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Artificer, Risen

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Individuals who mix the forces of magic with the powers of science, Artificers are inventors first and foremost.  Their craft can take varied forms, from arcane chemistry to clockwork engineering.  To be an Artificer is to stretch the limits of magic and creativity.

Boy, this class sure has seen a lot of changes over the years.  This work comes in, now, THREE variations.

The first and newest, entitled "Artificer, Risen" is an expansion of the official Artificer as released in Eberron: Rising from the Last War.  Rather than an entirely new class, the Artificer, Risen offers variant features and enhancements for the existing features of the official class.  The features provided for the Alchemist try to bring it on-par with the other subclasses in the book.  The Battle Smith variant features reimagine the subclass as a heavy armor-wearing tank that protects its allies by making itself harder to bring down.  A new subclass is also presented; the Gunsmith, inspired by the gun-wielding subclasses from the earlier Artificer drafts that falls more in line with the power level of the official class.  Finally, new infusions offer addiional ways to build your artificer.

The second document you can download is the "Artificer, Reinvented". This version of the class mixes the Original Artificer with ideas from the late February 2019 Unearthed Arcana.  The result is an Artificer with less bloat and complexity, but still plenty of customization, with much more complicated subclasses than the official variant. 

The third document is the "Original Artificer", a modification of the Artificer as released in Unearthed Arcana in early January, 2017.  It follows a more "3.5e" mindset with its design, offering lots of customization at the cost of increased complexity.  

Going forward, the Artificer, Risen will be considered our "true" Artificer, but the other two versions are kept in-tact for those who wish for a more complicated option.

If you enjoy any of these version, please consider leaving some feedback!


This work is part of the collections of the Arcane Athenæum.  Check out our other works below.

The Artificer class

The Dragon Shaman class

The Ranger class

The Swordmage class

The Barbarian: Path of the Wild Soul subclass

The Monk: Way of the Mystic Force subclass

The Wizard: Blue Magic and Sangromancy subclasses

The Sharkfolk player race

The Treant player race

Crafting Magic Items: A Guide to Artifice

The Draconomicon for 5e

The Explorer's Guide to the Wilderness


Recent Changes:

Artificer, Risen

Version 1.0 25Nov209

Overall

  • First uploaded to DMsGuild
Gunsmith
  • Had the wrong spells at 13th level; those have been replaced with storm sphere and vitriolic sphere, like grenades you can fire from your thunder cannon!

For a full changelog, including the Reinvented version of the class, click here.

 
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Reviews (9)
Discussions (86)
Customer avatar
Pascale D December 06, 2019 11:34 pm UTC
PURCHASER
How does one access the other versions of the Artificer (Reinvented or Original)? I can't seem to find the documents. If anyone could tell me, please do!
Customer avatar
Yarott P December 07, 2019 12:51 am UTC
PURCHASER
Check your Library from the top right portion of the page? All old versions are available if you buy this one.
Customer avatar
Derek N December 07, 2019 6:49 am UTC
PURCHASER
Even easier: purchase this product and then listed on this page at the top next to the preview picture are all of the downloadable files (including the outdated zip file).
Customer avatar
Pascale D December 07, 2019 8:14 am UTC
PURCHASER
Thank you both!
Customer avatar
Jeff V December 09, 2019 5:57 pm UTC
CREATOR
Yes I hope you got it; I put them into a zip file for easier access (or so I thought would be easier. xD).
Customer avatar
Yarott P December 09, 2019 6:01 pm UTC
PURCHASER
To be fair, he asked that before he had the "Purchaser" role.
Customer avatar
Jeff V November 19, 2019 2:44 pm UTC
CREATOR
Small update for anyone interested; once I get my hands on the new Eberron book I'll be going over some things in the days/weeks to come. Possibly reworking the class to fit into the official mechanics, possibly not doing that at all. Going to heavily depend on what the official artificer even looks like.

In the end, I may end up just keeping more alternate versions, but it's too early to tell.
Customer avatar
Derek N November 20, 2019 6:39 am UTC
PURCHASER
Woohoo!
Customer avatar
Jeff V November 20, 2019 6:14 pm UTC
CREATOR
Woohoo indeed!

So, first thoughts: I actually relatively like the changes they made to the overall class. A few things I'd want to incorporate would be allowing them to ignore verbal components of spells since they REQUIRE a material component now. Also, allow infusions to work on magic item, but their +X effects (if they have them) don't stack with the magic item's +X (if it has one). Prevents +5 magic items and the like.

Beyond that, I think it's actually pretty good!

