I thought about adding Mending, but limiting Detect Magic and Identify as ritual only. That way, they can spend an evening working on and studying items, but if they want quick casting, they have to prepare it.
There are some races that don't need sleep, just downtime/meditation, I could see something similar being very good for the class.
Gotcha, makes sense, missed that line of text. Even still the Iron Defender still has an in-combat heal and out of combat you can repair, so I don't see it as that big of deal.
With Iron Defender, you can either spend 1 minute to heal it 2d6 with Mending, or you can let it die and spend one action to start the repairs and watch as it gets up with full health one minute later.
It really does seem like something is off with how much mending can heal.
You also have to expend a spell slot to revive it at full health 1 minute later.
I do think combining Iron Defender’s Body, reaction and Movement Controls, Turret’s attacks and Fortified Position, Manifest Mind’s Remote Casting and cantrip, and Homunculus’ Salves would create a very good pet subclass. Maybe choices at multiple levels on how to build the pet as you level up.
That's a pretty cool idea, I think I like it. It adds the flavor WotC was going for better than Tools Required does, and it adds a bit more of the crunch I had wanted when this latest version first came out.
Just for fun, given it has been 50 pages (didn’t think we would make it 0.o) See my below suggestions I will likely put into the survey. Spell conduit replacing spellcasting is likely a long shot so not on the list but will be in my homebrew if I even run it.
Multiclassing for Tinkering and Infusions
Half Caster and Cantrips
Spellstoring and Superior Attunement
Spell list
Artillerist Wands
Artillerist Turret
Alchemist Restoration
Archivist Mind Overload
Battle Smith Iron Defender
1. When someone multiclasses into Artificer they get very little repeatedly useable features for high level. As a Paladin you get Smite, as a Bard your number of uses is defined of Cha but as a Artificer you only really get Proficiencies, Int Casting, and Infuse items limited to only ever two items: +1s or lowest level Wonderous items.
Proposal: Improve Magical Tinkering to include more like Crafting bonuses and/or free uses of Identify and Detect Magic. Or make Infusion level restrictions scale on player level rather than class level. Or below Cantrip suggestion.
2. I find the half caster at level 1 extremely inelegant, like deciding to give a class Extra Attack at level 4 or only at level 20 for their capstone.
Proposal: Give a level 1 feature that gives Cantrips but move Spell casting to level 2. My best suggestion is move “Right Cantrip for the Job” to level 1, giving a very unique feel with only 2 or 3 Cantrips at a time but always have ability to change on short rest. (Also protecting common homebrew cantrip swaps on level up)
3. The current iteration of Spell Storing and Superior Attunements feel very out of the blue, it can’t be a core part of your identity just randomly “I can do this now”.
Proposal: Add Superior Attunement to 10th and 15th levels, let the DM control the power level at his table. And add Spell Storing item as a low level feature, maybe as a default option for Infusions: Infuse a spell or one of the known replicate magic items(so you don’t have a limit of just one stored spell). Also instead of locking the Spell slot on Infuse, it would be good to make the Spell Slot spent on activation of that item.
4. The spell list currently is well focused but a half caster has to have some unique spells on their list similar to Paladin Auras and Smite spells and Ranger’s Arrow Spells and Conjure Volleys.
Proposal: Add some kind of potion like, turret like or more enchantment like spells unique to Artificer.
5. Artillerist Wand features seem to clash with more grounded Artillerist aspects. This seems like spending two potential subclass themes without delivering as well as it should on either.
Proposal: Link Artillerist to Crossbows allowing them to craft crossbows faster and potentially arm a whole army. And instead leave the Subclass space for a dedicated Wandslinger, perhaps in the finalised Ebberon book.
6. The Artillerist’s turret had a lot of misunderstandings and the use of MA really cripples deployment in combat as the lost damage takes a long time to catch up via the BAs.
