Access to any spell in the game at once is different from adding two to its list. And its is a very, very powerful feature, make no mistake. Being able to have any spell in the game, like the 3e version some are asking for, is more powerful than the Bard's version. It'll have to be "watered down" and limited, simply for the sake of not overshadowing the other classes; that's seems to be a sticking point for some people.That depends on how it is handled. Bards get to choose from every spell in the game. Does that make them broken?
Make no mistake, I never said it wasn't possible.Yet we have Mearls posting on ENworld that artificer could be its own class:
For the record, I don't think they fit perfectly under the wizard either. I don't think that it fits under any class at the moment. Part of the reason I'm actually advocating a series of subclasses; that, and I admit to being excited over running a game with the entire party with access to artifice in some way. I could get the people interested in a grenadier fighter, magic gunner rogues, alchemist bards, golemancer wizards, and a rune cleric with an artifice theme going, but no way I could get them to all play a single class, even if they'd all be different subclasses.I should add - I say all this as someone who has never played an artificer or seen one in play. I'm just noticing that the argument that they should be a wizard sub-class seems to come predominantly from those who aren't artificer fans. While the predominant view of fans seems to be that, for the sorts of reasons @ThirdWizard gave, they don't fit under the wizard's umbrella.
Traditional artificer classses from various games (TT, video, etc) tend to have five branches -Here are some spit-balled subclasses:
Alchemist, focuses on buffing/healing people. Gains proficiency in throwing alchemical items. Ability; Admixture, allows you to mix two potions so you can drink while you drink (for action economy) Also allows you to get better results from the potion miscibility table if you use it.
Master of Puppets, focuses on constructs. Gets to make a permanent golem/doll/clockwork pet, like a Ranger. Unlike a Ranger they can add/subtract wings or flippers or hands from their construct to customize them during a rest. Ability: clockwork mind, lets their construct maintain concentration for a spell.
Engineer, focuses on traps/weapons. Gets proficiency in siege weapons and traps, and maybe better armor. Ability, Wartime Production, allows them to enhance all the weapons of the party at once.
Obviously, they would need more thought, abilities, and tweaking.
Well, there's a question isn't it? Would people be happy if we took the baseline artificer, divided it up into three or four "blocks" and then created a number of subclasses for each block? So, you get a gun fighter, a clockwork rogue, whatever? That might be the way to go if the baseline artificer is too powerful for the system.
Here are some spit-balled subclasses:
Alchemist, focuses on buffing/healing people. Gains proficiency in throwing alchemical items. Ability; Admixture, allows you to mix two potions so you can drink while you drink (for action economy) Also allows you to get better results from the potion miscibility table if you use it.
Master of Puppets, focuses on constructs. Gets to make a permanent golem/doll/clockwork pet, like a Ranger. Unlike a Ranger they can add/subtract wings or flippers or hands from their construct to customize them during a rest. Ability: clockwork mind, lets their construct maintain concentration for a spell.
Engineer, focuses on traps/weapons. Gets proficiency in siege weapons and traps, and maybe better armor. Ability, Wartime Production, allows them to enhance all the weapons of the party at once.
Obviously, they would need more thought, abilities, and tweaking.
So, while the magic crossbow/hammer style works with half caster, I submit that other styles will not. I don't see any way around an alchemist class needed full spell slot progression.
So show, don't tell. Don't say "this is different because it's magitek," show that with a mechanic. In what way is it actually different because it's magitek?
The thing is, the 3e artificer doesn't really have that (it was all unique spell list and item crafting buffs and proficiencies), and the 4e artificer doesn't really have that (it was all leader arcane powers with tech-paint), so this would be a brand new addition. Entirely possible - even welcome! - but notably not about proficiencies and spell lists. In 3e and 4e, proficiencies and spell lists pretty much defined the artificer. That can't stay true in 5e if it wants to earn its own class.
Please tell me what unique niche a ranger fills that a properly done fighter, rogue, or druid subclass could not.

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