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The Artificer, Reinvented

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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.

This work comes in two variations.  The newest is the Artificer Reinvented; a combination of the Arcane Athenaeum's original Artificer class mixed with ideas from the late February 2019 Unearthed Arcana class.  The result is an Artificer with less bloat and complexity, but still plenty of customization.  The second file is our original modification of the Artificer released in Unearthed Arcanain early January, 2017.  The Reinvented Artificer has five subclasses; the Alchemist, Armorer, Golemancer, Gunsmith, and Wandslinger.  The original Artificer has only four subclasses; the Alchemist, Armorer, Engineer (equivalent of the Golemancer) and Inventor (equivalent of the Gunsmith).

The class is in serious need of playtesting.  If you enjoy it, or even if you hate it, please give me all the feedback you can.  


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

The Dragon Shaman class

The Ranger class

The Swordmage class

The Treant player race

The Sharkfolk player race

Crafting Magic Items: A Guide to Artifice

The Draconomicon for 5e

The Explorer's Guide to the Wilderness


Recent Changes:

Artificer, Reinvented 

Version 1.1 08Mar2019

Overall

  • With some feedback, the class has received a few alterations. Additionally, a lot of features have had their language altered/improved to clarify on certain things, such as the fact that other creatures can use your Infused items. Some infusions have also had their phrasing changed for similar reasons.
  • Infusions are now gained at the same rate as the Warlock gains invocations, as to not overshadow the original invocation-class. As a result, some infusions have had their prerequisite levels changed.

Alchemist

  • The initial damage of the Alchemical Acid formula has been reduced to 1d6 instead of 2d6.

Armorer

  • The way Power Armor interacts with Str and Dex has been changed. Now, instead of a complicated system where you pick how a certain amount of bonus ability score is distributed, you simply pick your Str or Dex, and that ability is equal to your Intelligence. While this has the potential to make the class a bit SAD, Armorers will still want to invest in Constitution, and leaving their altered ability very low could be problematic if your armor is ever destroyed or left unusable for a time. Done because the extra damage, plus the Power Armor’s other bonus damage together was easily a bit much. Using Point Buy now, you can’t have a Str higher than 17 at lvl 1, and it can’t go higher than 20 unless you start involving magic items, and that’s obviously it’s own can of beans.
  • The Overdrive feature has thus also been changed, now giving you a bonus to your Str and Dex equal to your Int mod.

Gunsmith

  • The damage of the Blast Cannon, Repeater Cannon, and Thunder Cannon have been reduced one die type each (2d10 has become 2d8, etc.)

Wandslinger

  • Fixed an issue where the Wandslinger’s Wand Prototype feature was listed at 2nd level instead of the proper 1st level.


Version 1.0 06Mar2019

Overall

  • This page will, for now, contain two different options for the Artificer class; the original class, and a new Reinvented version which takes inspiration from the newest Unearthed Arcana.  The Artificer, Reinvented simplies subclasses, offers a new subclass, and includes invocation-like infusions to help drive the customization players expect in an Artificer.  The class has been updated to a 1/2 caster (popular request) to fall in line with this new concept.
 For a full changelog for the Artificer, Reinvented, click here.

Original Artificer

Version 5.1 08Mar2019

Overall

  • The Bayonet modification has received new phrasing, designed to establish that when you attach the bayonet to the thunder cannon, you can make a melee weapon attack with the BAYONET while holding the thunder cannon.

Note that, until further notice, this iteration of the Artificer will see no more updates. Happy inventing!

Version 5.0 29Nov2018

Overall

  • The overall document has been updated, including a new title page to conform to the Arcane Athenæum's new style. 
  • A few features, such as Wondrous Invention, have been re-worded in order to be more clear in how they work.  These still work the same otherwise.
  • Added protection from evil and good, magic mouth, life transferencemagic circle, meld into stone, nondetection, slowelemental bane, and locate creature to the spell list, as they all fall into the general design principle of "spells which primarily deal with altering objects or creatures".