Subclasses. Alchemist still has its uses but I think it's a bit meh. Artillerist is okay but I still am not a fan of them trying to combine the concept of a wandslinger with Torbjorn from Overwatch. Battle Smith is great; not exactly like my own Golemancer but the flavor is there.

What I'm going to do is release a third (YES, a THIRD) variant of my class here. It will do the following:

1) Modify some of the features of the core class, much like the current UA does.
...See more
Customer avatar
Yarott P November 25, 2019 7:51 pm UTC
PURCHASER
Yeah, might wanna go with variant class options as a design template for your new document.. Like, maybe make the 18th Level feature allow for infusing the same known infusion to other items (while still obeying the active infusion cap) as an enhancement option. But also, cannot attune to the same "replicated item", so that would be more for sharing to the group members. I'd prefer that over some of the infusions on your doc that says you would need to "know the same infusion to activate it multiple times". That only clogs the list, unless you allow that particular infusion to be used multiple times earlier, up to the active infusions cap. Also, maybe also allow faster crafting for up to very rare at that level?

By the way, if you add more infusions, please try to make them ALL general for all subclasses, and not restricted like the current versions here. I really like that they aren't totally like Eldritch Invocations. Such as the Gunsmith ones, they can all just be for ranged...See more
Customer avatar
Jeff V November 25, 2019 9:23 pm UTC
CREATOR
You might want to check out the update I've just released!

After some time mulling things over, designing, writing, erasing, rewriting, I decided to offer a much simpler experience. I think the official artificer is in a great place. So I offer with the Artificer: Risen just a few variant features and some enhancements to existing features. The Alchemist gets a few enhancements to bring it on-par with the other subclasses. The Battle Smith gets variant features which turn it into an Armorer. Only the Gunsmith ended up being its own new subclass, as it was different enough from the Artillerist that I felt that was needed.

There are 2 or 3 subclass-specific infusions, but a fast majority of the new ones are indeed subclass-agnostic, so anyone can use them. This is largely because your infusions can be given to anyone in your party!
Customer avatar
Yarott P November 25, 2019 10:56 pm UTC
PURCHASER
How about allowing the Artillerist's "Arcane Firearm" to have the proposed half-prof for additonal infusions? Also, the 13th Level Spells for Gunsmith (Arcane Eye and Freedom of Movement) are already main class spells. Though, I am not sure if that was done on purpose.
Customer avatar
Jeff V November 26, 2019 3:07 pm UTC
CREATOR
Ah no, that was *not* intended for Gunsmith. I'll have to revisit that. Surprisingly hard to find appropriate spells for it.

I'm generally against most proficiency-based class features because it becomes very powerful with multiclassing. See Hexblade Warlock. Half-proficiency is less so, but I also don't think the artillerist needs more infusions compared to the rest of the subclasses.
Customer avatar
Yarott P November 26, 2019 6:05 pm UTC
PURCHASER
Exactly. Very tempting, but not quite required. Also, for the spells, why not Greater Invisibility and Locate Creature? Also, maybe swap Fireball for Melf's Minute Meteors.
Customer avatar
Jeff V November 26, 2019 6:39 pm UTC
CREATOR
I don't think either really fits the theme of a gunslinging long-ranged attacker. The two sphere spells can be easily flavored as explosive ammo or specialized shots, much like fireball can, so I think they fit better.
Customer avatar
Derek N August 11, 2019 3:00 am UTC
PURCHASER
Loving the reinvented version! A few questions:

1) Is the damage of the Gunsmith's firearm considered magical (like it is with the outdated version)? Or do I have to use one of the weapon infusions on it?
2) Does the Silencer infusion also silence a Thunder Monger attack (outdated version states it does not)?
3) Regarding the Replicate Spell infusion, can we cast the spell at a higher level (as long as we have a slot of that level available and the level is in accordance with the Replicable Spell table)?
4) Magic Item Analysis adds the Mending cantrip but you also have it listed in the Spell list at the end. Is this a typo?
Customer avatar
Jeff V August 19, 2019 1:42 pm UTC
CREATOR
Thank you! Let me get some answers here.

1) It is not magical; you'll have to use a weapon infusion on it or some kind of spell to make it magical (or, work with your DM to build a magical version of a thunder cannon, like a +1 thunder cannon. You can make +1 weapons of any kind, after all.)
2) RAW, yes, it does. However, you/your DM could decide that the thunder monger can't be properly silenced. Honestly, I included the silencer infusion as something to leave up to the DM, though I should probably figure out some kind of mechanic for it. I think the idea of a gun that shoots silently is a really common fantasy, no matter how inaccurate it may be in real life, and it would obviously have advantages. You could fight without worrying about getting the attention of literally every single guard in a dungeon. I might make it so that you can somehow shoot from hidden with the silencer and remain hidden.
3) Yes! The Replicate Spell infusion gives you the ability to cast the spell with...See more
Customer avatar
Derek N August 20, 2019 12:26 am UTC
PURCHASER
Thanks!

