I know I brought this up before, but can we talk about this homebrewed artificer class?
http://www.giantitp.com/forums/showthread.php?367999-5e-Homebrew-The-Artificer-(of-Alancia)
Because at least in my view this seems like a good place to start in terms of basic mechanics and subclass ideas, and I'd be interested to know what others think of it. The basic idea is, you have a "spellbook," that works like a wizard's spellbook except you can add spells from any class (well, actually just wizard, cleric, and druid) to the book. To cast a spell, first you spend ten minutes inventing a device designed to hold that specific spell, then spend a spell slot to store the spell in the invention. Once, at any time before the end of the day, you can activate the device to have it cast the spell you stuck into it. Under normal circumstances, only you can activate these devices, and they must be in your possession to continue running. However, there are class options that let you get around these hurdles.
There are four "vocations" an artificer can specialize in: Alchemy, magic guns, magic bombs, and constructs. Of the four, I think the alchemist and construct-builder are the best-realized, although the alchemist is perhaps a little too much like the Pathfinder class rather then its own thing (which isn't necessarily bad, mind you). The construct-builder I think is very clever, in that the basic ability is to turn a piece of
armor into a sort of power suit with a couple special abilities (like slam attacks and magic devices you've made today), and then later your power suits can be made to run without you inside them. Main issue I have with this one is it doesn't seem to be trying to handle things the way established "pet" classes do with regards to things like the action economy.
What do the rest of you think?