Engineer

  • The mechanics behind the mechanical servant have been altered.  The servant no longer receives its own initiative, and no longer acts completely independently of the artificer.  Instead, as a bonus action the artificer can command the servant to follow a certain command.  While this sounds extremely limiting, the mechanics are designed to allow the artificer to issue a general command (such as "attack the wraith" or "keep Helping me attack the giant") and the servant will follow that command on all subsequent turns until it is either fulfilled or the artificer uses another bonus action to issue a new command.  This makes the servant act identically to the undead a wizard can summon through spells like Animate Dead.   
  • This may seem like a heavy nerf to the Engineer.  However, I feel this was an important and necessary change to the balance and playability of the class.  The Beast Master Ranger has been a thorn in WotC's side due to its mechanics and overall lack of playability.  However, a lot of feedback for their UA "Revised Ranger" has made it clear that giving the pet too much power makes it difficult to even run the subclass, due to now having to keep track of multiple initiatives.  One of the most important design decisions I try to make is to ensure that any material put out by the Athenæum fits in with WotC's own design decisions.  This change is thus important to try and conform to those, and I think makes the subclass work a bit better.  Making pets operate on their owner's initiative is also a very common home ruling for these sorts of things, from ranger pets to familiars, and so baking that into the base subclass seemed to be the best decision.

 For a full changelog for the Original Artificer, click here.

 
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Reviews (8)
Discussions (76)
Customer avatar
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
Customer avatar
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.
Customer avatar
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!
Customer avatar
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.
Customer avatar
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.
Customer avatar
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.
Customer avatar
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.
Customer avatar
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.
Customer avatar
David V March 07, 2019 11:01 am UTC
PURCHASER
Took a once over look at the reinvented artificer, and a two things popped out to me on the overly strong side of the scale.

The Armorer 1st level ability both increase your main attacking and damaging attribute [Strength, Dex, or both] equal to your proficiency bonus and you add half your level (rounded up) to all melee attack and damage rolls. I'll be honest, I would think one or the other would be enough so that this archetype acts like a barbarian style character in combat. Having both seems a bit much at first glance.

The Gunsmith weapons choices at level one are very strong. Unless firearms don't allow you to add your Dex to damage, having the Thunder Cannon dealing 2d8+Dex at first level is quite a lot. Add in the feature Expert Marksman at 5th, and the Repeating Firearm infusion at 7th, this class does a lot of damage. I would make the damage dice only 1dX across the board to keep them in line with other range attack options.

Those are the only strong parts I'm...See more
Customer avatar
Jeff V March 07, 2019 6:45 pm UTC
CREATOR
Thanks for the feedback!

So, doing some number crunching; as it stands, at lvl 1 an artificer is looking at, max, 2 extra damage each round from having both features (+1 from the Str/Dex buff, and +1 from half their level). At lvl 3 this increases to 3 extra damage, and then at lvl 5 between the extra proficiency and the half-level boost, that could be (depending on how the base stats look, whether they are odd or even, etc.) as much as 5 extra damage per attack, or 10 damage per round. That is much higher, but is actually very similar to a rogue's extra damage per round (10.5 on average with sneak attack). BUT then, the Armorer is also getting extra attack so on top of that they are getting their weapon damage a second time...

Yeah I agree, it's a bit much. Maybe I could modify the way the power armor works. Instead of giving a boost to Strength or Dex, it could set your scores to *something* based on some formula. Like, Int mod x 4, or maybe even just your Int score... actually...See more
Customer avatar
Jonathan L March 08, 2019 6:34 am UTC
PURCHASER
Regarding the damage of the Gunsmith's firearms, something to consider is that where you have them right now, they're kind of between the damage ratings for Renaissance era firearms and modern day firearms as listed in the DMG. Keeping them at least slightly better than Renaissance firearms means the Gunsmith's firearm is still something special if in a setting in which such firearms are commonly available. Just something to consider.
Customer avatar
Jeff V March 08, 2019 2:12 pm UTC
CREATOR
Indeed. I'm dropping the blast cannon down to 2d8, the thunder cannon down to 2d6, and the repeater cannon down to 2d4. Still good damage either way, but a bit less extreme.
Customer avatar
David V March 09, 2019 9:37 am UTC
PURCHASER
Quick rules question I thought of while at work, though I'm fairly sure I know the answer: If I use Replicate Spell infusion to select Eldritch Blast, I assume that you can't place it into the Wand Prototype feature of the Wandslinger. If my reading of Replicate Spell is right, you can cast it, but it's not a known spell to you. Also, you have to use the device to cast it, so it can't benefit from Empowered Cantrips.

If this is correct, the my reading comprehension is on point. I believe this is what you meant about the spells being castable, but not known to you.