To expand my 3rd question (just to make sure I understand), does Replicate Spell allow us to "upcast" the spell and gain the benefits of the spell's higher casting slot (e.g. if we replicated Fireball into our gauntlet at level 12, once we get to level 15, can we then use a 4th level spell slot to do the extra damage the spell details in the "At Higher Levels:" block)?
Customer avatar
Jeff V August 20, 2019 2:27 pm UTC
CREATOR
Yes that is exactly what I meant. The replicate spell infusion gives you the knowledge of how to cast the spell, just like any other spell you know how to cast, so you can upcast it normally as long as you have the spell slots for it. You just need the item in question to do so.

So yeah, at lvl 15 you could cast Fireball as a 4th-level spell if you replicated it. Technically, the replicate spell doesn't let you cast the spell at a certain level; it just lets you cast the spell, period, and you can't replicate a spell until certain levels.

That make sense?
Customer avatar
Derek N August 21, 2019 2:09 am UTC
PURCHASER
Yep! Thanks for your time.
Customer avatar
Adam B May 14, 2019 7:43 am UTC
PURCHASER
Is the Artificer Reinvented supposed to be compatible with your "Crafting Magic Items: A Guide to Artifice" document? I noticed you removed the text box promoting it in your new rendition of this class.
Customer avatar
Jeff V May 14, 2019 10:39 pm UTC
CREATOR
Right now, not exactly. I'm currently working on a new crafting system, but my day-job has been leaving me little time to properly work on it, so I haven't put out an update yet. I don't think it's exactly incompatible, but you'll want to consider for your own game how best to utilize it.
Customer avatar
Auston R April 30, 2019 5:32 am UTC
PURCHASER
Looking over The Artificer, Reinvented I really like the feel of the class and all of the subclasses feel different and unique. Wondering about the spellcasting for the class though and if it's necessary to allow the exclusion of V components for spells, allow the changing of cantrips on level up, and allow spell preparation as opposed to a list of known spells. Curious if you think changing/removing these features does much to change the overall feel of the class. Thanks for your work!
Customer avatar
Jeff V May 04, 2019 7:50 pm UTC
CREATOR
Exclusion of verbal components is there to make the class that much more unique in its spellcasting. Since you aren't casting spells like a conventional caster, but instead creating small inventions which do the spellcasting for you, I felt it didn't make much sense to require a verbal component. However, and this is something I am going to outline specifically in version 1.4, all of your spells require a material component (usually your tools), to replicate the fact that you are, in fact, using objects and inventions to make the spell function.