Proposal: Clarify within the text that the magical object is not subject to spells targeting creatures. Perhaps use the wording from Spiritual Weapon on BA or let the turret remain deployed until destroyed, otherwise players will always wait till combat starts as it only lasts 10 minutes.
7. Alchemist theming is more broad than just as a healer, the current features giving restoration magic are wasted on the Mad Scientist players.
Proposal: Add a choice to the restoration features letting players cast healing or poisoning spells on the shared resource. Eg greater restoration or contagion once per long rest, and one of ray of enfeeblement or bestow curse for the level 6 feature.
8. Archivist’s Mind Overload is potentially too strong, a stun is a strong control effect and on an Int save would be very easy to land on many even high level creatures (eg Terrasques) and as a non spell effect is not subject to many spell resistances or counterspells, only improved Intelligence saves. Also the MA ability requires a lot of movement which then require BA, leaving not a lot for Artificer to do.
Proposal: Add more of the drawbacks from Tasha’s Hideous Laughter as a 1st level spell. No damage, Incapacitated and Prone instead of Stunned, Repeated Saves on every damage. And perhaps nerf damage to BA level and allow movement within same action.
9. Battle smith Iron Defender as a pet is out of place when Battle Ready and all other features focus on making you a strong fighter.
Proposal: As with Artillerist either split them into individual subclasses or convert the abilities of the pet into abilities the Artificer himself can perform, eg by crafting additional reactions into your own Battle Armor.
Edit Oops for the broken formatting. DDB doesn’t play well with iPhone notes. Happy to discuss any of the above if you disagree, especially as there is a lot of new people, happy to try to sway you to my side if I can explain.
1. 2 Flexible Cantrips, Magical Tinkering, Magic Item Analysis, Tool Expertise. 2. Spell Conduit. 3. Subclass, Infused Items. 10. Superior Attunement(1) 15. Superior Attunement(2) 18. Make an Infusion permanent once a week. 20. Soul of Artifice.
With Subclasses: Wandslinger for more spells and improved damage Cantrips(DC). BattleSmith with Int attack and Battle Armor(EA). Artillerist Turret Crossbow(EA). Alchemist with even more potion like abilities for the homunculus to deliver(DC). Some kind of pet class that brings many adaptable forms from the other subclasses(EA). And maybe Archivist with above changes(DC).
Where EA is Extra Attack and DC is Dual Cantrip letting you cast 2 Cantrips with your Action as long as they are from Artificer list and different Cantrips.(I’d exclude Firebolt from the cantrip list. 4d8+4d8=36~32=2*d10+d6+5+2)
That's a pretty cool idea, I think I like it. It adds the flavor WotC was going for better than Tools Required does, and it adds a bit more of the crunch I had wanted when this latest version first came out.
Thanks I am glad I convert one, and if you think from that perspective damaging spells are one of the primary uses. Anecdotally, when I played Morrowind I made a primarily Enchanter with a bunch of on use Magic Attacks like fireballs etc on Rings and Gloves, but when playing Skyrim they restricted on Armor enchantments to permanents and they were boring and couldn’t keep me playing that type. That is the way I see DMG Magic Items as mostly permanent effects with rare on use items with charges.
Either going down the reflavored spell route or specifically giving Artificers a bunch of items with on use actions with charges is the only way I see it working interestingly.
If you were to use the Infuse Item infusion "Many-Handed Pouch" you would use up all of your infusions. Each pouch would be an Infused Item thus taking up an Infuse Item slot and yes each player with a Many-Handed Pouch would be able to use Magical Telephony.
The infusion Many-Handed Pouch creates 2-5 pouches as a single use of an infusion.
It's also important to note that each infusion can only be used once at any given time. You cannot, for example, outfit the entire party with magical weapons from the Enhanced Weapon infusion.
You must touch each of the objects, and each of your infusions can be in only one object at a time.
