It’s 2020! I hope everyone had a great New Year’s and other holiday celebrations. Took a break last week so that we could start off the new year with a bang and take a look at what Eberron: Rising from the Last War has changed about the Artificer class!
In early 2019, Wizards of the Coast released an Unearthed Arcana article revisiting the Artificer, a playtest subclass that appeared in Unearthed Arcana from 2017. Here’s where you can find my post comparing the two.
Then, a little later, WotC released another UA article that tweaked the class, added some Xanathar’s Guide to Everything spells to their spell list, and introduced new subclasses. Here’s where you can find my post about that update.
Now, we have Eberron: Rising from the Last War, which introduces the official Artificer. You’ll notice that the D&D Beyond version has updated to reflect these changes, but the UA articles retain their original information. Now, let’s get into the changes!
In this post, we’re comparing the official Eberron: Rising from the Last War Artificer to the most recent UA Artificer version.
Optional Rules
The official Artificer class has the same multiclassing rules as the UA Artificer. Artificers have an Intelligence score requirement for multiclassing, and you add half (rounded up) of your artificer levels to determine your available spell slots according to the multiclassing spellcasting rules.
Likewise, the optional firearm proficiency works the same as it did in the UA Artificer.
Class Features
Your starting equipment or starting gold is the same between the official and UA versions. Your starting proficiencies are also the same. Many of the artificer features got some additional editing to clarify mechanics or otherwise smooth out the writing.
The Artificer table shows that, as you level, you’ll learn a few more infusions and be able to infuse more items than the UA Artificer.
Magical Tinkering
The official wording of Magical Tinkering (1st level class feature) now leaves out thieves’ tools as tools you could use to activate this feature, but otherwise it works the same: you can grant a tiny item a minor magical effect.
Spellcasting
The Artificer’s Spellcasting feature has the same wording with some shuffling around of spells.
Cantrips: Remained the same
1st level: Removed arcane weapon (this spell did not become official, it seems), moved purify food and drink to the general artificer spell list instead of being an Alchemist spell
2nd level: Moved web to the general artificer spell list instead of being an Alchemist spell
3rd: Moved create food and water to the general artificer spell list instead of being an Alchemist spell, removed gaseous form (now on the Alchemist-specific spell list)
4th: Removed vitriolic sphere
5th: Remained the same
Infuse Item
This 2nd level class feature grants you four infusions instead of three now. The feature got some edits for clarity, like stating that an object can only have one infusion at one time.
Artificer Specialist
Artificers get their subclass at 3rd level. We’ll address the subclass changes in a later section, but here we’ll note that the Archivist subclass does not appear in Eberron: Rising from the Last War. But, maybe we’ll see it in a future product?
The Right Tool for the Job
Instead of Tool Expertise (now at 6th level), you get this class feature. This feature lets you use your tinker’s tools to create a set of artisan’s tools.
Ability Score Improvements
The levels at which Artificers get their Ability Score Improvements are the same across the UA and official versions.
Tool Expertise
Artificers no longer get their extra attack feature, Arcane Armament (originally a 5th level class feature). They get Tool Expertise at 6th level, doubling their proficiency bonus with tools.
Flash of Genius
Flash of Genius is an entirely new feature that comes in at 7th level. This feature allows the artificer to add their Intelligence modifier to a check or save made by either themselves or a nearby buddy. They can use this feature a number of times equal to their Intelligence modifier per long rest (standard minimum of 1).
Magic Item Adept
The 10th level feature is no longer the Right Cantrip for the Job. Instead, the official Artificer gains Magic Item Adept. They can attune to 4 magic items at once (instead of the usual limit of 3). This feature also reduces the cost and time to craft a common or uncommon magical item, so the boost acts as a more general version of what the artificer subclasses used to give you in the UA version.
Spell Storing Item
This is an 18th level class feature in the UA, now it’s an 11th level feature in the official class. This feature has received some edits for clarity, as it now specifies that a creature casting a concentration spell through the item must concentrate.
Magic Item Savant
The official Artificer adds this class feature at 14th level. It allows characters to attune to up to 5 magic items at once and ignore class, race, spell, and level requirements for attuning to or using a magic item. Though, note that it doesn’t bypass alignment requirements.