Changing of cantrips on level up is one of those things I added because I personally do not like the idea that if you take a cantrip that you don't like, you are (RAW) completely stuck with it. At least, that's how other classes work. Artificer gets to swap their cantrips on a long rest at lvl 7, so consider this an artificer-unique feature which gives them just a bit more modularity with their cantrips than other classes at those earlier levels.
...See more
Customer avatar
Jaden R April 24, 2019 3:18 am UTC
PURCHASER
I LOVE the new Artificer, as I loved the original version you made. I would like to see some of the old Upgrades for the Armorer find their way to Infusion form. Things like Climbing, Flight, Darkvision, etc., have such a wonderful feel when you're making an Armorer. It really gives you the "Iron Man" feel, making the suit for what you need it to do.
On a side note, while I understand the need for "only one suit of power armor at a time" I have to admit, I would like to see the ability to switch periodically. Again, going along with that "I need this suit to go to the Plane of Water, but I know we're headed into the Firelord's Castle soon so I'm not sure which to make." I suppose one can constantly deconstruct and reconstruct a suit of Power Armor, but that's a pretty big gold sink if you have a DM that doesn't give out a lot of gold.
LOVE the class, love everything about it! :)
Edit: Also, clarification question, but can you switch Minor Wonder for another Infusion...See more
Customer avatar
Jeff V April 24, 2019 1:05 pm UTC
CREATOR
I removed some of those armorer upgrades for the following reasons. 1) Bloat; having too many options eventually leads to decision paralysis, which I was trying to avoid with this new iteration of the class. 2) More of a focus on spellcasting and making spellcasting and item-crafting the answer to a lot of those customization options. You want flight? Take the Fly spell or build yourself a pair of boots of flying. Darkvision? There's a spell and a magic item that provides it. Climbing? Same thing; Spider Climb is a spell and there are also slippers of spider climbing. A lot of the class's customization is meant to be through such options, and you get things like an increased number of attunement slots to make it happen. Look at the gunsmith for example; I removed the explosive shot option. Why? Because if you want to fire explosive rounds from you firearm, just take "replicate spell" and pick "fireball" and make it an under-slung "grenade launcher" attachment or something....See more
Customer avatar
Jaden R April 25, 2019 5:02 am UTC
PURCHASER
Awesome! Thanks for the clarification. It's true that most upgrades can be replicated with spells. Although as a player my current DM actually had me remove the extra attunement features to avoid a bloat of magic items. Ironic, considering the class, but I don't mind it too much. When I DM, I allow it all as written, because I think it's VERY well done! I'd still like to see some more Infusion options, personally, but I really like the new version quite a bit. My armor and various tanking spells definitely helped me a LOT during tonight's surprise Marid encounter.
Another thing I've always wondered, since the wording in the DMG is a little iffy, but under Acclimated Armor it mentions being adapted to various environments, including high altitudes and deep sea. For high altitudes, it seems simple enough, your helmet may filter oxygen to combat the pressure. But what about under the water? "The drawbacks of a deep underwater environment" pops up a few times in 5e, but isn't ever exactly clear as...See more
Customer avatar
Jeff V April 25, 2019 4:48 pm UTC
CREATOR
I'm happy you're enjoying it! I do plan on releasing more infusions over time, probably as WotC releases more in future Unearthed Arcana, or if I think of something really cool.
Customer avatar
Dusty V April 18, 2019 2:23 pm UTC
PURCHASER
I love the armorer subclass, but was wondering, could there be an enlarge infusion in the new version? I have an Azer Armorer and his suit is basically him but bigger, like hulkbuster armor, but like the rest of the new version. Was it found to be too strong, or was it just not carried over?
Customer avatar
Jeff V April 18, 2019 8:18 pm UTC
CREATOR
That did not get carried over, mostly because I don't know of a clean way to do it with the new infusion system. It's a much larger change to your armor than doing something like increasing its speed or something like that. Also, the complicatedness of just having a large suit of armor, what do you do with it outside of combat or when you aren't wearing it; things like that. Ultimately, if you want that kind of thing I'm sure you could talk to your DM and maybe work out expending an Infusion slot, but I'll leave that up to the individuals to figure out the specifics (like, maybe that Enlarge/Reduce can't work on you in the armor or something; that would be a good example of a balance thing).
Customer avatar
Dusty V April 19, 2019 4:13 pm UTC
PURCHASER
One thing you could do is add a "Permanent" tag, basically once they take that infusion its permanently slotted until their armor is destroyed.
Customer avatar
Jeff V April 22, 2019 7:41 pm UTC
CREATOR
Not completely ideal for me; I wouldn't want to force a player to have to spend gold to re-create one of their class features if they decided they wanted to change it when no other decision requires it.

I'll do some thinking about it, but right now it'll have to stay in the realm of "DM and player can discuss their options." I do think it's a neat idea.
Customer avatar
Yarott P April 23, 2019 2:16 pm UTC
PURCHASER
It doesn't seem that strange to me. I mean, it could have something like an additional effect gained by opting for one permanent infusion (something like a +1 bonus in something for choosing to keep one on the Power Armor).

But it could be applied in general, too. Outside Armorer, it could be a condition to make the infused item attunable, so that it isn't taken as easily from the wielder and used by the enemy... at the cost of being locked from access to the rest of the party (the Artificer who did the infusion could also still use said attuned item, at some cost), or spending a week to reset the conditions back to "uninfused" on the item in question and change the infusion as normal (even for the one on the Power Armor).
Customer avatar
Jeff V April 24, 2019 1:06 pm UTC
CREATOR
I'll do some thinking and planning about it. If you decide to try it out in your games, just make up your own infusion and see how it plays; I'll gladly take the feedback.
Customer avatar
Jonathan S April 13, 2019 3:07 pm UTC
PURCHASER
I now have a strange question.

Is the Artificer and Reinvented Artificers considered different classes?
Customer avatar
Jonathan L April 13, 2019 3:15 pm UTC
PURCHASER
Well, they're certainly not the same. If you mean in the context of "can I multiclass the two?" I imagine that's a question for your DM. I'd be inclined to rule out such multiclassing, for much the same reason the Diablo supplements for 3.x ruled out multiclassing the PHB Barbarian with the Diablo Barbarian: because it "is just silly--don't do it."

