Advanced Search >

Unearthed Arcana: The Artificer Class (5e)
Quick Preview
/gs_flipbook/flip.php?xml=/demo_xml/213032.xml&w=500&h=324
Full‑size Preview
http://watermark.dmsguild.com/pdf_previews/213032-sample.pdf

Unearthed Arcana: The Artificer Class (5e)

ADD TO WISHLIST >
PDF
$0.00

Unearthed Arcana Update

Over the past few months, we’ve delivered a stream of new content via the Unearthed Arcana column. Some of that content will show up in future products. Other pieces, having been found lacking by the open playtest process, will drop from our development plans. A few things will follow a third path.

The subclasses we’ve created have fallen into two categories. Some have proven to have mechanics or story concepts that players have embraced. These subclasses have moved on to deeper design and editing passes and further playtesting. We’ll have news soon about where they might turn up next.

Other subclasses were not embraced. Some had mechanics that were dull or confusing. Others’ concepts were too niche, stepped on the toes of other classes, or just didn’t resonate. Our plan is to either redesign these subclasses from the ground up in a future design cycle or push them aside in favor of new concepts.

We have already rereleased a few subclasses for further comment. You’ll see a few more revised subclasses in the June installment of Unearthed Arcana.

We feel confident that the Unearthed Arcana process gives us the feedback needed to develop a subclass into something worthy of publication and official status. Complete new character classes are a different story.

We debuted two new classes via Unearthed Arcana, the mystic and the artificer. Both have received positive feedback, to the point that we are going to commit more time and energy to refining them for official publication. However, the process for completing a new class requires more resources than a subclass. Here is our plan for completing these classes.

Starting today, we are adding both the mystic and artificer to the DM’s Guild. They are both resources you can use to create your own material to share and sell on the Guild. We are also going to release additional surveys to delve deeper into the classes and identify headaches. Between watching the design work done on the DM’s Guild and monitoring feedback data, we’ll continue to revise these two classes.

Once the classes have robust sets of features and options that are hitting the approval levels we aim for, we will make those classes available for playtesting in the D&D Adventurers League. This step indicates that the new class is slated for official release as part of a D&D product. This step’s goal is to put the classes through the same rigorous testing and DM feedback that the core fifth edition classes received during their open playtests.

Once that step is complete, we’ll add these classes to a future D&D product. We can’t predict how long each step will take, so we don’t have dates to share. We remain committed to releasing material only when it is ready.

Thanks for taking part in the Unearthed Arcana playtests and helping us to make 5e the best game it can be. Your efforts have helped D&D reach heights of popularity and success it has not seen in decades. We’re committed to building on that success by including you in the game’s evolution. Thanks for coming along on this journey with us!

Unearthed Arcana: The Artificer Class

This version of the artificer character class was originally released as part of the Unearthed Arcana web series. This download is the latest version of the character class. The artificer is in playtest. It has been made available so that you can use it in your games and provide feedback on its design.

The artificer masters the ability to create magical trinkets and objects to deliver powerful effects. This class can also wield a limited selection of spells and produce an impressive masterwork, such as a powerful firearm or a satchel that can create alchemical items in the blink of an eye.

 
 Customers who bought this title also purchased
Reviews (17)
Discussions (34)
Customer avatar
Robert M September 14, 2017 2:56 am UTC
PURCHASER
File wont work on windows or google drive :/ Please fix
Customer avatar
John B September 12, 2017 7:44 am UTC
PURCHASER
Cannot open the pdf file!
Customer avatar
Brian S September 08, 2017 8:09 pm UTC
PURCHASER
I can't open the PDF with Acrobat, the included windows reader, or on Apple's included reader either. Could you update the file please?
Customer avatar
Mitchel J August 18, 2017 3:52 pm UTC
PURCHASER
I find that at low levels the alchemists abilities are lackluster as they aren't likely to hit, midgame they come into there own and become fairly useful, but late game they become lackluster again as while your likely to hit the items themselves just don't do a lot.
Customer avatar
Joe M August 17, 2017 3:13 pm UTC
I played a short campaign with the Artificer Alchemist, and have spent a good time thinking about it in the context of 5e (which I am in love with, and an avid consumer of).

