D&D 2024: Key Insights from the Artificer Playtest – Top 10 Highlights

D&D 2024: Key Insights from the Artificer Playtest – Top 10 Highlights

The highly anticipated thirteenth class for Dungeons & Dragons is set to receive a significant update alongside the forthcoming 2024 rule revisions. While it remains in development through the Unearthed Arcana, the artificer subclass is clearly positioned to thrive within the 5th edition framework. This mechanical mage, renowned for their inventive prowess, boasts a suite of new and refined capabilities.

The forthcoming enhancements are predominantly aimed at refining the overall balance of the tabletop RPG, with noteworthy adjustments regarding spell mechanics and healing practices that particularly influence the artificer. Throughout the artificer’s abilities, from their initial traits to their ultimate powers, subtle yet impactful changes have been introduced. Here is an overview of the ten critical modifications revealed thus far in the Unearthed Arcana.

10 Magical Tinkering Is More Versatile Than Ever

Crafting Useful Items Whenever They’re Needed

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The first-level ability of the artificer underwent some of the most substantial transformation from the previous edition. Previously, magical tinkering allowed artificers to replicate the prestidigitation cantrip effects indefinitely on an object. However, since artificers already have access to prestidigitation, the new iteration seeks to offer something distinct and innovative.

Now, with a single action, artificers can create basic mundane items like ropes, shovels, or torches from a specific list of adventuring gear. As they advance in levels, the range of items they can craft expands. This effectively grants artificers a built-in means to generate necessary tools quickly, providing an essential resource for any adventurer’s task.

9 Subclasses Have Extended Crafting Lists

Brewing Potions And Assembling Armor

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In terms of crafting dynamics, each artificer subclass now receives enhancements tailored to their specific specialization. For instance, alchemists can now prepare potions and elixirs twice as fast as other character classes, while armorers and artillerists can expedite the creation of their respective gear, ranging from armor to magical wands.

This development mirrors the former savant feature accessible to wizards at level two, reinforcing the artificer’s identity as specialized manufacturers within their field. Notably, this adjustment, alongside the magical tinkering update, aims to ensure that the crafter feat retains its relevance, allowing artificers to still significantly benefit from the crafter feat reflecting their origins.

8 A New Kind Of Artificer Armor

The Armorer Can Become A Dreadnaught

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Adding another armor archetype enriches character crafting and allows armorers to adapt their equipment flexibly during gameplay. This enhancement further enables players to modify their armor type during either short or long rests, presenting a dynamic avenue for tailored tactical play.

7 Healing And Potions Are Better Than Before

Updates To D&D’s Rules Make The Alchemist Better

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While this update primarily addresses general alterations within D&D, it significantly boosts one particular subclass—the alchemist. Traditionally regarded as underwhelming, the alchemist subclass now shines more brightly due to the recent procedural changes, notably, the ability to consume potions has been streamlined to a mere bonus action under the revised 2024 regulations.

This upgrade allows the alchemist’s party members to utilize experimental elixirs during combat without sacrificing valuable action time. Moreover, the alchemist can now exert greater control over their elixirs, lessening the randomness of outcomes and increasing the number of elixirs they can prepare simultaneously. Coupled with the improved effectiveness of healing spells and potions, the alchemist class has notably improved its competitiveness in combat scenarios.

6 Artillerist Guns Are More Adaptable

No Longer Limited To One Kind Of Projectile

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The artillerist is built for chaos and destruction, yet previously, their ability to summon eldritch cannons felt restricted by the old framework. Artists could only choose from three predefined cannon models when crafting their creations. This limitation often resulted in the adoption of the force ballista as the default choice.

In the latest changes, the eldritch cannon can manifest as any model from turn to turn, reflecting the player’s tactical needs. This change offers remarkable versatility for the artillerist, enhancing their capability on the battlefield.

5 A Sturdier Steel Defender

Buffing The Bread And Butter Of The Battle Smith Subclass

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One of the hallmark features of the battle smith subclass is its steel defender, a mechanical ally designed for protection and combat. Historically, this companion faced durability challenges, lacking sufficient hit points to remain viable during intense confrontations.

To amend this, the new iteration of the battle smith now enjoys enhanced health and increased damage capacity for the steel defender. These adjustments significantly bolster the defender’s survivability, enhancing the overall gameplay experience for those who opt for the battle smith path.

4 The Capstone Ability Has Some Subtle Changes

Artificers Are Harder To Kill

The level 20 capstone ability for the artificer has undergone revision, now including enhancements aimed at improving survivability, although not every change may be favorable for all players. The previous capstone feature allowed artificers to destroy one of their infused items to avoid dropping to 0 hit points by instead stabilizing at 1 hit point, along with a bonus to saving throws equal to their attuned magic items.

The revised feature now empowers artificers to revive with 20 hit points instead, a transformative enhancement that could significantly influence the outcome of critical scenarios. Furthermore, the ability to add a bonus via 1d6 to any ability check made per turn—depending on attunement—is a broader application, although it represents a divergence from the original saving throw bonus mechanism.

3 These Characters Can Turn Magic Items Into Spell Slots

Dissolving Gear Down Into Arcane Energy

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Among the new core features available to artificers is the Magic Item Tinker ability, which enables them to forfeit one crafted magic item in exchange for additional spellcasting resources during a battle. This ability allows them to convert standard gear into one spell slot per long rest as a bonus action.

The two-level restriction for this spell slot is arguably its most limiting aspect, particularly since rare items become accessible when artificers typically attain higher-level spell slots. However, this ability may prove beneficial if an artificer deems a certain item less advantageous, offering a crucial emergency boost to their spellcasting capability, especially in pivotal combat moments.

2 Homunculus Servant Is Now A Spell

No Longer Limited To An Infusion

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The previously existing infusion option of homunculus servant—a small construct that assisted the artificer—has now transitioned into a 2nd-level spell. This transformation removes it from the infusion category, allowing artificers to prepare it daily during their adventuring preparations. The redefined nature of this spell enables artificers to summon their homunculus without consuming infusion slots, increasing their tactical flexibility.

While the fundamental statistics of the homunculus remain, they now offer enhanced dynamics relating to command and action, allowing the creature to respond passively to verbal commands without needing a bonus action for operation, making it a valuable asset in combat.

1 Infuse Item Is Now Replicate Magic Item

An Important Change In The Use Of This Core Ability

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The most significant transformation comes with the revamped second-level ability, Infuse Item, now referred to as Replicate Magic Item. Previously, this skill allowed artificers to infuse magic into mundane items, a process limited by the items at their disposal for each long rest.

In the new format, artificers can now craft magic items entirely from scratch, expanding their creative scope. Furthermore, the range of possible items is no longer confined to a specified table; ultimately, artificers can create virtually any existing magic item (excluding scrolls, potions, and cursed objects). This immense freedom, coupled with the expansive item catalog available in the 2024 DMG, allows artificers to select from nearly 300 distinct magic items, greatly enriching the possibilities for their gameplay.

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