But, y'know, I'm not the creator here. Or your DM.
Customer avatar
Jonathan S April 13, 2019 3:18 pm UTC
PURCHASER
Yes, but I'm asking as I'm the DM in a campaign, and I wanted to ask the creator to get some insight.
Customer avatar
Jeff V April 14, 2019 5:49 pm UTC
CREATOR
They are indeed the "same class" in that sense, like how I wouldn't expect you'd allow a PHB Ranger to multiclass as a Revised UA Ranger. So no, I certainly wouldn't allow multiclassing, and would encourage you not to either. The reason both still exist is that I didn't want to force anyone to use the new version of the class if they would really prefer to use the old version. I do think the new version works better though, but that's just my opinion.
Customer avatar
Jonathan L April 12, 2019 11:25 pm UTC
PURCHASER
I like the changes. Looks much more viable now, and I might see about talking to my DM about transitioning from the old 5.1 version to this one.

Spotted something that needs addressing, and it's the Magical Servant infusion; it's missing the usual caveat limiting it to a spell (cantrips, in this case) with a casting time of 1 action.

Replicate Spell has a typo: "Only use can use this infusion."

Also, I realize the point of the Replicate Spell minimum levels is to set them two levels after the Artificer gets access to spell slots of those level, but I'm somewhat concerned that it adds a bit of wonkiness and inconsistency to it, with a really huge gap between when level one spells are available and when you gain access to replicating level two spells. Also, the 5th level spell replication is the only one that unlocks on a level that the Artificer does not get a new infusion added, necessitating a swap out, which is kind of against the usual design standards.
Customer avatar
Jonathan L April 14, 2019 6:29 am UTC
PURCHASER
Hmm, Elemental Shot could also use some clean up in the language. Unlike the infusions of the UA artificer, there's no language in the Infusions section that let you simply dispel an Infusion you don't want to use, and unlike Minor Wonder, Elemental Shot doesn't include language allowing you to dispel it, nor does it give the option to switch the damage type back to thunder. As is, if you take Elemental Shot, your firearm will no longer be able to use Thunder Monger to deal thunder damage.

Also, Minor Wonder could use some language clean up as to how it works and how long it takes to infuse one of its effects. As it stands, it seems you have to take the usual long rest for an infusion in order to set the first Minor Wonder, and no action type is listed for setting effects on additional items, only that doesn't take a long rest. Also, it uses language that suggests other infusions can be used multiple times with a long rest.
Customer avatar
Jeff V April 14, 2019 6:02 pm UTC
CREATOR
Oh, that 5th level replicate is a typo. Should be 18th level, since as you said that's when you gain an infusion.

I am not worried at all about it being wonky or inconsistent. You get access to ANY SPELL you want, and it's a design choice to limit when you get it. Especially compared to other classes. Wizards get access to fireball at lvl 5. Artificers can get it too, but only at lvl 12. Because it's *complicated* for them to figure that stuff out. And that's by design.

I don't see where the "it uses language that suggests other infusions can be used multiple times with a long rest" comes into play, but I might be missing something you're seeing. But, I can add that setting effects on items is an action to clear up that little inconsistency. Also, Elemental shot I'll re-add Thunder to the list of elements, so that you can choose to swap it back to Thunder if you want. Though also note, though not RAW I would always allow a PC to remove an infusion from an item after...See more
Customer avatar
Jonathan L April 14, 2019 10:25 pm UTC
PURCHASER
“Unlike other infusions, you can infuse multiple objects at a time without needing to finish a long rest, touching one object each time you wish to bestow a property onto it.”

Blending the “can infuse multiple objects at a time” with the can infuse “without needing to finish a long rest” is where the confusing wording comes up.
Customer avatar
Jeff V April 14, 2019 11:55 pm UTC
CREATOR
Ah, yes yes. I see what you mean now. I've just uploaded a quick revision which separates the sentences and hopefully prevents any future confusion. Thank you!
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Jonathan L April 15, 2019 6:19 am UTC
PURCHASER
Typo in Replicate Spell remains, as does the missing Magical Servant caveat (not a major issue, as it only affects magic stone, mending, and shillelagh, but that could change in future releases).

