D&D 5eEberron

Unearthed Arcana: Artificer & Paladin Survey

This week we get a whole class, the Artificer, before they return to looking at subclasses/archetypes. The artificer was last seen back in February 2015 in the first entry for D&D 5e, titled Unearthed Arcana: Eberron. I’ve had some good alchemist, engineer and gunslinger homebrew options played at my table, so I’ll need a little time to take a look at this in greater detail… but after my first read, it looks pretty good.Unearthed Arcana greets 2017 with a new character class: the artificer, a master of magical invention. In a previous installment of Unearthed Arcana, we experimented with the artificer as a subclass of the wizard. Now the artificer stands on its own, based on the feedback we received about the previous experiment.

Read the Full Article | Download the PDF

They are also looking for feedback via survey for the recent Paladin options.

Shares
  • Gunsmith doesn’t thrill me overmuch, but overall artificer-as-class is more desirable, at least to me, than artificer-as-wizard-tradition. I hope this plus work on the mystic is build-up to official support for Eberron!

    • Charlie Day

      Agree with all but one of your positions (Gunsmith is ok, although the dmg of all the AoE abilities is lacking). The nice thing about Artificer as class is that they can add more traditions later. Artificer as tradition is one and done.

  • Colin McLaughlin

    I wish they had modeled it after bard. I am pretty disappointed in this, overall. It seems like either half-baked ideas or a lot of compromised half-measures. Gunsmith makes me want to run a Mononoke-esque game now, at least.

  • MTi

    It seems comments have been disabled in Brandes’ brakedown of the UA.
    Anyhow, it’s exciting that they presented this, as this might spell the future of Eberron in 5e. I’m just crossing fingers here.
    As the class per se, I’d say it has a nice feel, the mechanics are not just fully there. I’d prefer they made something like Tinker’s Tools or something like that, giving Thieves Tools to the core class (and the one that definitely needs tools) is a bit odd.
    Apart from that, the biggest problem of the said class is the complete absence of forging/construction rules in 5e. Just assuming the Artificer works as a downtime activity, means that:
    a. they cannot train any new skill
    b. they must have some spare time, not having any is a problem (prolonged dungeon crawls anyone?)
    Both the Alchemist and the Gunsmith have nice elements, it is just I believe they were both a bit toned down.

    If I am to allow any Artificer in my games, it is still going to be Rich’s one.

    • It is fixed for his article. The new version of Tribality has articles needing to opt into showing comments. I’m trying to fix this, but for now we’ll just have to turn comments on before we publish.

Shares