Artificer 2.0.3
Added 2020-04-17 15:51:55 +0000 UTC
This is a lot later than I'd hoped... and doesn't have the Expanded Toolbox update, but I wanted to go ahead and post this. There is a definitely a danger with fussing with something too long.
Before we divine into the change long, I'll toss out a reminder that I'll be streaming at 9pm GMT/5pm EDT/2pm PDT today! We'll be working on the Runesmith subclass, but if you have any questions about this, swing by the stream and we can chat them over.
You can catch it live on Twitch in a few hours here:
https://www.twitch.tv/kibblestasty
I actually talked about this change long already at the start of the last stream. You can find the VOD of it here:
https://www.youtube.com/watch?v=dvMCDwiuGlM
There's still going to be some small tweaks probably as this is a little rushed out the door, but here's the change log:
Artificer 2.0.3
- Added Arcane Retrofit at level 2. Removed all +1 and +2 scaling from weapons (now covered by Arcane Retrofit). Added Arcane Bioengineering feature to Fleshsmith to transfer this property to Natural Weapons.
- Changed "activate" to "use" in Magical Item Mastery for clarity.
- Unburden now works on medium armor as well.
Gadgetsmith
- Change "an attack" to "one attack" in Combat Gadgets. This is codifying the RAI, though I've waffled before on how it was supposed to work. Some instances of multiple spell casting gadgets in one turn proved a bit difficult, so I've gone ahead and clarified it wasn't the intention to allow that; it's more like Gadget War Magic (though stronger as it doesn't take your bonus action).
- Bee Swarm Rockets made 1-10 as an action; multiple rockets are clarified to only trigger 1 saving throw. Damage increased to 2d6 + 1 per rocket.
Infusionsmith
- Wording on magic wand clarified.
- You can use Extra Attack (or any additional attacks, such as via haste) with animated weapons. Animated Weapons can only attack one target per turn (so if you want to attack two different targets, you need two animated weapons).
Potionsmith
- You can no longer consume an infused potion with the same action as Adrenaline Serum.
- Rocketry added to the main document (from Expanded Toolbox).
- The base range of all instant reactions increased from 15 feet to 20 feet.
- Delivery Mechanism increased to 40 feet. Grants proficiency with Instant Reactions as improvised weapons.
- Shaped Charges removed from Expanded Toolbox (overlapped with Delivery Mechanism too much).
- Reactions that only deal damage (Alchemical Fire, Alchemical Acid, and Explosive Reaction) can now be prepared as an improvised weapon that lasts until the end of your turn as a bonus action (allowing them to be used with the attack action).
- Tweaked the wording on drinking Infused Potions to clarify apparent contradiction (a creature can consume the potion as an action, the potionsmith can consume it as a bonus action or administer it to another creature as an action due to their expertise. Additionally, made consuming it as a bonus action instead of an action *optional* to remove awkward bonus action blocking situations (where you'd rather spend your action on it).
Thundersmith
- Weapon Improvement tweaked to account for Arcane Retrofit (you can refund the upgrade if you apply a + to attack and damage via Arcane Retrofit).
- Masterwork weapon tweaked to account for Arcane Retrofit (now applies +2 stacking with any bonus gained from Arcane Retrofit, up to +4).
Warsmith
- Distributed Force moved down to level 9 and made Brute Force Fighting, now grants your choice of fighting style from Duelist, Great Weapon Fighting, or Two Weapon Fighting.
- Piloted Golem and related upgrades have been moved to the Expanded Toolbox.
- Titan Grip has been renamed Iron Grip and now allows you to wield Large sized weapons as well as wield a 2 handed weapon in 1 hand. It also gives the benefits of Versatile when using a Versatile weapon in one hand. It now requires Iron Muscle. Moved to require 15th level.
- Iron Muscle has been moved to level 11.
- Focal Reflector removed, Force Blast base range set to 60 feet.
- Force Accumulator added.
Fleshsmith
- Uncanny Vitality is at the start of your turn if you have >1 hit point, end of turn if you have zero hit points.
- Perfection of Mind can be used any time you restore hit points to a creature, instead of just when using Intelligence (Medicine) checks to restore hit points.
- Mutating Mastery is now one free use of alter self per short rest.
- Adorable Critter can now attack Int Times per *short* or long rest.
- Uncanny Strength moved to level 11.
- Removed Unnatural Weapons (replaced by Arcane Bioengineering).
- Combined Extra Claws, Fangs, Arms, etc into one Upgrade (Fleshcrafted Mutation).
- Combined enhancements for Extra Claws, Fangs, Arms, etc, into on Upgrade (Fleshcrafted Enhancement)
- Life Merchant now gives you the spell *life transference* as well as the ability to use it 1/short/long rest.
- Life Void now only effects your first hit after casting *life transference*, but deals and restores 3d8 health instead of 1d6.
- Massive Mutation duration increased (now Con + Int rounds instead of Int rounds).
I'll be making a separate post for the Expanded Toolbox update; was hoping that'd be in sync with this, but don't want to keep delaying based on that. I'll aim for sometime next week.