Magic Item Master
Another new class feature, an 18th level class feature. Artificers can attune to 6 magic items now, which was originally reserved for 20th level Artificers in the UA version.
Soul of Artifice
This feature is mostly the same from the UA version, but now you can end an infusion when you drop to 0 HP and drop to 1 HP instead.
Artificer Specialists
The official Artificer has three subclasses: Alchemist, Artillerist, and Battle Smith. They get subclass features at 3rd, 5th, 9th, and 15th level. The UA Artificer subclasses got subclass features at 3rd, 6th, and 14th level.
Alchemist
Tool Proficiency
This 3rd level feature got trimmed down, as it no longer grants a boost to crafting specific kinds to magic items, only grants proficiency in alchemist’s supplies (no longer the herbalism kit), and doesn’t automatically add the tools to your inventory. You’ll notice that the other subclasses’ Tools of the Trade features have met similar fates.
Alchemist Spells
The bonus spells you get for reaching certain class levels have received the following changes:
3rd: Healing word replaces purify food and drink (now on the general class spell list)
5th: Flaming sphere replaces web (now on the general class spell list)
9th: Gaseous form and mass healing word replace create food and water and stinking cloud
13th: Remained the same
17th: Remained the same
Experimental Elixir
This 3rd level class feature replaces the Alchemical Homunculus feature (which is now an infusion available for all Artificers in the official version).
With this feature, you can use an empty bottle to make an experimental elixir when you finish a long rest. It has a random effect determined by the included d6 table. This effect takes place when someone drinks it or is administered the elixir. You need to have your alchemist’s supplies on hand to use this feature. You can make more per long rest once you reach 6th and 15th level.
You can also use a spell slot to make the experimental elixir, and this method lets you choose the effect rather than rolling for it.
Alchemical Savant
This 5th level feature is the official version of the Alchemical Mastery feature from the UA, sort of, since the official version seems to have broken up the UA features into more features at more spread-out levels. Alchemical Savant also applies to more types of damage, as it applies to fire and necrotic damage spells instead of just acid and poison. It also still can apply to healing.
Restorative Reagents
This new 9th level feature allows your experimental elixirs to grant temporary hit points equal to 2d6 + your Intelligence modifier. This is also where the UA Alchemical Mastery’s lesser restoration casting got moved to.
Chemical Mastery
This 15th level feature replaces the UA’s Chemical Savant 14th level feature. It’s mostly the same, but now you can cast heal or greater restoration instead of just greater restoration. You only get one “free” casting of either per day.
Artillerist
Tool Proficiency
Similarly to the Alchemist, Tools of the Trade got cut back somewhat. You get proficiency in woodcarver’s tools, but you no longer receive the tool set as a part of the feature.
Artillerist Spells
The bonus spells you receive as an Artillerist remain the same in the official version.
Eldritch Cannon
The 3rd level UA feature, Arcane Turret, is now Eldritch Cannon. It’s either Small or Tiny size instead of Medium, and you can use either woodcarver’s tools or smith’s tools to summon it. You can still summon it once per long rest, and you have the option to spend a spell slot to summon it after your “free” time.
You can choose whether the cannon has legs; if it does, you can have it walk or climb 15 feet as a part of your bonus action to activate it.
The Flamethrower cannon type now does 2d8 instead of 1d8 damage, and the other types remain the same.
Arcane Firearm
This 5th level feature replaces the UA 6th level feature, Wand Prototype. You can no longer invest a cantrip into a wand, but you can now use this feature with a rod or staff as well as a wand like before. You use this feature to inscribe sigils into a rod, wand, or staff to make it your arcane firearm, which allows you to roll a d8 to boost a damage die roll for your artificer spells. You can only have one arcane firearm at a time.
Explosive Cannon
This 9th level feature increases your cannon’s damage rolls by 1d8. This feature also allows you to detonate the cannon, which was available as soon as you got Arcane Turret in the UA. But, this feature increases the blast radius to 20 feet and changes the damage dice to 3d8 instead of 3d6.
Fortified Position
This is a 15th level feature now, and it was a 14th level feature originally. There are some minor edits here, but the mechanics seem the same.
Battle Smith
Tool Proficiency
This works the same as the other subclasses’ Tool Proficiency—you get a proficiency in artisan’s tools, and for Battle Smith, it’s smith’s tools (without the additional leatherworker’s tools proficiency).
