The Mirrorball Man
Aventurier
I think we should all build and playtest the perfect 5e Artificer class and post it on this site.
Kamikaze you arent getting the point. Could you use the wizard as a framework for a home brew artificer? Sure and it could work with how you are saying it could... by saying from the ground up replace this thematic and mechanic with this one. Could you make a published official sub-class version? No ...
why? because you have to rip out most of what is already written for wizard or re-write most of it. And at that point just go the next step and make it a new class and put more into it.
The fact that Wizards dont have armor proficiencies, the same skill lists, or even the same weapon proficiencies is one issue, so the very first part of the class needs to have a huge exception in the subclass.
Then the next part of the basic wizard 1st level abilities needs a re-write to explain how artificers only cast spells into items.
So at 1st level you are a wizard, then all of a sudden when you decide to go into the subclass path at lvl 2, you loose the ability to cast your spells like a wizard? That is why wizard doesnt work.
I already explained why Warlock, Cleric and Sorcerer do not work ... Artificers dont get their abilities from Otherworldly entities, their bloodline or their faith. Again, if you want to reskin one of those as a basis for the class, go ahead, but you cant just say artificers are sub-class path of one of these classes. It doesnt work. Who are they making a pact with? What Bloodline causes them to only infuse magic into items (and that is a total re-write of their lore) and they arent faith driven? Artificers are clerics of Magic Item Creation gods?
They are their own class. Part magic item maker, Part healer, part arcane user, part disable device expert, part trap maker, part alchemist, and can wear armor and use simple weapons. They are the arcane cleric who can disable traps.
This doesn't actually require any mechanics to do. As a 1st-level wizard, you prepare oils and potions and scrolls and wands instead of spell slots. Mechanically, it looks the same: choose some recipes you know and whip up some temporary items that you then use in the "casting." There is no functional difference between "I prepare mage armor so that I can cast it later" and "I whip up an oil of mage armor so that I can apply it to my friend's clothes later!"
You could invent new mechanics for that, and then, depending on the size of that mechanic, they might warrant a new class. But you could also grab something like my infusion idea which isn't a major overhaul or power-up, just another option for "casting." For all people's insisting that artificers must be a class, I haven't seen anyone propose a viable new central mechanic for that class. The closest we've come is Remathilis's idea of using the DMG as a list of artificer abilities, which...I'm not a big fan of.
I think this point bears repeating, because it sounds like it's not exactly going through. Convincing me that the artificer should be its own class isn't hard. It just requires a viable mechanical hook. Proficiencies, skills, and other cosmetic changes are not enough to warrant a whole new class -- give me something bigger. 3e and 4e don't have much of a mechanical hook, but that didn't stop the sorcerer, either. It doesn't need to stop Artie!
That is not enough to warrant its own class, I believe. That is enough to warrant a subclass with medium armor, simple weapon, and thieves' tools proficiency, and a bonus skill or two.
Does the ability to invent new magic items using a gradually increasing array of tools count? That's the direction I'm taking it in. At the moment, over 37 unique items can be crafted from cantrips and first-level spells alone, including energy bombs, barometers, vine-conjuring whips, microphones, quarterstaffs that strike with a deafening impact and knock the enemy back, and lengths of rope that can't be torn apart or cut.
But, you'll need to make a strong distinction. The difference between "I made a rope that can't be torn apart or cut!" and "I know mending!" seems potentially cosmetic.
You keep coming back to that point but it seems to me that it's patently untrue. Here's the thing with objects: other people can borrow them and use them. That rope? Otto the Rogue can use it. Your mending spell? Not so much. That's what an Artificer is all about: giving out toys to everyone.
That's a pretty minor thing, though. The mending spell is a party resource, that is available at any time that the party is not separated. If Otto is off on his own, a rope that won't break isn't going to save him from an ambush or a nasty fall (it can still be untied, or climbed down by whatever would cut it), so it's not like it actually lowers the risk for that general activity at all. Additionally, it's not much different than my idea of infusing the mending spell into the rope and allowing Otto to cast it as a wizard subclass ability, it just takes more words and more complexity.
When a sorcerer empowers a fireball, that is a pretty significant thing, ramping up the party damage for that round exceptionally. When a light cleric blasts searing radiance from their holy symbol, it is an iconic moment of demonstrating the sun-god's power over darkness. When an artificer makes a rope that can't break, it's going to need to be bigger than "well, the rogue is safe from one narrow class of failure when they happen to become isolated from the party" if we want it to compete with those class mechanics. When the artificer makes a bomb, it's we're going to need more than "it works like fireball, but anyone in the party can cast it." That's a fine start, but if that's all it is, we haven't yet escaped subclass orbit. Go big or go into the Wizard.