Also, I'm like the changes you made with v1.1. I'm going to see if I can potentially play this at the table in it current form to see how it plays.
Customer avatar
Jeff V March 09, 2019 5:19 pm UTC
CREATOR
100% correct; you can't put Eldritch Blast into your Wand Prototype because you don't actually know it (AND it's not an artificer cantrip).

Going off of that; hypothetically if you took Magic Initiate as a feat and choose Eldritch Blast for your cantrip, you *still* could not put that into the wand either, because that is still not an artificer cantrip.

Glad you enjoy it! Please let me know how it plays. I need feedback. lol
Customer avatar
Chris P March 18, 2019 9:22 pm UTC
PURCHASER
A little background: I have been playing an armorer since v2.0. When you added the power upgrade, it was a much needed boost to my character as a frontline fighter. At lvl 12, I switched to your revised version. I also pick up Polearm Master as a feat. My INT mod is +6(tome of INT) so that is my STR.

I've played 2 sessions and I think I'm hitting too hard. If I hit all three strikes, I am doing a minimum of 39 damage per round. For free. A fix (just for my edge case) my DM and I are toying with is a Fury of the Small style ability called Tactical Strike.

Tactical Strike: Channeling a burst of the arcane energy powering your armor, x/day you may add your Artificer level to the damage of one melee attack you hit. You regain this ability when you finish a short or long rest( depending on the value of x).
This let's me keep the current bonus to my armor, while making my damage output more inline with other frontline PCs.

Let me know what you think.
Customer avatar
saul A March 07, 2019 10:50 am UTC
PURCHASER
I like your reinvented Artificer a lot but I had a couple of things I wanted to bring up :)
-I don't think Minor Wonder should be an infusion because it has so many exceptions to the typical infusion rules that I think it could be a little confusing, but its not really that big of a deal.

-Speaking of infusions, I find it a little odd that you removed the limit to infused items at a time like in the default artificer. It means that when you get the feature you start with more infusions active than a warlock does invocations, and while I think invocations are most of the time stronger than infusions so making them match in quantity isn't necessarily a bad thing I think it takes some of the unique differences between infusions and invocations away. Like now you don't have to choose which ones you prepare after a long rest so it feels like it takes away some of the decision making, but at the same time, I can see how with prepping spells (and eventually cantrips) It might end up being a bit much....See more
Customer avatar
Jeff V March 07, 2019 6:15 pm UTC
CREATOR
Thanks a lot! Definitely going to be going over it and releasing an update on it soon. Let me get some of my thoughts down here in response.

- I don't know a cleaner way to keep it around; it's something I've seen a lot of people like from the new UA, but I both don't think it should be an entire feature on its own, AND wouldn't have room for it without causing a bunch of bloat. I agree it's not entirely ideal making it an infusion but don't know where else to put it.

- That removal of the limit stemmed from how I tried to reflavor the infusions to be more similar to my old Wondrous Inventions. When you pick the infusion, the artificer is gets the knowledge of how the infusion works, but they need to build something or do something physical with it. The UA infusions are sorta like spells that you keep in your head, and you have a limited amount of power (as it were) to distribute that knowledge around to a limited number of items. But I wanted the infusion to be something a bit...See more
Customer avatar
saul A March 07, 2019 11:40 pm UTC
PURCHASER
Thanks for the reply! I agree with most of your points here, I just felt I should bring them up because I might as well try and provide feedback :).

Couple things: when it came to the conjure barrage example, I was more thinking in conjunction with features such as repeating firearm, but as you said its a lot of requirements to do the combo anyway (at least level 11 and 2 infusion slots) and I love synergies and cool things you can do like that but like I said I just thought it worth mentioning because I find balancing in terms of fairness can be a bit weird but I don't have a huge amount of experience playing dnd so its mostly just speculation.

Also with the Magic Item Analysis, I was referring to the lvl 1 feature, but really I think my concern was just a result of me assuming the worst of players that might want to abuse any potentially twistable language they see, I dont really know if anything needs changing it was more just food for thought.

I agree that there isnt...See more
Customer avatar
Jeff V March 08, 2019 2:30 pm UTC
CREATOR
Always glad to give my reasoning for things, and plenty of times through the course of reading a comment/trying to explain my logic I found that I actually disagreed with my earlier decision and change it accordingly.

Case in point; this situation here. Initially I was going to tell you that you actually can't do that combo RAW (because the replicate spell infusion requires you to use the item you make as the spellcasting focus for the spell, and Repeating Firearm requires that the firearm be the focus for the spell). But then I realized that, oh, actually you could just make the firearm the item being infused by Replicate Spell, and then be able to do that. So, I guess RAW it actually does work.

