New Artificer Unearthed Arcana
Check out this series about my review of the new Unearthed Arcana for the Artificer! #dnd #dnd5e #unearthedarcana #ttrpg #artificer
Okay, so after digging into the latest Unearthed Arcana for the Artificer, I totally get why some of us are a bit concerned! That 'huge nerf' to Magical Guidance, especially for those Level 20 one-shots where we used to feel invincible on saving throws, really stings. It makes me wonder how we'll adapt our builds and strategies moving forward. The change to 'one uncommon or rare magic item' for Cheat Death at Soul of Artifice also feels less impactful than it could be. But every change, even a nerf, pushes us to rethink and optimize! Speaking of optimization, let's talk about some of the 'best infusions' for an Artificer in D&D 5e, especially now that some core features might feel a little different. Even without the super strong Magical Guidance, infusions are still our bread and butter! For martial Artificers like Battle Smiths or Armorers, Enhanced Weapon and Enhanced Defense are almost always top picks. Having a +1 or +2 to hit and damage, plus better AC, is just solid. Replicate Magic Item, especially for things like Goggles of Night or Bag of Holding, is incredibly versatile for utility. I've found that having a Homunculus Servant, even if it's now on the spell list in the UA, is fantastic for scouting or delivering touch spells. It acts on its own initiative, which is a huge bonus! For a more support-oriented Alchemist, infusions like Resistant Armor can keep your front-liners alive, and Mind Sharpener is an absolute lifesaver for maintaining concentration on crucial spells, which becomes even more important if your saving throws aren't as robust as they once were. Now, regarding 'Artificer subclasses 5e,' it's interesting to consider how these UA changes might subtly shift our perceptions. The Artillerist's Eldritch Cannon is still a powerhouse for damage and battlefield control, and their ability to generate temporary hit points is always welcome. Battle Smiths, with their Steel Defender, remain an excellent front-line option, drawing aggro and dishing out damage. The Armorer is fantastic for tanking and controlling enemies, especially with the Guardian model. Alchemists, while sometimes seen as the trickiest, offer incredible support and healing, and with the updated spell list, they might find new synergies. For example, seeing spells like 'Circle of Power' or 'Arcane Vigor' potentially becoming available could change how certain subclasses operate. The key, for me, has always been to lean into what makes your chosen subclass unique and use your infusions to amplify those strengths, filling in any gaps the UA might create. Even with the Legendary Epic Boon at Level 19, making sure your lower-level choices are solid is crucial. Don't forget to check the 'Artificer Spell List updates' carefully, as new options or changes to old ones could open up entirely new strategies for your chosen path!




















































































