First, I just have to say that I love the idea of a crafting class in Dungeons and Dragons. Wizards really knocked it out of the park with this and while there are some definite things wrong with the first attempt at making The Artificer its own class, it is a definite step in the right direction.
But does anyone agree that it seems to be trying too hard to be too many things at once? I, for one, never really saw the creation of alchemic potions and the knowhow to animate a mechanical golem to be in the same wheelhouse. So maybe separate the two into different classes?
Artificers should focus on creating physical, "solid" magical items/machinery and could honestly keep most of the mechanics it has as is. Though it should definitely take advantage of its identity as a dabbler in both the technologic and arcane, allowing the user an expanded list of spells/items they may create depending on which sublass they choose.
Golemancer: Augments your construct to allow autonomous action as well as being able to be worn as a protective shell during battle. Your abilities focus around choosing to either pilot your construct in battle or allowing it to fight beside you/creating augmentations that benefit either its offensive or defensive capabilities (think the Ranger Hunter class in terms of choosing different permanent skills)
Gunsmith: This as it is currently seems pretty balanced, though a more varied array of guns would be welcome (as well as crafting different guns for your party/teaching them proficiency over a certain period of time). Though the special arcane abilities should be limited to your main weapon or giving a party member who uses your weapons the ability for a turn while you lose it.
Wandmaker: Gives an expanded spell/item list that allows the creation of various wands, rods, and even staffs. Abilities focus on enhancing their powers and durations. Think gunslinger but with wands and magic damage.
Alchemist should focus on creating potions/elixirs that give off a plethora of different effects depending on the subclass you choose. There would also have to be a host of new mechanics involved to differentiate it from the Artificer (for one, getting rid of its mechanical pet and replacing it with an ability to extend usage of potions found in the world/figuring out the ingredients of particularly rare potions so that they may brew them later?).
Grenadier: The main damage dealer/crowd control class. They focus on concocting different flask of volatile fluids to chuck at enemies creating area of effect "spells", similar to the ones the current "alchemist" has.
Apothecary: The focused healer of the class, they create potions that heal allies and weaken enemies (that can be administered by hand or by dart gun over long distances). Most of these effects are single target, to differentiate from the grenadier.
Transmogrifier: The "mad scientist" subclass, these brewmasters test their creations on themselves creating a host of mutations that aid them in and out of battle (for every pro there is a con though, as the mutations will drastically increase a stat or ability while weakening another).
Anyway, that is my two cents on the direction I think this class should go. How do you think Wizards should change the Artificer and its Subclasses before they become official content?
I like these ideas, but I think all of them could be subclasses for the artficier. I do agree that the mechanical servant could be its own subclass feature. I think another iterations is needed from UA. It mostly just needs the tweaks you mentioned and more subclasses.
I think the Gunsmith is kind of lame. I don't like the idea of them being just a guy with a gun that shoots bullets using dragon dust or whatever AKA gunpowder. I would much rather see a kind of elemental weapon with quirky settings that allow the player a bit of versatility, maybe simple modifications over a short rest. So less sniper, more ghost buster.
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First, I just have to say that I love the idea of a crafting class in Dungeons and Dragons. Wizards really knocked it out of the park with this and while there are some definite things wrong with the first attempt at making The Artificer its own class, it is a definite step in the right direction.
But does anyone agree that it seems to be trying too hard to be too many things at once? I, for one, never really saw the creation of alchemic potions and the knowhow to animate a mechanical golem to be in the same wheelhouse. So maybe separate the two into different classes?
Artificers should focus on creating physical, "solid" magical items/machinery and could honestly keep most of the mechanics it has as is. Though it should definitely take advantage of its identity as a dabbler in both the technologic and arcane, allowing the user an expanded list of spells/items they may create depending on which sublass they choose.
Alchemist should focus on creating potions/elixirs that give off a plethora of different effects depending on the subclass you choose. There would also have to be a host of new mechanics involved to differentiate it from the Artificer (for one, getting rid of its mechanical pet and replacing it with an ability to extend usage of potions found in the world/figuring out the ingredients of particularly rare potions so that they may brew them later?).
Anyway, that is my two cents on the direction I think this class should go. How do you think Wizards should change the Artificer and its Subclasses before they become official content?
I like these ideas, but I think all of them could be subclasses for the artficier. I do agree that the mechanical servant could be its own subclass feature. I think another iterations is needed from UA. It mostly just needs the tweaks you mentioned and more subclasses.
This thread already exists here: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/508-artificer-modifications
I think the Gunsmith is kind of lame. I don't like the idea of them being just a guy with a gun that shoots bullets using dragon dust or whatever AKA gunpowder. I would much rather see a kind of elemental weapon with quirky settings that allow the player a bit of versatility, maybe simple modifications over a short rest. So less sniper, more ghost buster.