But, as you point out, you need to be lvl 11 in order to do it, so I don't think it's a terribly unbalanced mechanic. Certainly a good one, though.

And ah, yes, I see what you're saying. I had misread your question about Magic Item Analysis and which feature you were referring...See more
Customer avatar
Jonathan L March 07, 2019 5:04 am UTC
PURCHASER
Looks good, but on first pass, clarification on whether the firearm counts as magical or nonmagical and whether it counts as a simple or martial weapon (most importantly, for whether or not it qualifies for the Enhanced Weapon infusion) would be a good idea.
Customer avatar
Jonathan L March 07, 2019 5:22 am UTC
PURCHASER
I mean the Gunsmith's firearm, obviously, and other similar Infusions like Radiant Weapon. Same for the Armorer's power armor and Infusions like Enhanced Defense, for that matter. Additionally, I'm curious if a Wandslinger could use the Replicate Spell Infusion to get a cantrip from another class and then apply Wand Prototype to the same spell; some rules clarification there would be a good idea.
Customer avatar
Jeff V March 07, 2019 5:36 pm UTC
CREATOR
Sure, let me see here.

The intention is that indeed, you can use Enhanced Weapon on your firearm. There are actually technically rules for this; the DMG lists firearms as martial weapons, so as written it works with the infusion. But, I get that it's not an obvious rule, so I can include a line which establishes that properly.

The Power Armor, like the last version of the class, is built off an existing suit of armor. So as long as an infusion could be applied to that kind of suit of armor, it can be applied to a Power Armor made from the same suit. I believe every armor-based infusion (which does not require the power armor) just says "a suit of armor," so since the Power Armor is indeed a suit of armor, it can receive that kind of infusion. Again, for increased clarity I can add a line like "Your Power Armor is still considered to be that style of armor as normal" or something like that.

With the wandslinger question, no they couldn't do that....See more
Customer avatar
Jonathan L March 07, 2019 6:26 pm UTC
PURCHASER
Also, does ammo loaded into the Repeating Cannon count toward the Arcane Magazine's 50-round capacity? I'm inclined to say no, but it doesn't actually say.
Customer avatar
Jeff V March 07, 2019 6:49 pm UTC
CREATOR
As in, can you have 30 rounds loaded into your Repeating Cannon AND have 50 rounds in your magazine at the same time?

I'd actually probably say yes, you can do that. So if you can load up 30 rounds, and then get 50 more rounds in your Magazine over a day of rest or something, that's 80 rounds total you have to play with. I think that's okay, considering that the main draw of the repeater cannon is doing AoE damage; if it did count against it then you could only make 5 attacks a day before having to rest, getting back just one more attack.

I honestly think most groups don't like counting every single arrow or piece of ammunition they use, so I could also see some DMs saying something like "if you spend X amount of days or X amount of gold, you can just make so much ammo we don't have to care."
Customer avatar
Jonathan L March 08, 2019 6:33 am UTC
PURCHASER
That was what I meant, yes. Also, I noticed you decided not to include the new spell they made for the new UA Artificer, Arcane Weapon (which is pretty obviously intended as an analog for the Warlock's Hex and Ranger's Hunter's Mark). Any particular reason for that?
Customer avatar
Jeff V March 08, 2019 2:01 pm UTC
CREATOR
More bloat, and with the changes I don't find the extra damage necessary. Plus, an Artificer can just Replicate Spell either of those two options if they'd like.
Customer avatar
Jonathan L March 08, 2019 4:44 pm UTC
PURCHASER
Fair enough. Regarding Infusions, by the way, have you considered what happens if an Artificer wants to have multiple copies of the same infusion active at a time? Say, he wants to apply Enhanced Defense to armor for the entire party, for example. You might want to add some language as to how that would work.
Customer avatar
Jonathan L March 08, 2019 5:31 pm UTC
PURCHASER
Also, any suggestions on how to replicate the old Repeating modification?
Customer avatar
Jonathan L March 09, 2019 5:57 am UTC
PURCHASER
Regarding the infusions, I took another look and parsed it better. Please disregard. Question on the old version's Repeating modification stands.
Customer avatar
Jeff V March 09, 2019 5:21 pm UTC
CREATOR
I removed the old Repeating Modification entirely in favor of letting the Gunsmith choose the "frame" for their Thunder Cannon, one of which has the burst fire property. So it sorta covers the concept behind the repeating modification (firing a whole bunch of shots) while being much more in line with 5e's design and being simpler to use.
Customer avatar
Derek N March 01, 2019 3:52 am UTC
PURCHASER
WotC just dropped a revised UA Artificer. Thought y'all'd be interested as there's some pretty creative stuff in there.

