New Artificer Unearthed Arcana
Check out this series about my review of the new Unearthed Arcana for the Artificer! #dnd #dnd5e #unearthedarcana #ttrpg #artificer
Hey everyone! So, the latest Unearthed Arcana dropped for the Artificer, and while I gave my initial thoughts in the main post, I wanted to dive a bit deeper into some specific changes that really stood out to me. When I first heard about a new UA for my favorite inventor class, I was buzzing with excitement, but after digging into the details, I've got some mixed feelings. Let's talk about what's really going on with our beloved Artificers! First up, let’s tackle the Magic Item Savant feature at Level 14. This one felt like a bit of a rollercoaster. The original concept of Artificers being masters of magic items, able to circumvent attunement restrictions, was a core part of their identity for me. Being able to attune to any magic item, regardless of class or race requirements, was just chefs kiss for character concepts. Now, the UA version, while still offering Additional Attunement (up to four, or even five in some previous versions, though the OCR highlights four), seems to remove that crucial "attune to any magic item" clause. Honestly, this feels like a HUGE NERF to the class's unique flavor and power fantasy. My frustration is exactly what the OCR snippet captures: 'I JUST REALLY THINK THAT THE MAGIC ITEM CLASS SHOULD BE ABLE TO ATTUNE TO ANY MAGIC ITEM.' It's like they're taking away a fundamental aspect of what makes an Artificer an Artificer. Yes, Expanded Replication is still there, letting us access new plans from the Artificer Level 14+ table, which is cool for creating more powerful permanent items, but it doesn't quite make up for the loss of that broad attunement flexibility. It changes the focus from being a master user of all magic items to primarily a master creator of a select few. Then there's the Spell-Storing Item at Level 11. This feature has always been a fantastic way to support your party or give yourself an extra punch. The new UA seems to refine it, but some of those refinements feel like a slight step back. You can still store a level 1, 2, or 3 Artificer spell that has a casting time of an action, which is great for things like Faerie Fire or even Fly (if you're a high-level Artificer!). However, the number of times it can be used is now tied to twice your Intelligence modifier. While this is usually a good number for high-Int characters, the added detail that if the spell requires Concentration, the creature holding it must concentrate, is a subtle but important clarification. This means you can't just hand off a Haste or Fly spell and have someone else maintain it without their own concentration slot. It makes you think more strategically about which spells you store. For me, it feels like they're tightening up the reins, making it less of a free-for-all power-up and more about careful resource management. It’s not necessarily a bad change, but it certainly changes the dynamics of how I’d use it in my party. On the bright side, the OCR also hints at 'MAGIC 10 TIMES FOR FREE THAT'S FIREBALL 10a plan' which implies the potential for some serious stored firepower if you pick the right spells and have a high Intelligence score! Overall, this arcane artificer update feels like a mixed bag. There are some interesting tweaks, but the changes to Magic Item Savant specifically feel like they're stripping away a beloved part of the class's identity. I'm curious what you all think! Did these changes hit differently for you? Let me know in the comments!





















































