-- page 5 of the PDF under "Infusing an Item"
Given the nature of the "Many-Handed Pouch" touching a single pouch will not make magical (hence the 2-5 pouches). You can't touch 5 pouches and have it be a single infusion and you have additional infusion to use on other things.
If you pay attention to the Artificer table on pg. 2, you will see that you start with 2 infused items at level 2 and can have a maximum of 5 infusions at 16th level. So, the 2-5 pouches listed in the "Many-Handed Pouch" description would dictate that you would need to use 2-5 infusions in order to have 2-5 "Many-Handed Pouches".
I am not looking at one iconic type of Artificer. I am looking at all of them. The very definition of Artificer is "a skilled craftsman or inventor". I do not think that the Artificer is martial class like a monk.
I know that Artificers imbue magical properties into items that they craft or purchase. But due to the nature of the Artificer, they do not need to know a spell in order to craft a magical item. They can have the knowledge of arcane formulas needed to craft magic items.
My issue is that WotC/ D&D turning the Artificer into a caster and moving away from crafting. Everything about current Artificer build is about expanding spellcasting. Additional spells, subclass specific spell lists, and imbuing items with spells. While the individual subclass receive a bonus in crafting permanent magic items from specific groups, there is nothing for the core class about crafting permanent magic items (Magical Tinkering doesn't count).
Bards are a well rounded class that can be played in almost any world, while the Artificer is being designed specifically for Eberron.
Again I understand your point but will bring up a couple of other classes that have exactly the same definition problem, so if you agree those classes are fine then this should be fine too.
Monk: a member of a religious community of men typically living under vows of poverty, chastity, and obedience. No mention of martial arts, and as much focus on religion as Artificer has on Crafting. So original Monk pulled from a less known eastern martial arts definition.
Bard: a poet, traditionally one reciting epics and associated with a particular oral tradition. Once again no mentions of magic or enchantment. Maybe this class should spend weeks creating epics and poems and selling them to noble lords, without any combat mechanics.
Paladin, Druid, Cleric, Warlock also all take artistic license to improve game mechanics, so why not for the Artificer also. As I say add best of both worlds, definitely improve the aspects of true crafting but removing the aspects of spellcasting is not a good idea, just a couple of steps of better theming which you could see was the intent of Tools Required.
If you were to use the Infuse Item infusion "Many-Handed Pouch" you would use up all of your infusions. Each pouch would be an Infused Item thus taking up an Infuse Item slot and yes each player with a Many-Handed Pouch would be able to use Magical Telephony.
The infusion Many-Handed Pouch creates 2-5 pouches as a single use of an infusion.
It's also important to note that each infusion can only be used once at any given time. You cannot, for example, outfit the entire party with magical weapons from the Enhanced Weapon infusion.
You must touch each of the objects, and each of your infusions can be in only one object at a time.
-- page 5 of the PDF under "Infusing an Item"
Given the nature of the "Many-Handed Pouch" touching a single pouch will not make magical (hence the 2-5 pouches). You can't touch 5 pouches and have it be a single infusion and you have additional infusion to use on other things.
If you pay attention to the Artificer table on pg. 2, you will see that you start with 2 infused items at level 2 and can have a maximum of 5 infusions at 16th level. So, the 2-5 pouches listed in the "Many-Handed Pouch" description would dictate that you would need to use 2-5 infusions in order to have 2-5 "Many-Handed Pouches".
The Many-Handed Pouch is a single item that's made up of 2-5 pouches all connected by an extradimensional space.
Excited for Robo dog, bit annoyed that the stats of the Alchemical Homunculus dont increase with proficiency automatically like that beast master ranger does. Going to be annoying to keep track of the dogs stats.
While the individual subclass receive a bonus in crafting permanent magic items from specific groups, there is nothing for the core class about crafting permanent magic items.
As long as every Artificer can have the benefit of crafting a particular type of item better and faster than anyone else, wouldn't you consider that part of the core of the class, even if it is relegated to the subclass?
