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===[[Artificer]]=== Initially released as a Tradition (subclass) for the [[Wizard]] in the much-maligned "Eberron Update" by WoTC, the Artificer was a shock revelation to /tg/ when it appeared as its own unique class, the first fully-developed alternative class of 5e, in the January 2017 [[Unearthed Arcana]]. In June 2017, it was stated that the Mystic and Artificer were to be placed on the Dungeon Master's Guild website for further refining, after which WoTC would take the feedback and fandom support from those sites and use it to create the definitive official version of each. The 2017 version of Artificer is an Intelligence based one-third caster, getting a mixture of [[Wizard]] and [[Cleric]] spells with a focus on buffing and boosting (alarm, cure wounds, protection from poison, etc). Although still the "[[magitek]] gadgetteer" class, the crafting rules have been drastically simplified; now, the Artificer creates their choice of specified magic items, gaining one at each of levels 2, 5, 10, 15 and 20. It hasn't been made clear if other characters can use these "homemade" magic devices or not, nor whether they can recreate them if destroyed or swap them out as strictly-better options become available. They also have the ability to attune a lot more magical items than other characters, and can "infuse" items, imbuing a spell of their choice into an object and then letting somebody else activate it later. Additionally, they get a pet [[golem]] at 6th level. For subclasses, by default, they got the [[Alchemist]] and the [[Gunslinger|Gunsmith]]. *'''Alchemists''': You get access to a special satchel full of various alchemical goodies, like flasks of fantasy napalm and acid, smoke bombs, concussion grenades and healing potions. Of course, they only get a small selection of recipes over the course of their career and they can't stockpile these; a given goody will magically vanish and return to the satchel after 1 minute if it hasn't been used. However, they can use all these tricks as often as they like. *'''Gunsmiths''': You get a free handgun, a one-shot-then-reload rifle called a "Thunder Cannon", although DMs will probably agree to let a Gunsmith eventually trade it in for other guns in the right campaign. They get an Arcane Magazine that gives them a functionally-if-not-technically endless supply of bullets, and eventually the ability to shoot sonic bolts, cones of force, lightning bolts and fireballs out of their gun. An updated version of the artificer wouldn't appear until February 28th 2019. Now it was an Intelligence-based half-caster (1st through to 5th level)s with the ability to create a level-capped number of "Infused Items" - temporary magical items, in a sense - and to cast a mixture of [[Wizard]] and [[Cleric]] spells. This version retains the '''[[Alchemist]]''' subclass, but ditched the Gunsmith subclass. Instead, you got... *'''Artillerist'''; a combat artificer who can create a walking turret companion and whip up make-shift wands for enhanced blasting abilities. The mark 3 version of the artificer appeared in the May 2019 [[Unearthed Arcana]]. This expansion on the the previous version added two new subclasses: *'''Archivist''': A specialist in intelligence storing and AI development, not to be confused with the spellbook-toting divine caster from 3e *'''Battle Smith''' (a buff-focused caster with a [[Golem]]-esque bodyguard, similar to 4e's Warrior Forge Artificer). The final release of the Artificer came with November 2019's ''Eberron: Rising from the Last War''. This version, while largely similar to the Mark 3, does away with the Archivist and restores the Gunsmith...in a sense, by letting Artillerists make handheld turrets. * '''Alchemist''' (Tasha's Cauldron of Everything) * '''Armorer''' (Tasha's Cauldron of Everything) * '''Artillerist''' (Tasha's Cauldron of Everything) * '''Battle Smith''' (Tasha's Cauldron of Everything)
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