https://media.wizards.com/2019/dnd/downloads/UA-Artificer-2019.pdf
Customer avatar
Jeff V March 03, 2019 4:46 pm UTC
CREATOR
Oh ya, I was looking at it within the hour that it dropped.

Which brings me to an announcement/update: I will be releasing an Artificer: Reinvented version of my class. I like *some* of the things that the UA Artificer does, but not all of it. Essentially, what the Reinvented version of my class will do is incorporate a few of the elements from this new UA that I like (such as the invocation-like feature) into my own subclasses, while simultaneously simplifying the whole thing. All those upgrades and modifications and augmentations that the subclasses get are being removed. They won't be gone completely though. Instead, you will get this warlock-like (and UA-like) system where you pick invocations at certain levels which will function like the various upgrades and modifications did. There will be one invocation (which I'm calling inventions) which just straight up lets you copy the effects of a spell and lets you cast it, much like my current wondrous inventions. You liked having a scope on...See more
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Jonathan L March 03, 2019 9:58 pm UTC
PURCHASER
Is the reinvention going to be alongside or in place of the March update you mentioned previously?

I really think the new UA has some cool ideas but is seriously flawed. They went out of their way to give them crossbow (and if applicable, firearm) proficiency, but then gave them a version of Extra Attack that doesn’t actually address the fact that crossbows and firearms have the Loading trait, steering Artificers away from their D&D iconic weapons.

I do like them being prepared casters, but I personally still feel a spell book style fits them better.
Customer avatar
Jeff V March 05, 2019 6:06 pm UTC
CREATOR
It's going to go alongside the March update, and I should have both of those out within the week.

If I had to give the new UA a thumbs up or a thumbs down, ultimately I'd give it a thumbs down. But I like some of the ideas which is what I'm going to be trying to incorporate into the new version.

I think a few people's toys will end up going, but only in the sense that there won't be a specific feature/option which lays it all out. Basically, I want to try and avoid choice overload, which I think is a real issue facing both my current (and Kibbles') artificers. I've watched someone play my current artificer, and the complexity of the class has 100% been a concern for them as they forget certain things. Right now, both are more like a Pathfinder class in the amount of options they have. That's is fine for that sort of game, but 5e has tried very hard to be much more approachable and usable, and that's probably a big reason for its success (that's me paraphrasing something someone...See more
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Eli T February 04, 2019 8:47 am UTC
PURCHASER
Awesome Class! The only part I'd change is the description in power armour from "Your Power Armor also allows you to double your carrying capacity and the weight you can push, drag, or lift" to "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."
Customer avatar
Jeff V February 06, 2019 6:04 pm UTC
CREATOR
I purposely did not use that phrasing, because there are other features (like on of the Goliath's racial features) which use the same wording, and I wanted to prevent any confusion. Some people might think that, since both features are phrased the same, they don't stack. But the intention is that they do, hence the change in wording.
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Jonathan S January 07, 2019 11:32 pm UTC
PURCHASER
A little weird question as this applies to all of your classes, but have you considered expanding upon your classes to be higher than Level 20? Like, say, make abilities for them as they grow further?

I feel like it'd be interesting to see a Level 21-30 Artificer at some point, though I'm not sure if you'd actually try that. Maybe make it as a separate PDF?
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Jonathan S January 20, 2019 8:25 pm UTC
PURCHASER
Or, another idea. What if you had separate subclass feats? Nothing too huge, but it'll definitely help. Such as:

Alchemist:
Increase your Intelligence score by 1.
All concoctions gain 1-3 extra damage die(dice). (Thus making all dice-rolling concoctions 11-13dx, where x is the die size. This excludes Alchemist's Fire, which that would then be 8-10d6.)

Armorer:
Increase your Intelligence score by 1.
Your reinforced armor ability now gives you bonus temporary hit points equal to three times your artificer level + twice your intelligence modifier (for a maximum of 70 temporary hit points). In addition, the Power modification gives you an additional +5 to damage rolls.