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
If you were to use the Infuse Item infusion "Many-Handed Pouch" you would use up all of your infusions. Each pouch would be an Infused Item thus taking up an Infuse Item slot and yes each player with a Many-Handed Pouch would be able to use Magical Telephony.
The infusion Many-Handed Pouch creates 2-5 pouches as a single use of an infusion.
It's also important to note that each infusion can only be used once at any given time. You cannot, for example, outfit the entire party with magical weapons from the Enhanced Weapon infusion.
You must touch each of the objects, and each of your infusions can be in only one object at a time.
-- page 5 of the PDF under "Infusing an Item"
Given the nature of the "Many-Handed Pouch" touching a single pouch will not make magical (hence the 2-5 pouches). You can't touch 5 pouches and have it be a single infusion and you have additional infusion to use on other things.
If you pay attention to the Artificer table on pg. 2, you will see that you start with 2 infused items at level 2 and can have a maximum of 5 infusions at 16th level. So, the 2-5 pouches listed in the "Many-Handed Pouch" description would dictate that you would need to use 2-5 infusions in order to have 2-5 "Many-Handed Pouches".
This is not correct. You can only select an infusion once with the explicit exception of the Replicate Magic Item infusion (choosing a different magic item each time). For it to work the way you suggest you'd have to apply the Many-Handed Pouch infusion to multiple items, which goes against the rule that says that you can't.
As such, the 2-5 pouches represent the sum of a single infusion. Think of the actual Many-Handed Pouch infusion being the interdimensional space that the 2-5 pouches are connected to, thus a single item.
While the individual subclass receive a bonus in crafting permanent magic items from specific groups, there is nothing for the core class about crafting permanent magic items.
As long as every Artificer can have the benefit of crafting a particular type of item better and faster than anyone else, wouldn't you consider that part of the core of the class, even if it is relegated to the subclass?
No. The no I would not consider a feature of a subclass a part of the core class. The subclass is a specialization, I would expect the subclass to have some sort of benefit when it comes to crafting magical items related to their specialization. With that being said, they still have knowledge and training to be able to craft other magic items. So, they should receive some sort of benefit for being able to craft other magic items. Something like half the time at three quarters of the cost for crafting magic items they are not specialized in, is not unreasonable.
Again I understand your point but will bring up a couple of other classes that have exactly the same definition problem, so if you agree those classes are fine then this should be fine too.
Monk: a member of a religious community of men typically living under vows of poverty, chastity, and obedience. No mention of martial arts, and as much focus on religion as Artificer has on Crafting. So original Monk pulled from a less known eastern martial arts definition.
Bard: a poet, traditionally one reciting epics and associated with a particular oral tradition. Once again no mentions of magic or enchantment. Maybe this class should spend weeks creating epics and poems and selling them to noble lords, without any combat mechanics.
Paladin, Druid, Cleric, Warlock also all take artistic license to improve game mechanics, so why not for the Artificer also. As I say add best of both worlds, definitely improve the aspects of true crafting but removing the aspects of spellcasting is not a good idea, just a couple of steps of better theming which you could see was the intent of Tools Required.
You are just getting into semantics.
It has long been believed that martial arts are associated with certain orders of monks. However, you do not see spellcasting associated with monks. While D&D has taken liberties and created certain subclasses that utilize certain spells in relation to their monk subclass, monks are not spellcasters.
Bards are story tellers. Their songs and poems are used to not only to entertain but to also pass on history and lore that they have collected in their travels.
Artificers by nature are craftsmen and inventors. And as I have pointed out, the powers that be have moved the class away from crafting and expanded their spellcasting abilities and abilities to temporary give mundane items magical properties. I am not saying to get rid of aspects of spellcasting for Artificers. I can see the Artificer having spellcasting, but not at the sacrifice of their crafting abilities and other abilities/features.