Also, just realized why you went with two levels after the spell slot becomes available; it's the half-caster equivalent of the bard's Magical Secrets coming one level after they get the slot to cast spells of that level from.
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Jonathan L April 16, 2019 5:45 am UTC
PURCHASER
BTW, does mending count against your cantrips known? I'd assume not, but the text does not call this out like, say, the Celestial Warlock does with the cantrips it grants.
Customer avatar
Jeff V April 18, 2019 8:32 pm UTC
CREATOR
I just understood what you meant regarding Magical Servant; for whatever reason it wasn't registering. I'll update the wording, and fix that typo in Replicate Spell that keeps getting missed.

And no, Mending doesn't count against your cantrips known. I'll include that clause as well. I can get a revision up after this weekend.

As for the replicate spell 2-levels after thing; it's really more because the Artificer gains infusions at the same rate that the Warlock gains invocations. That's an intentional balance choice so that the Artificer is not overshadowing the Warlock. So the Artificer gets those Replicate Spell levels at the next available level after they get that spell slot naturally. For 3rd level spells that ends up being at lvl 12, which is actually 3 levels after an Artificer gains third level spell slots (at lvl 9). That's really the only reason the balance exists. While making each tier 2 levels afterwards would be clean and logical design, I just can't make it happen...See more
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Adam B March 25, 2019 9:49 pm UTC
PURCHASER
I'm a little confused on the infusion feature of the reinvented class. It doesn't have any limit to how many you can have active, only to how many you know- are they supposed to be one in the same? For example, if I take the returning infusion and put it into a light hammer, would I need to take the infusion a second time in order to put it into another light hammer, thus having two returning hammers? Or is simply learning the infusion enough for me to be able to slot it into as many hammers as I want? Obviously the latter sounds ridiculous and I have assumed the intention was that infusions known = infusions active, but it isn't super clear that is the case, unless i'm not reading the text properly.
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Yarott P March 26, 2019 2:22 am UTC
PURCHASER
He removed the limit because the feature already limits itself to one infusion active per item. That is, returning weapon can only be for one weapon with the thrown property at a time, not more than one. It is more or less the same with the current UA version, too.

It helps that there is also no Attunement requirement, so anyone else can use the infused items. Not sure if that includes any hostiles. Would help if there was an action for the Artificer to dispel their infused items at a range with an action if such a thing were to happen, as a last resort. Like a kill switch. Making the infusion again would always cost a long rest's time, after all.
Customer avatar
Jeff V April 08, 2019 5:31 pm UTC
CREATOR
Indeed, this. Infusions are sorta meant to be unique items that you can only have one of (for the most part). That idea about dispelling an infusion is cool, but I think an unnecessary addition. That could easily be part of the drawback of artifice over normal forms of magic. There's no attunement, which is awesome, but at the same token someone you might not want to have that item can also use it.
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Jonathan L March 19, 2019 3:30 pm UTC
PURCHASER
Looking at the Reinvented... and I think there's a power imbalance here. The Gunsmith's main thing is being able to deal damage, yet the "tank" subclass, the Armorer, can consistently deal more damage than the Gunsmith at basically all levels.

At level one, the Armorer gets its half level bonus, four levels before the Gunsmith gets Expert Marksman, and when Expert Marksman kicks in, the Armorer gets Extra Attack, which the Power Armor's bonus damage also applies to.

Compare an Armorer with Dex 18 wielding a rapier in one hand and attacking twice at level 5 to a Gunsmith with the same Dex using a Thunder Cannon.
-Armorer gets two attacks that deal 1d8 + 4 (Dex) + 2 (Power Armor) each, for a total damage per round of 17.
-Gunsmith gets one attack that deals 2d6 + 4 (Dex) + 5 (Expert Marksman), for a total damage per round of 16.

And it gets worse on even levels, since the above is rounding down the Armorer's Power Armor damage bonus.

Heck,...See more
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Jonathan L March 22, 2019 1:39 pm UTC
PURCHASER
The Wandslinger also feels a bit lackluster. All the subclass features except the level 15 one basically boil down to "attack cantrip better," but it never does that as well as an equal level character with at least two levels of warlock who picked up eldritch blast and Agonizing Blast.
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Rex P April 06, 2019 2:27 am UTC
PURCHASER
Needs to be addressed, in my opinion.
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Jeff V April 08, 2019 5:19 pm UTC
CREATOR
I'm looking into these matters as we speak! Was on vacation for a bit, and then unexpectedly had a health issue that I needed to take care of. But I'm looking into this and should hopefully have some ideas within the week.
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Jonathan S April 08, 2019 5:22 pm UTC
PURCHASER
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Jeff V April 08, 2019 11:40 pm UTC
CREATOR
I think there was an issue with your latest reply; I can't see anything. Just a blank comment.

