The Artificer is an underutilized class in Dungeons and Dragons, but that could change. It's going to take time, but WOTC seems determined to finally bring this class up!
The Artificer class in Dungeons & Dragons is set to undergo a major overhaul in the rulebook update scheduled for 2024. Here are the main points:
- The least played class will benefit from improvements designed to increase its popularity.
- Improved DIY Magic and a Stroke of genius more efficient respond to previous criticisms.
- Subclasses, like the Alchemist and Battlesmith, will receive significant buffs.
- The official release of updates is expected in a supplement in 2025.
I'm excited to share some good news today about the Artificer class, which has long been on the back burner in D&D. Already the class was not in the players' book, but only available via Tasha's supplement. With the 2024 edition, the Artificer will get a big boost to become a pillar of any good adventurer training.
The Artificer's journey: from the shadows to the light of a flamethrower
Introduced in 2004 as part of the steampunk universe of Eberron, the Artificer class has always struggled to establish itself against the more traditional archetypes of fantasy. Although it has been incorporated into supplements like Tasha's Cauldronthe Artificer remains the least played class, according to D&D Beyond player statistics.
However, things seem to be changing for these magical engineers. Although the Artificer was absent from the first revisions of the 2024 rules, the D&D design team is clearly showing their desire to bring this class up to speed. The recent playtest available on D&D Beyond proposes a series of improvements that could transform the Artificers gaming experience.
For someone like me who likes outsiders and class not grumpy In role-playing games, these changes are good news! The upcoming changes go far beyond just minor tweaks and could profoundly change its popularity and gameplay.
Redefining the identity of the Artificer
The essence of the class remains intact, but the playtest introduces major changes. Among the most notable changes are:
- And Magic DIY improved, allowing you to craft common adventure items. And who doesn't like being able to craft items?
- And Stroke of genius which activates after a failure, providing more impactful use.
- An improvement to spell storage, allowing the use of level 3 spells for more magical versatility.
- New spell slot management options, providing more flexibility.
These adjustments respond to numerous criticisms leveled against the class. By improving its utility and magical abilities, the designers are positioning the Artificer as a more attractive option for players.
Focus on subclasses
The Alchemist subclass particularly benefited from a significant overhaul. The playtest offers a clever compromise between the element of chance and player control in the creation of potions. This change could transform the way this subclass is played, making it more reliable.
The other subclasses are not left out. The Combat Smith now benefits from a “Dreadnaught” armor option, while the Gunner sees his cannons become more versatile.
Subclass | Notable changes | Impact global |
---|---|---|
For Artur | Eldritch Cannon has three activation options | Positive |
Armurier | New “Dreadnaught” armor model, but low damage | Mixed |
Battlesmith | Few changes, but impacted by general modifications | Slightly negative |
Alchimiste | No more elixirs, but still depends on random tables | Negative |
The dilemmas of crafting: the new magic of the Artificer
The essence of the Artificer class lies in its ability to create magical items and infusions. In this new version, Wizards of the Coast has renamed the ability Infuse Items in Replicate Magic Items. At first glance, this change appears to offer more flexibility, allowing Artificers to create a wider range of magic items, provided they know the corresponding “blueprints”.
But this increased freedom comes at a price. The number of infusions or blueprints an Artificer can learn has been significantly reduced. For example, a level 6 Artificer in the 2014 version knew six infusions, while its 2024 equivalent is limited to four or five blueprints until level 10. This reduction could make some players feel limited.
Other changes affect when Artificers gain certain abilities. For example, the popular infusion Homunculus Servantformerly available at level 2, is now a level 2 spell, pushing its access to level 5. Likewise, the ability to create a +2 weapon is carried over from level 10 to level 14.
Skill | Level | Changes for the 2024 Artificer class |
---|---|---|
Magical Tinkering | 1 | Now allows you to quickly craft low-cost items. |
Spellcasting | 1 | – Allows you to change a magic trick after each long rest. – The Artificer's spell list includes new spells: Magic tricks (Elementalism, True Strike), Level 2 (Arcane Vigor, Dragon’s Breath, Homunculus Servant) and Level 5 (Circle of Power). |
Replicate Magic Items | 2 | Known as Infuse Item In the 2020 rules, this feature has been renamed and redesigned. It now allows you to reproduce any magic item of a qualified rarity and type. |
Magic Item Tinker | 3 | Replaces Tool Expertise and allows you to transform a magic item into a spell slot. |
Flash of Genius | 5 | Now used when you fail an ability check or saving throw. |
Spell-Storing Item | 18 | Now includes Artificer level 3 spells. |
Soul of Artifice | 19 | No longer requires a reaction to avoid death. Now restores 20 health points instead of just one. Also, improves ability tests. |
Compromises: what was lost along the way
As I reviewed the document, I noticed several adjustments:
- Tool proficiency has been removed.
- Magic Item Savant no longer allows you to ignore attunement requirements.
- Infused items can no longer be used as magical focuses.
- The capacity Soul of Artifice was considerably weakened.
While these changes may seem minor, they could have a significant impact on how players build and play their Artificers. The removal of tool proficiency, in particular, seems like a step backwards for a class that was supposed to excel at crafting.
However, some aspects have been improved. Stroke of genius now activates after a failed roll, which could make it more useful in life or death situations. Additionally, the functionality Spell-Storing Item has been expanded to include level 1, 2, and 3 spells, providing more versatility in combat and exploration.
The Artillerist seems to be the big winner, with greater flexibility in the use of his Eldritch Cannon. The new “Dreadnaught” armor model for the Armorer is intriguing, but the subclass suffers from disappointing damage progression. The Battle Smith remains generally unchanged, but it could be penalized by the inability to use infusions as magical focuses.
The Alchemist, unfortunately, remains in the background. Although it can now produce more elixirs, the reliance on random tables for their effects still limits its effectiveness. The new final abilities and access to the spell Tasha’s Bubbling Cauldron are welcome additions, but they don't solve the fundamental problems of this subclass.
What lies ahead: feedback and future revisions
I believe this playtest document is just a first draft of a longer process for the Artificer class. Wizards of the Coast has opened the feedback period, giving players the opportunity to share their thoughts on these changes.
According to the D&D release schedule, the finalized version of this class should not see the light of day before the release of the Forgotten Realms Player Guide in 2025. Until then, I will closely monitor the evolution of these changes and their impact on the future of one of the most unique and fun classes in Dungeons & Dragons.