Engineer:
Increase your Intelligence score by 1.
You may now make the servant a Beast creature of CR 3-5 or below (Or your servant can gain an addition 30-50 HP, I dunno which one you want,)

Inventor:
Increase your Intelligence score by 1.
You may...See more
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Jeff V February 01, 2019 1:43 pm UTC
CREATOR
To respond to both of your ideas:

I have no plans to expand Artificer (or any of my works) beyond lvl 30. Maybe at some point I will look into "epic level" classes, but that would be separate from everything else. As it stands, 5e classes stop at 20, and out of my desire to keep my content as similar to official content as I can I don't think I'll be going beyond that.

For the feats; I actually think class-specific feats and subclass-specific feats are a really cool idea. If I do end up doing that for Artificer, it'll probably be in a document that has feats for all classes.
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Adam S December 29, 2018 10:32 am UTC
PURCHASER
Has anyone managed to adapt this into DnD Beyond Homebrew. Im attempting a Fighter/Gunslinger subclass type meld for the Inventor but i'm not that goods with homebrew stuff on there
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Jonathan S December 29, 2018 4:54 pm UTC
PURCHASER
As I am unaware of DND Beyond, or of the Gunslinger, no.
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Jeff V December 31, 2018 5:50 am UTC
CREATOR
I think at best, the gunslinger could make tinkering checks to create the artificer's various modifications, and then simply limit how many they can have on their guns at a time. That's homebrew on top of homebrew on top of homebrew, of course, so you do so at your own risk; I'm not sure what kind of balance issues could arise.
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Chris M December 20, 2018 2:55 pm UTC
PURCHASER
I have a question regarding the Power Armor feature of the Armorer. I feel that the line "You convert an existing suit of armor that you are proficient with into your Power Armor" is a bit vague. What do you consider to be a 'suit' of armor? The Heavy armor sets go mostly without saying, but what about the medium or light armors?

Could, say, Studded Leather technically qualify as a suit of armor and thereby be used to create Power Armor?
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Jonathan S December 24, 2018 10:29 pm UTC
PURCHASER
If it's listed under the Armor section within the PHB, then yes, it can be used. A suit of armor is just wording upon what armor is. However, this does bring up another interesting point. A Breastplate isn't a suit of armor like Studded Leather or Half-Plate Armor and is instead a sheet of iron with straps on it. The question is, then, not if you can use Studded Leather as Power Armor, but how it can be used or how it even works.
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Jeff V December 27, 2018 8:28 pm UTC
CREATOR
Yeah anything listed as "armor" (not a shield, I should not) in the Armor section of the PHB can be turned into power armor. As for *how* it works, that's up to the artificer/DM to determine. Maybe the breast plate empowers the wearer magically. Maybe it extends out extra bits of armor like Iron Man's Mark V suit. That's part of the freedom of it. As for the studded leather, I imagine power armor like that being sorta like the Iron Spider suit.
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Jonathan L December 15, 2018 6:57 am UTC
PURCHASER
Just uncovered some potential RAW exploits due to wording. Not sure how you'd fix them, but they should be addressed.

These exploits in question involves multiclassing and feats in conjunction with certain Thunder Cannon modifications. They revolve around the Bayonet modification.

As written, the Bayonet allows you to "make a melee weapon attack with [your Thunder Cannon]." Now, there has been a Sage Advice that clarified that a melee weapon with the Thrown property is still a melee weapon even when making a ranged attack via the Thrown property here: https://www.sageadvice.eu/2015/06/20/ranged-and-thrown-weapon/ It stands to reason that the inverse is true; that the Thunder Cannon is still a ranged weapon when making a melee attack via the Bayonet property. The only thing suggesting otherwise is answers regarding using a ranged weapon like a longbow in melee, but that hinges entirely on the longbow not being used in the manner in which it is intended and thus being an...See more
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Jeff V December 18, 2018 1:47 pm UTC
CREATOR
Definitely a bit of funky wording there, but the question is how to make it a bit better without sounding janky. I

The RAI intention, for future ruling debates, is that you cannot do that. And I would encourage any DMs reading to make that same ruling. The bayonet is intended to give you a way to make a melee attack with your thunder cannon (that isn't just whacking someone with the cannon itself). I don't know of any other ranged weapons in the game that also function as fully-fledged melee weapons, but if there were I certainly wouldn't allow someone to use sharpshooter when making a melee attack with it.

