infusion lets the artificer bypass concentration restrictions to a point.  Hand out an infused item to let the fighter concentrate on the spell.

The gunsmith options seem to get worse with each level.

What makes you say that?  It has higher damage than the alchemist at the cost of using its bonus action a lot more.

The new features he gets when he levels, each option has lower damage though that is expected for area effects, but the damage type gets worse. It starts with Thunder, goes to force (the only buff), then its downhill with lightning then fire.
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Offline TenaciousJ

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Re: Unearthed Arcana: Artificer
« Reply #8 on: January 09, 2017, 03:49:43 PM »
I think the reasoning on the later features for weaker types is that they affect larger areas and mimic certain spells.  Regardless, all the damage features scale based on artificer level, so you have a decent enough reason to stay within the class.

Piercing Round has a typo on its scaling.  I'll keep an eye out for a clarification on that.
« Last Edit: January 09, 2017, 03:51:29 PM by TenaciousJ »
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Offline Wilb

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Re: Unearthed Arcana: Artificer
« Reply #9 on: January 09, 2017, 04:09:49 PM »
The Thunder damage one is good enough. A gunsmith can fly with a gyrocopter bot (giant eagle) and, while comfortably seated in the chair he installed in his bot, snipe his enemies from way beyond most spell ranges with the sharpshooter feat while his bot holds a wand of fear (which he is attuned to) to deal with those who reached him.

Hey, is it me or the Artificer has no feature to attune to any magic item (or relieve some requirements)? A thief is better at using magic items than him if this stands...
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Offline 8wGremlin

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Re: Unearthed Arcana: Artificer
« Reply #10 on: January 09, 2017, 04:19:00 PM »
Question: What are the benefits of being a Construct?

would a construct Giant Octopus be useful? (slow, but handy)


Quick thoughts....

* Flight at level 6
* Feral Tieflings (+2dex, +1 int, with wings) looks fun, snipe/drop bombs
* Magical Initiate, 1st level spell can be fueled with Artificer spells

Offline TenaciousJ

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Re: Unearthed Arcana: Artificer
« Reply #11 on: January 09, 2017, 04:50:20 PM »
Types don't have inherent bonuses anymore.  There are spells that have different effects constructs, but that's about it.
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Offline awaken_D_M_golem

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Re: Unearthed Arcana: Artificer
« Reply #12 on: January 09, 2017, 06:10:26 PM »
Happy New Year everybody (polymorphers and incorporeals too).
 :D


0 as per usual , labeling something an Artificer when there's already an Artificer ... (do note I can keep them straight even if my kitty avatar doesn't want to)
2 Tools , minor interaction with Knowledge Cleric , but I think it's 1 way (~idk afb)
2 minor Crafting 1 level early , not a problem at all
5 Crafting is o.k. , even the random possible Robe Of Useful Items trick Kremlin KOA spotted here ---> http://www.minmaxboards.com/index.php?topic=15153.msg282139#msg282139
4 Infuse , use cantrips but obtained how?
5+15 Attunement , kinda to very DM dependent especially how "low-ish treasure" has the majority , 'cept for the people who read their DMG treasure section and assumes they paid money for it for good reason (lol mostly nope).
20 is << Paladin 6

Alchemical ... might get some whining off site , scales just behind Warlock EB's 4d10+cha , so ignore the whining , traditional d&d alchemy classics
 
Gunsmith ... Thunder Cannon takes the Bonus Action to load , so it scales against a Sorc using Quicken

Spell list gets a ?? or a meh.
Your codpiece is a mimic.

Offline TenaciousJ

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Re: Unearthed Arcana: Artificer
« Reply #13 on: January 09, 2017, 06:40:51 PM »
Quote
4 Infuse , use cantrips but obtained how?

The feature says artificer spells and there are no artificer cantrips.  Even though their slots interact well with Magic Initiate, MI doesn't make the cantrips part of the class list.  I don't think any racial cantrips have language that indicate they become part of a caster class list.
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Offline 8wGremlin

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Re: Unearthed Arcana: Artificer
« Reply #14 on: January 09, 2017, 11:54:48 PM »
Made a list of possible constructs:

https://docs.google.com/spreadsheets/d/1XBRRYvmE6t_XA2ICfC5v15a8cNEOix5vnuzFa-mNapY/edit#gid=0

comment and I'll add them...