The powers that be are forcing players to use their imagination when it comes to the Artificer. Saying you have to use one of your artisan's tools, thieves tools, or infusions whenever you want to cast a spell is extremely restrictive.
I have said this in the past, but due to the different types of spells that the Artificer has access to, I can't see a DM allowing a player use their thieves' tools to cast spells like light, feather fall, enlarge/reduce, fly, arcane eye, or wall of stone. Lets not forget that arcane focuses are used to replace material components of a spell that do not have a cost or are not consumed. So that means the player will have to use their tools/ infusions for all spells, even those with no material components.
In the end I have no issue with the Artificer wielding magic. But to give them spellcasting abilities that even wizards (who have study the arcane arts practically their whole lives) don't have (Right Cantrip for the Job), is just wrong.
The current Artificer build may fit in the world of Eberron (who doesn't have Wizards), but in my opinion it doesn't fit in the rest.
If you were to use the Infuse Item infusion "Many-Handed Pouch" you would use up all of your infusions. Each pouch would be an Infused Item thus taking up an Infuse Item slot and yes each player with a Many-Handed Pouch would be able to use Magical Telephony.
The infusion Many-Handed Pouch creates 2-5 pouches as a single use of an infusion.
It's also important to note that each infusion can only be used once at any given time. You cannot, for example, outfit the entire party with magical weapons from the Enhanced Weapon infusion.
You must touch each of the objects, and each of your infusions can be in only one object at a time.
-- page 5 of the PDF under "Infusing an Item"
Given the nature of the "Many-Handed Pouch" touching a single pouch will not make magical (hence the 2-5 pouches). You can't touch 5 pouches and have it be a single infusion and you have additional infusion to use on other things.
If you pay attention to the Artificer table on pg. 2, you will see that you start with 2 infused items at level 2 and can have a maximum of 5 infusions at 16th level. So, the 2-5 pouches listed in the "Many-Handed Pouch" description would dictate that you would need to use 2-5 infusions in order to have 2-5 "Many-Handed Pouches".
This is not correct. You can only select an infusion once with the explicit exception of the Replicate Magic Item infusion (choosing a different magic item each time). For it to work the way you suggest you'd have to apply the Many-Handed Pouch infusion to multiple items, which goes against the rule that says that you can't.
As such, the 2-5 pouches represent the sum of a single infusion. Think of the actual Many-Handed Pouch infusion being the interdimensional space that the 2-5 pouches are connected to, thus a single item.
I can see the Many-Handed Pouch having a minimum of 2 pouched, but why a maximum of 5? Five is also the maximum number of infusions a player can have. So why is 5 the maximum number? I can see the argument that 2 pouches would be a single infusion, but more then 2 pouches would require additional infusions.
This is not correct. You can only select an infusion once with the explicit exception of the Replicate Magic Item infusion (choosing a different magic item each time). For it to work the way you suggest you'd have to apply the Many-Handed Pouch infusion to multiple items, which goes against the rule that says that you can't.
As such, the 2-5 pouches represent the sum of a single infusion. Think of the actual Many-Handed Pouch infusion being the interdimensional space that the 2-5 pouches are connected to, thus a single item.
I can see the Many-Handed Pouch having a minimum of 2 pouched, but why a maximum of 5? Five is also the maximum number of infusions a player can have. So why is 5 the maximum number? I can see the argument that 2 pouches would be a single infusion, but more then 2 pouches would require additional infusions.
I think you are reading waytoo much into the number of pouches the Many-Handed Pouch Infusion can be bound to. The rules are rather clear:
You can only select an infusion once.
The only exception being the Replicate Magic Item infusion, choosing a different magic item each time.
You can only apply an infusion to one item.
Your interpretation would require the breaking of one or both of those rules. You'd either need to select the Many-Handed Pouch infusion 2 to 5 times to infuse it to 2 to 5 pouches or you would need to use the Many-Handed Pouch infusion to apply it to each pouch separately. Additionally, look at the wording on the Prerequisites and the Item for the Many-Handed Pouch.