Battle Smith Spells
The spells added to the Battle Smith have the following changes from the UA version:
3rd: Shield replaces searing smite
5th: Remained the same
9th: Conjure barrage replaces blinding smite
13th: Fire shield replaces staggering smite
17th: Remained the same
Battle Ready
This 3rd level feature is the same across both the UA and official versions of the Artificer.
Steel Defender
The steel defender replaces the UA’s iron defender. This companion can have either two or four legs and deals force damage instead of piercing damage, so you don’t have to worry about monsters who resist mundane bludgeoning/slashing/piercing damage.
They added Dexterity and Constitution saving throw proficiencies to the steel defender’s stat block. They also added Athletics as a skill proficiency and fixed the passive Perception score to 14 instead of 10. The bite attack is now Force-Empowered Rend that deals force damage, but the stats for its damage and repair actions are the same. The Defensive Pounce reaction is now Deflect Attack, with the same mechanics.
Extra Attack
Battle Smiths get Extra Attack at 5th level, since Artificers now no longer get an extra attack in their base class features like they did in UA.
Arcane Jolt
This 9th level feature used to be the Battle Smith’s 6th level feature. The extra healing and damage got boosted to 2d6 instead of 2d4. The steel defender also doesn’t need its attacks to count as magical, since its attack deals force damage.
Improved Defender
This feature comes in at 15th level instead of 14th. The extra damage and healing from Arcane Jolt increase by two dice just like in the UA, and now the steel defender gets a +2 to their AC.
Artificer Infusions
Many of the Artificer Infusions received some changes, like their level requisite or other mechanics. It looks like Many-Handed Pouch didn’t make it to the official Artificer version.
Boots of the Winding Path
This infusion now requires you to be 6th level to take it instead of 4th level. Otherwise, it’s the same.
Enhanced Arcane Focus
Enhanced Arcane Focus is the official version of the Enhanced Wand infusion. It can be a rod or a staff as well as a wand, and its bonus to spell attacks increases at 10th level instead of 12th.
This bonus increase also applies to Enhanced Defense and Enhanced Weapon.
Homunculus Servant
This is a new infusion that is similar to the UA Alchemist’s Alchemical Homunculus. It has a 12 Constitution instead of a 10, and it adds its Constitution modifier to its HP. They also added saving throw proficiencies and fixed passive Perception like with the steel defender. The homunculus no longer has acid immunity and is no longer immune to the charm condition. It also now has the Evasion ability, like rogues.
The homunculus’s UA Acid Spittle is now Force Strike, which deals 1d4 + 2 force damage instead of 1d6 + 2 acid damage. It doesn’t have the other perks the Alchemical Servant had like Alchemical Salve, but it can use its reaction to deliver a touch range spell like a familiar.
Radiant Weapon
This infusion now only requires you to be 6th level instead of 8th level. Additionally, you can use its reaction effect by expending one of four charges instead of once per rest. It regains charges every day as usual.
Repeating Shot
Repeating Shot got some edits but mechanically seems the same.
Replicate Magic Item
This infusion got some changes, reshuffling some magic item level requirements and such. The items are split up level requirements as they were before, but the groups are now 2nd level, 6th level, 10th level, and 14th level. The previous version’s groups were 2nd, 12th, and 16th.
For example, you can’t choose to replicate the cloak of the manta ray until 6th level, and it was in the base level group previously. The cloak of elvenkind got moved from the 12th level group to the 6th level group, and the same happened with items like the eyes of charming, pipes of haunting, and more.
Eberron: Rising from the Last War also added new magic items that artificers can create, like the arcane propulsion arm and ventilating lungs.
Repulsion Shield
This infusion only requires you to be 6th level instead of 8th level. It uses charges now, much like the Radiant Weapon infusion.
Resistant Armor
This infusion only requires you to be 6th level instead of 8th level. It’s otherwise the same.
Returning Weapon
This infusion is the same as its UA version.
That’s a lot of changes! We can see that there’s both small changes (tweaking damage die and level requirements) and larger-scale changes (removing the Alchemical Homunculus and changing the Artillerist’s “pet”) at work here.
If you notice something that needs correcting, let me know in the comments! I’m also curious to hear what you think of these changes, especially if you’ve played an Artificer before!
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