I would love to hear what you and Rex P are looking for in these subclasses. I'm already removing the extra power armor damage; I think being able to set your Dex or Str to your Int is already a great way to make the subclass unique and feel like you're being augmented by how smart you are at building a suit of armor. The extra damage is unnecessary. But obviously, we need to bring the gunsmith and wandslinger up to snuff by comparison as well.
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Jonathan S April 09, 2019 12:24 am UTC
PURCHASER
Yes, actually. There was an error.

But I wanted to also input my suggestion as I too feel like a lot of the subclasses really are underpowered, especially the Gunsmith and Wandslinger. If anything, looking at this, I feel as if, really, the only viable class that's even playable is the Armorer, as everything else is really like a poke to an enemy when the Armorer can deal viable damage.

I'd suggest having infusions to give the Gunsmith an extra damage die of damage, for example, or have the Wandslinger be able to do something good like, say, "use" the Twinned Spell metamagic or something similar.
Customer avatar
Jeff V April 09, 2019 1:43 am UTC
CREATOR
Really, the Armorer shouldn't be any stronger than a martial class with access to extra attack. And I think removing the power armor's extra level-based damage should fix that. Then you still get the utility and features of the artificer in general, like the infusions and spells.

When it comes to giving the gunsmith extra damage, I wanted to stay away from making it too similar to the Rogue's sneak attack, since I feel that a lot of people had an issue with the original UA's similarity to Sneak Attack (I believe because you end up with a class that can sneak attack without any restrictions, making them a better Rogue/assassin). I've considered making their once-per-turn extra damage be 2x artificer level. My only concern with that, is the fact that eventually they will start to outscale the rogue. At lvl 20, the rogue is doing an average of 35 extra damage with their sneak attack, while the artificer would be doing 40. However, that said, Sneak Attack benefits from critical hits, where the Gunsmith's...See more
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Jeff V April 10, 2019 6:01 pm UTC
CREATOR
V1.3 update includes the suggested nerf to the Armorer, and changes the Gunsmith and Wandslingers a good amount to increase their damage output and make them more viable. But, I don't think the changes make them too strong, which I gotta avoid just as much.
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Jonathan S April 13, 2019 3:08 pm UTC
PURCHASER
Speaking of the Reinvented Artificer, I've noticed for Magical Servant that you can only use an Artificer cantrip, and not just any cantrip you want. Why is this the case here?
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Jonathan S April 13, 2019 3:11 pm UTC
PURCHASER
To reply to Jonathan L:

Especially if they took up two levels of fighter, two levels of Warlock, and three levels of sorcerer.
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Jeff V April 14, 2019 5:53 pm UTC
CREATOR
Partially for multiclassing balance, and partially because artificer magic is just *different* from other kinds of magic. You can give your servant an artificer cantrip, because the way that cantrip even manifests is different from how it would manifest for a warlock or sorcerer or whatever.

That is is very specific set of multiclassing, Jonathan S. You speaking for a friend? lol I could totally be down to changing it, but that was the intention.
Customer avatar
Jeff V April 14, 2019 6:11 pm UTC
CREATOR
Actually, I'm talking out my XXX. Where does it say that you can only use an Artificer cantrip? It actually specifically says "one cantrip you know," not "one Artificer cantrip you know." So really, what I meant is that the infusion was designed the way it was designed intentionally, and apparently old-me just also figured it should be a cantrip you know.
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Adam B March 14, 2019 7:10 am UTC
PURCHASER
Loved your original artificer and love the new one. Are you planning on adding more infusions over time, such as some of the Armorer upgrades that didn't make it to the new iteration?
Customer avatar
Jeff V March 14, 2019 8:32 pm UTC
CREATOR
Possibly. I will likely add more infusions down the line, yeah, but whether I'll bring back every upgrade from the first version of the class I'm not sure. Time will tell!
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Derek N March 10, 2019 9:58 pm UTC
PURCHASER
Nice work on the newest build!! Totally love it and its attention to mirroring the feel and direction of the newest UA.

One error needs to be addressed: in the class features list under "Spellcasting", you forgot to make mention of cantrips.
Customer avatar
Jeff V March 11, 2019 2:29 pm UTC
CREATOR
Oh man, you're completely right. Version 1.2 should have that fixed. Thank you!