Frankly, I think there are just too many independent archetypes for "the person that plays with chemicals and potions" in the world of fantasy to limit it to a subclass. There is the classic poisoner, dealing in damage and debuffs, the healer/apothecary, who could replace a cleric for greater variety, the (plague knight-esque) mad bomber, dishing out various forms of AOE, and the lead-to-gold transmutationist, with many roleplaying and support options, just to name a few that come to mind immediately. The tradition of the Alchemist is an interesting one on Western and Eastern fantasy, and it has evolved in many fun ways over time. Sadly, when I played the Artificer Alchemist, I didn't feel like I was a part of any of these traditions. I felt more like a subpar Felix the Cat, reaching into my limited bag of tricks to...See more
Customer avatar
Nate S August 17, 2017 3:31 am UTC
PURCHASER
Any updates to this thing?
Customer avatar
Daniel S August 16, 2017 9:44 pm UTC
PURCHASER
Whenever I attempt to download this document it is "not a PDF or corrupted" somehow?
Customer avatar
Mitchell J August 03, 2017 8:16 pm UTC
PURCHASER
I think the Gunsmith's Thunder Cannon needs to be nerfed and replaced with more options as I feel that that path has very little options for combat
Customer avatar
Tyler B August 10, 2017 6:46 pm UTC
Why? Would you nerf the he rogues sneak attack? It has 4 different attacks for combat plus spells and a mechanical creature. That's more then a fighter.
Customer avatar
Nicholas B July 26, 2017 8:32 pm UTC
PURCHASER
One thing that seems to be missing from both the Artificer and Mystic are calculations for starting wealth. It's a small detail but it would help make the classes feel more flesh out.
Customer avatar
Tyler B August 10, 2017 6:48 pm UTC
If you don't roll for it, it doesn't matter. Your background gives you gold. But if they do a official release it will be there.
Customer avatar
Rhynn H July 25, 2017 3:51 pm UTC
PURCHASER
I feel that Artificer would be better as a wizard tradition than its own class because the ability to create magical items falls into that domain.
Customer avatar
Tyler B August 10, 2017 6:50 pm UTC
The already did an artificer tradition for wizard.
Customer avatar
Rhynn H August 10, 2017 7:00 pm UTC
PURCHASER
Yeah but neither of them particularly stand out as a class/archetype i want to play
Customer avatar
Nate S July 08, 2017 11:22 am UTC
PURCHASER
(Note: Why Can't it build traps or modify weapons or players gear etc??)

The class is a great start with a few exceptions. The alchemy track specifically seems to be lack luster (only can choose from 5 total items) with the items themselves being rather
nerfed, Are they spells? Cantrips? Ranged spell attacks? Its not really clear. In addition they are lackluster they have limited range of effect, and although intended to replace a melee weapon (like a wizard) are ineffective in combat leaving you better off to multi-class in something else. Increase the range of effect and make them more splash damage /aoe style (like an exploding bottle of liquid would be) and it will be far more interesting, also they should still have some efficacy if a save is thrown. Tanglefoot bag is stupid, (why would I only want to slow 1 mob? It doesn't even snare or hold them in place?) Thunderstone is meh as its really just an escape mechanism. Even further there are no ways to craft other potions or recipies?...See more
Customer avatar
Jon J June 19, 2017 2:36 am UTC
PURCHASER
My only input so far after reading and playing the alchemist subclass a small amount is this: the spell list could use some expansion. I don't think it would affect the balance of the class against other classes, and there are other control, enhancement, and healing spells in the core book that would still fit the core concept of the artificer, like Create or Destroy Water, Mage Armor, or Sleep, just to pick a few 1st-level spells.
Customer avatar
Corey O June 11, 2017 10:36 pm UTC
PURCHASER
I posted a free revised version of the class here: http://www.dmsguild.com/product/214015/Unearthed-Arcana-Artificer-Revised?src=newest_community&filters=0_0_45397_0_0_0_0_0

