The Artificer: Simplicity vs Fantasy
- Raisa Cabrera
- Jan 14
- 4 min read
The Unearthed Arcana for the Artificer was released a few weeks ago now and I have to say that I am disappointed with the direction. I had no expectations of them removing spellcasting for a more bespoke resource and magic system, that's not their way, my disappointment is with their oversimplification of the core mechanic -- and the problems that arise from it. Don't get me wrong, I understand, and often support, streamlining rules and mechanics to be more useful, fun, and comprehensible. The issue is when that streamlining erodes the fantasy away to a place that just feels... off. That's what I think happened to the Artificer in this Unearthed Arcana. They wanted to make the class simpler and less restrictive, but they also accidentally stripped away the flavor.
If you haven't taken a look at the new Artificer then I encourage you to do so, as it will enhance your experience reading this post. That being said, I don't think it is necessary to get the crux of my argument. The Artificer's Infusions have been replaced with Replicate Magic Item (formerly just one of the types of infusions possible). This is indeed much simpler. They have even added the infusions that would have been removed by this change to the list of magic items, thus allowing them to be replicated or given out to non-artificer players by a DM. There were, indeed, a few hoops to be jumped through previously for infusing items as an Artificer. However, they were fairly minimal obstacles in my experience (or else sensible when it came to things like Plate Mail, which takes time for anyone to obtain, due to its expense). Requiring a mundane item to be infused brought you into the fantasy of the Artificer. The mechanic demonstrated the fiction -- that the Artificer infuses objects with magic. That magic could represent an existing magic item, but having other options unique to the class and being called "infusions" was far more evocative of the action taking place than just copying magic items.
This issue then carries over into the Armorer subclass. Armorer's had a unique way of utilizing infusions where they could basically become magical Iron Man or a Gundam. They received extra infusions that could only be used on different parts of their armor, allowing them to give the armor's built in weapon a bonus or enchant things like their boots or helmet. Having removed any language of infusions, the designers also removed this capacity from the armorer. Instead the subclass merely gets additional plans that must be in the armor category. A consolation that just keeps the armorer from being taxed for using one of their replications on a suit of armor, but no longer allows them to live out the same fantasy as before.
Though the above changes form my central disappointment, the mechanical ramifications of Replicate Magic Item are perhaps far worse. As the Artificer gains levels, they gain access to plans for creating any uncommon magic item. At 14th level this becomes any rare magic item, but uncommon is bad enough. This gives an artificer player grounds for arguing with their DM to let them replicate ludicrously powerful things that a DM might not otherwise award. The biggest offenders are Enspelled items. These magic items are a problem all their own, but with an Artificer's replication ability, a player will be able to argue for replicating them even if the DM wouldn't let the item be crafted. Enspelled items contain 6 charges, recover 1d6 on a long rest, and cast the spell within using a single charge. Uncommon rarities can contain first level spells, with Shield being a valid selection for Enspelled Armor. Rare Enspelled items can contain 2nd or 3rd level spells within them (remember, 6 castings of them).
The problem persists with the new level 11 feature: Spell Storing Item. This allows the Artificer to store a 1st, 2nd, or 3rd level spell (casting time 1 action) within a Spellcasting Focus. ANY creature can then take an action to produce the spell's effect with the Artificer's casting ability, a number of times equal to twice the Artificer's Intelligence modifier (so... 10 times). Depending on subclass, this becomes 10 castings of Mass Healing Word, Fireball, Lightning Bolt, or Conjure Barrage. WAY more castings of 3rd level spells than even full casters have access to. Not to mention you can hand it to a party member or even your summoned homunculus to cast on their turn.
The end result of this Unearthed Arcana could very easily mean that the Artificer barely maintains an identity beyond the powerful spell they choose to cast over and over from their items. Yes you can roleplay the differences to mitigate this somewhat, but it's going to get very boring very quickly when Artificers are all making the same Enspelled and Spell Storing Items to cast Shield and [Place powerful 3rd level area damage spell here] without end. Sometimes a little complication and curation is worth it to maintain flavor and keep things from going horribly awry.
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