Of note:
besides the flying creatures...

Female Steeder from Out of the Abyss has Spiderclimb, Acid bite, Sticky legs, Jump (90')

Crag Cat from Stormkings Thunder has Nondetection, Pounce, Spell Turning (has advantage, if saved and spell is level 7 and below, is reflected on caster!)

Offline TenaciousJ

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Re: Unearthed Arcana: Artificer
« Reply #15 on: January 10, 2017, 12:03:01 AM »
Useful bit for the level 20 ability: An item doesn't need to say (requires attunement) to attune to it.  It just needs to be magical.

Can you list the constructs that have 6 or greater intelligence?  RAW they can activate infusions.

e: In the monster manual, these beasts are Large, CR 2 or less, and have 6 or greater intelligence:
Giant Eagle
Giant Owl
Giant Vulture
« Last Edit: January 10, 2017, 12:22:34 AM by TenaciousJ »
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Offline 8wGremlin

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Re: Unearthed Arcana: Artificer
« Reply #16 on: January 10, 2017, 12:25:15 AM »
Useful bit for the level 20 ability: An item doesn't need to say (requires attunement) to attune to it.  It just needs to be magical.

Can you list the constructs that have 6 or greater intelligence?  RAW they can activate infusions.

e: In the monster manual, these beasts are Large, CR 2 or less, and have 6 or greater intelligence:
Giant Eagle
Giant Owl
Giant Vulture

thanks I've added that to the list


Offline TenaciousJ

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Re: Unearthed Arcana: Artificer
« Reply #17 on: January 10, 2017, 01:44:47 PM »
I suspect the construct will end up being its own archetype later on, and right now it's just a filler while they think of more features or steal some from feedback.

As it is, it's strong and useful, but people are going to want to use it for attacks instead of the actual powerful stuff from the giant birds, and that means it will need scaling like the Beast ranger.

Hopefully the scaling will be accomplished via tinkering with the construct to add things onto it instead of just hit dice and ASIs.
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Offline 8wGremlin

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Re: Unearthed Arcana: Artificer
« Reply #18 on: January 10, 2017, 02:20:37 PM »
Has anyone put the Artificer through the DPR KPR grinder to work out just how effective it is?
and can anyone remember who and where the spreadsheet thing is

Offline sambojin

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Re: Unearthed Arcana: Artificer
« Reply #19 on: January 10, 2017, 04:18:27 PM »
Hmmm. Gunsmith seems to be more closely scaled to a rogue damage-wise than anything else. No hiding for sneak attack, but bonus action reloads needed instead. That's still one less roll to fail/not be available. Kind of like a ranged Arcane Trickster, with some different options and spells in a way. With a pet, so very WoW-Rangerish.

A two level Tempest Cleric dip might be worthwhile at the end of a Gunsmith build for a 1/short rest mini-maximize with your thunder gun. Maybe. It's not great, but it's still a bit of damage. Or just a Fighter 2 dip for action surge. No 1-per-turn problems like sneak attack here, just "per action" for damage multiplying with Thunder Monger. I'm not sure if the Haste spell works due to wording unfortunately, pretty sure it doesn't. Good question for feedback actually. "Is Thunder Monger's special attack just an attack action, and could you use it twice in one turn if you had Haste cast on you?"


Giant Octopus construct + Swift Step draught fixes that "kind of slow" problem. Add longstrider and expedious retreat if you'd like. Do constructs actually breathe? It may have some problems otherwise. Almost worthwhile dipping the class just for some stupid-Druid-tricks. Flat +movement skills/spells are pretty hard to come by, and this has a lot of that.


Dex check instead of vs AC damage seems to be asking for a Hex/Lock dip for the alchemist. For the class overall really. Go deep enough and your chain imp and giant eagle construct could have entire adventures without you.


Rope Trick + flying mount means you can get your short rest done by flying up the same round you cast it.


Semi-sentient flying carpets and robo-dinosaurs. That probably makes it a worthwhile class regardless of anything else.
« Last Edit: January 10, 2017, 05:32:18 PM by sambojin »