And thank you for the kind words as well. Really hope I hit the right notes with it.
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Cull M March 09, 2019 12:58 am UTC
PURCHASER
Hello there, what you did to the artificer reinvention is amazing. My question is are you going to do a class that revolves around the character and there companion? I bring this up because wizards of the coast have been dipping there toes in the idea of one player controlling two character , such examples being beastmaster, the artificer, and that ua sidekicks pdf. If I made a companion class, it whould be called the commander. It would be awesome to create puppets that are animated by a gnomes arcane strings while riding a large animated toy horse, or a drow commanding demons with ease while having tea with graz'zt through a crystal ball, or even a legion of wererats commanded by a human on a throne made of bone. They would be different from conjurers as commanders would have a more personal connection to the creatures they summon and command then some necromancer creating zombies to become cannon fodder. Anyway hope your okay because that ua must have thrown you for a loop.
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Jeff V March 09, 2019 5:17 pm UTC
CREATOR
I personally prefer the idea that certain classes get subclasses which are more companion-focused. So you have the Beast Master Ranger, you have the Shepard Druid, you have the Golemancer Artificer in this class here, Necromancy Wizards, etc. etc. Too many companions can really bog down a game, and I think making an entire class built around them makes it overly specialized.
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robert O March 08, 2019 7:29 pm UTC
PURCHASER
I really like most of this and the tweaks that were made look pretty good, but my BIGGEST question here is... what the hell is burst fire mechanically? I don't see a note for it so the repeating cannon ends up being a nebulous bad choice to give my players and I'd need to end up removing it altogether. Other choices seem fine but that one I don't understand how it functions. (maybe I'm blind and missed it).

other than that I like the direction here. much better than the official docs IMO while staying pretty fair and true to their formula so far so it's easy to convince people to at least try it out. will see about posting again after a proper playtest! thanks
Customer avatar
Jonathan L March 08, 2019 9:32 pm UTC
PURCHASER
Burst fire is described on page 267 of the DMG. It adds the option of doing an area attack targeting a 10-foot cube with normal range. Creatures within the area make a DC 15 Dexterity check or take the weapon's normal damage (no damage on a successful save). It uses 10 shots.
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Yarott P March 07, 2019 9:21 pm UTC
PURCHASER
Is it intended for infused items to not be shared between players and other creature? Because that was why there is the Infusion upkeep limit in the leveling table, along with some infusions requiring attunement (which is only a requirement for the second and third party user). After all, the current philosophy (according to the 03/06/19 Dragon+ twitch stream; also recorded on Youtube) is to make the class a straight focused team support, more than cleric or even bard. Yours is very constructed to be a soloer with plenty of heavy options per levels for self-sustain, which promotes bad habits against its supporting side, very close to the many Martial gish subclasses.

Still, I can understand why you did this, but I guess you'll keep adjusting going forward, as they have confirmed yesterday that the upcoming UAs will focus on additional subclasses (based on settings outside of Eberron), extra options (depending on the results from the UA survey) and spells (from the other books, like XGE, MToF, GGR,...See more
Customer avatar
Jeff V March 08, 2019 3:55 am UTC
CREATOR
Unless I accidentally messed up my wording, other creatures can use your infusions (unless they are subclass-specific or specifically say they can’t be used by other creatures). I actually just removed the attunement requirements, because I find it weird that they would want these Artificer infusions to be so focused on supporting other party members, but then force those party members to give up a valuable attunement slot to do so. Just seems counterintuitive. I can only see the scenario where the party Artificer offers to use an infusion for someone, but they already have three attuned items and don’t want to drop one. So the Artificer never gets to actually support that way except at the low levels when no one has any items. I mean, when I played an Artificer I couldn’t even get my party to use my stored spells, and they don’t cost a slot or anything.

I’ll check over the document tomorrow as it’s possible I messed up some wording somewhere and this isn’t obvious how the infusions...See more
Customer avatar
Yarott P March 08, 2019 7:14 am UTC
PURCHASER
You could also make some of the infusions that are exclusive to the subclasses also sharable. Like the Armorer ones, for instance, which the Power Armor can have more than one at once, while other pieces of armor can only have one at a time. Can be useful for the team to don a special suit of armor for any situation (aside from the 15th Level effect from Quick-Change Armor, which fits more as a personal specialty for Artificer's own Power Armor). Same with the Gunsmith stuff, in case the DM were to allow others to wield firearms for other classes outside Artificer.
Customer avatar
Jeff V March 08, 2019 2:03 pm UTC
CREATOR
I think I'd rather have it such that only the artificer can use those specialized options, which require familiarity with the item (as its creator) that no one else would have. I think every class should have toys that only they can use to keep them unique.
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This title was added to our catalog on August 11, 2017.