Really! Can you go into a little more depth on this? They give out a "wizard subclass" vibe to me ("I contribute to a party primarily by using arcane magic via items and equipment"), though they feel like a better fit proficiency/HP wise with bards (or, as you did, clerics). I feel like they'd need a big unique hook to draw me in as a unique class, and that's something that the artificer hasn't had in previous iterations. 3e's Artificer identity was primarily "I make items and cast arcane spells," 4e's Artificer identity was primarily "I heal people and cast arcane spells," and I would need some distinct story reason for them to not just be a wizard whose specialized knowledge was applied to stuff rather than books and words and wiggling your fingers about. Like, what would define their subclasses, narratively speaking?
...still not sure what I'd see as "subclasses" of artificers, but that might be a bit enough mechanical fob to hang a class off of.
...still not sure what I'd see as "subclasses" of artificers, but that might be a bit enough mechanical fob to hang a class off of.
To me, an artificer is a mix of rogue and wizard, with the emphasis on "stuff" rather than "spells". Honestly, they are more "bard" than "wizard"; a support caster focused on buffs and minor [construct] healing, along with permanent item creation and trapfinding. I think the 5e bard, reworked to emphasize magic items rather than music, is a good starting point.
Alchemist: makes potions, bombs, poisons, and such.
Runesmith: master of using (and making) enchanted weapons
Homoculus Master: Makes and improves constructs.
Wand Master: Able to use wands and staves more efficiently
Magewright: Adept at making permanent items. (default subclass).
Vael said:The Artificer, to me, deserves its own class as it's going to have a very different spell list. Even the 3.5 Artificer had this fusion of cleric and wizard spells, in addition to several unique spells. That alone makes it worthy of its own class.
Vael said:I'd build subclasses off the traditional focuses of the Artificer:
- The Armiger: The warrior Artificer, infuses weapons and armour. (I'd actually expect Artificers to have Bard-like weapon and armour proficiencies, and this subclass, like the College of Valor Bard, gains proficiency with Martial Weapons and Medium Armour)
- The Golem-mancer: The Artificer that focuses on building combat Homunculi or Golems. (While I'd expect all Artificers can create a Homunculus, this is like the Circle of the Moon version)
- The Alchemist: Potion and bomb-making (?) Artificer.
To me, an artificer is a mix of rogue and wizard, with the emphasis on "stuff" rather than "spells". Honestly, they are more "bard" than "wizard"; a support caster focused on buffs and minor [construct] healing, along with permanent item creation and trapfinding. I think the 5e bard, reworked to emphasize magic items rather than music, is a good starting point.
To me, an artificer is a mix of rogue and wizard, with the emphasis on "stuff" rather than "spells". Honestly, they are more "bard" than "wizard"; a support caster focused on buffs and minor [construct] healing, along with permanent item creation and trapfinding. I think the 5e bard, reworked to emphasize magic items rather than music, is a good starting point.
Alchemist: makes potions, bombs, poisons, and such.
Runesmith: master of using (and making) enchanted weapons
Homoculus Master: Makes and improves constructs.
Wand Master: Able to use wands and staves more efficiently
Magewright: Adept at making permanent items. (default subclass).
Yeah, still the same fundamental issues as I had with Remathilis's breakdown. Why can't any artificer do all of that? And, more critically, how are the stories of those artificers different?
To maybe elaborate on that last point: a Necromancer and an Enchanter are both wizards, but they're very distinct character types, with unique tropes associated with them. You wouldn't mistake one for the other in most cases, but they share a sort of foundational mechanical chassis.
The same is true of pretty much any subclass. A Champion and a Battle Master are distinct character types, with distinct associations. A thief and an assassin aren't the same. A druid of the land and a druid of the moon aren't just mechanical variations, they're distinct character types.
Now that the DMG is out I'll take a pass at a full class artificer when I have some time, but at the moment I'm in crunch mode on two projects.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.