Because of the amount of dead levels compared to the similar class templates of Eldritch Knight and Arcane Trickster, I changed the class to 1/2 caster progression. I also added in 3 more subclasses, expanded the spell list and gave them a feature that will allow them to craft all items in the game cheaper and faster than any other class. Please check it out and give me your feedback so we can hopefully create a good representation of the Artificer in 5e for Wizards of the Coast to see and take inspiration from!
Customer avatar
Ty G June 11, 2017 8:59 pm UTC
Alchemist would be better off as a separate class. I understand why it's a subclass of Artificer, but It'd be better off alone.
Customer avatar
June 10, 2017 11:45 pm UTC
I would definitely like to see some half saves across the board here. Gunsmith is fine with DEX saves, but I haven't looked at Alchemist on this front. Gunsmith getting Smith's Tools and Alchemist NOT getting Alchemy Tool's just feel wonky? I mean, sure, you get a bunch of tool proficiencies, but I'm just saying. And of course, I agree with everyone else, the Construct needs some scaling for higher level play. I don't mind the ability to make yourself a magic item...but maybe they could simply be more efficient when it comes to making magic items in general...to you know, feel like an artificer.

I love Gunsmith though, so make it better, don't get rid of it! XD
Customer avatar
Adam L August 09, 2017 11:33 pm UTC
PURCHASER
honestly I'd say Tinkers Tools fits gunsmiths alot more. Don't really see them as blacksmiths. That always stood out as odd to me.
Customer avatar
Artakons P June 09, 2017 1:37 pm UTC
PURCHASER
So my opinion on the Alchemist is rather "meh, but it has potential", and our group has made some changes in order to make it more fun to play:

- First and foremost, we limited the amount of concoctions the alchemist can make to x+intelligence modifier, so it sort of represents separate spell slots (just so he cannot just heal an entire village with his draught, or won't just spend an hour throwing alchemical fire and burn down a forest)
- We adjusted the way alchemist attacks with the concoctions. Alchemical fire deals half damage on a saved throw, and alchemical acid was re-made into a ranged attack, using dexterity, since it only targets one creature, so it makes sense that it's more a matter of aim, rather than that creature moving out of the way. Also, having all of those just being safe throws made it really boring for the player, because he would simply say "I'm throwing acid" and then wait and see what the result was. Moreover, at low levels, those concoctions almost...See more
Customer avatar
Artakons P June 09, 2017 2:11 pm UTC
PURCHASER
Oh! I forgot one extra thing! Our Alchemist at lvl 11 will get the ability to use any spell scroll, and the spell level for the scrolls he can use scales the same way, as spell levels scale for Wizards (the closest to a "research/knowledge" based class)
Customer avatar
Thomas Klode S June 11, 2017 10:15 pm UTC
PURCHASER
To be fair though - A mage could do the "burning down a forest" with their cantrips. I agree with the "healing draught" though, it has some balancing issues, even if it is only once/long rest for each individual creature, yes they could easily heal a whole band of mercenaries, putting even a decent cleric, paladin or druid to shame. Maybe only limit the available "Healing draughts" or nerf the healing done to d4s?
Customer avatar
Ryan R June 12, 2017 1:35 am UTC
PURCHASER
Healing has to be a per-rest or other per-time or any short rest grants a full heal to the entire party. This is why even a 1 point, no-cost healing cantrip is a non-starter.
Customer avatar
Ryan R June 12, 2017 1:35 am UTC
PURCHASER
Healing has to be a per-rest or other per-time or any short rest grants a full heal to the entire party. This is why even a 1 point, no-cost healing cantrip is a non-starter.
Customer avatar
Artakons P June 12, 2017 11:02 am UTC
PURCHASER
I understand the idea, that the healing is significant, but only once per long rest. However we have changed it, because it gave no limitations to how many people can be affected. We literally had a moment in our game, where a town was being attacked, and our Alchemist was just healing everyone he came across, which made us think it could become a problem later on, both Role-Play and logic-wise. Also, we didn't like the idea that those concoctions were basically OP'd cantrips, we wanted them to have significance both in battle, and out of it.
Customer avatar
Nate S July 08, 2017 11:27 am UTC
PURCHASER
This exactly!!
See 16 more
Browse
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!









Product Information
Rules Edition(s)
Pages
7
File Size:
0.19 MB
Format
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Last Updated:
May 30, 2017
This title was added to our catalog on May 31, 2017.