As for Great Weapon Master; that's perfectly allowed. Just not with the Sharpshooter combination.
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Jonathan L December 18, 2018 4:12 pm UTC
PURCHASER
The only thing I can think of to fix the RAW to avoid this exploit would be to add a line explaining that when you attack with the Bayonet, the Thunder Cannon counts as a melee weapon and not a ranged weapon for the duration of the Bayonet attack or something to that effect.
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Jonathan L December 29, 2018 2:42 am UTC
PURCHASER
That is, of course, assuming your statements on Sharpshooter also apply to Archery.
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Jeff V December 31, 2018 5:51 am UTC
CREATOR
I'd assume so. I might look into updating the wording at a later date, just to avoid any future people trying to pull over an obvious RAW oversight.
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Jonathan L January 25, 2019 6:38 am UTC
PURCHASER
Of course, a simpler way is to simply define the bayonet as a distinct weapon from the Thunder Cannon, which is sort of implied by the wording on how it grantees Versatile to daggers and shortswords used as bayonets.

Incidentally, it occurred to me, maybe it should get reach if the Long Barrel modification is also applied?
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Jonathan L January 25, 2019 10:47 pm UTC
PURCHASER
...and I just realized how to close this weird "melee attack with the Thunder Cannon" exploit I found.

Just add "while holding your Thunder Cannon" to the end of the first sentence of the Bayonet's description, so that it instead reads "You affix a short blade to the barrel of your Thunder Cannon, allowing you to make a melee weapon attack with it while holding your Thunder Cannon." Suddenly, the "it" you are making a melee weapon attack with is the _bayonet_ rather than the Thunder Cannon, marking it as a distinct weapon.
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Jeff V February 01, 2019 1:50 pm UTC
CREATOR
That's pretty perfect, and does in fact seem to close things up well. I'll be incorporating that soon. Really appreciate your thoughts on this.

I probably won't be adding reach though, since even a spear which is a good 5-6 foot long weapon doesn't get reach. Pikes do, but those are sitting at 10+ feet in length, which even a longbarrel thunder cannon I wouldn't expect to get to that length.
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Jonathan L February 01, 2019 3:03 pm UTC
PURCHASER
Fair enough. I was thinking of halberds as my point of comparison for length, which are also 5-6 feet long and do get reach. I kind of automatically assumed the spear in the PHB was a shortspear, but on second glance, it doesn't have a longspear like in earlier editions. Though they were trying to condense the weapon table, so... *shrug*
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Jonathan L February 20, 2019 5:29 pm UTC
PURCHASER
Oh, if you implement my suggested solution to the weird wording exploit, you might also want to somehow append that the heavy trait added from the Long Barrel modification also applies to the bayonet.
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Jeff V February 20, 2019 5:53 pm UTC
CREATOR
I'll be sure to do that. My current plan is to put out some updates for all my content around the start of March.
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Rowan A December 05, 2018 8:37 pm UTC
PURCHASER
I have some questions about the fringe case of a Warforged Artificer Armorer.
You say such a character can't take the Expanded upgrade, which is understandable, but some of the other upgrades pose serious quandaries as to whether or not it should be possible for such a character to take them.

These include, but are not limited to:
Collapsible
Recall
Reinforced (this one not as much as the others, as all it needs to say is that you can only choose this upgrade if you are using the Heavy Plating mode)
Sealed (again, this one is actually not much a problem, and could possibly still be useful in high altitudes, and extreme temperatures)
Unmanned (this one in particular is questionable, and is what made me think of this question in the first place)
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Jonathan L December 06, 2018 6:28 am UTC
PURCHASER
I can sort of see Recall being tweaked to allow warforged Armorers to change their Integrated Protection quickly, perhaps.
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Jeff V December 18, 2018 1:51 pm UTC
CREATOR
Yeah, Warforged Armorer is certainly one of those things that I think is an AWESOME idea and one I 100% want to play myself, but needs some tweaking. I don't have the room to list out every possible change for the build, and to that end I might modify that large note to basically say "DMs, please let your Warforged player make an Armorer. That's cool. Just use your best judgement to determine if/how they implement the changes into their form."

I honestly would be fine with the Expanded option in one of my games; 5e has just taken a very hard stance on Large PCs, so I wanted to stick to that design choice. But whenever I do make this change to the note, I might see if I have the room to expand on my thoughts a bit more with that sort of thing.
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