Notice that they explicitly used the singular form of the word "Item" when describing the 2 - 5 pouches. That is because the pouches as a group represent one item. Think of it like a bag of M&Ms, granted there are multiple M&Ms within that bag, but the Bag of M&Ms is one item. This infusion is a set of pouches.
Additionally, your interpretation would make this infusion widely unusable.
I once said roll a bunch of homebrew rules into Magical Tinkering. So far I have:
Mending, Detect Magic or Identify using an Action without using spell slots, Int Mod times a day.
You can spend up to 6 hours a Long rest working without gaining exhaustion.
You can recreate any magic item you have owned using material components equal to the cost of the item, with 30 hours per 500g. (Or so)
You can craft anything in your subclass category (wands etc) at common, uncommon at 5, rare at 10 etc.
You can craft mundane sensory items in the UA.
I agree, there are a few little things that should help the class. In fact, I even started a homebrew feat for my players. (https://www.dndbeyond.com/feats/110093-artificer-basics)
I thought about adding Mending, but limiting Detect Magic and Identify as ritual only. That way, they can spend an evening working on and studying items, but if they want quick casting, they have to prepare it.
There are some races that don't need sleep, just downtime/meditation, I could see something similar being very good for the class.
Gotcha, makes sense, missed that line of text. Even still the Iron Defender still has an in-combat heal and out of combat you can repair, so I don't see it as that big of deal.
You also have to expend a spell slot to revive it at full health 1 minute later.
I do think combining Iron Defender’s Body, reaction and Movement Controls, Turret’s attacks and Fortified Position, Manifest Mind’s Remote Casting and cantrip, and Homunculus’ Salves would create a very good pet subclass. Maybe choices at multiple levels on how to build the pet as you level up.
@ Arutha
That's a pretty cool idea, I think I like it. It adds the flavor WotC was going for better than Tools Required does, and it adds a bit more of the crunch I had wanted when this latest version first came out.
Just for fun, given it has been 50 pages (didn’t think we would make it 0.o) See my below suggestions I will likely put into the survey. Spell conduit replacing spellcasting is likely a long shot so not on the list but will be in my homebrew if I even run it.
Edit Oops for the broken formatting. DDB doesn’t play well with iPhone notes. Happy to discuss any of the above if you disagree, especially as there is a lot of new people, happy to try to sway you to my side if I can explain.
For my ideal homebrew I would probably do:
1. 2 Flexible Cantrips, Magical Tinkering, Magic Item Analysis, Tool Expertise. 2. Spell Conduit. 3. Subclass, Infused Items. 10. Superior Attunement(1) 15. Superior Attunement(2) 18. Make an Infusion permanent once a week. 20. Soul of Artifice.
With Subclasses: Wandslinger for more spells and improved damage Cantrips(DC). BattleSmith with Int attack and Battle Armor(EA). Artillerist Turret Crossbow(EA). Alchemist with even more potion like abilities for the homunculus to deliver(DC). Some kind of pet class that brings many adaptable forms from the other subclasses(EA). And maybe Archivist with above changes(DC).
Where EA is Extra Attack and DC is Dual Cantrip letting you cast 2 Cantrips with your Action as long as they are from Artificer list and different Cantrips.(I’d exclude Firebolt from the cantrip list. 4d8+4d8=36~32=2*d10+d6+5+2)
Thanks I am glad I convert one, and if you think from that perspective damaging spells are one of the primary uses. Anecdotally, when I played Morrowind I made a primarily Enchanter with a bunch of on use Magic Attacks like fireballs etc on Rings and Gloves, but when playing Skyrim they restricted on Armor enchantments to permanents and they were boring and couldn’t keep me playing that type. That is the way I see DMG Magic Items as mostly permanent effects with rare on use items with charges.
Either going down the reflavored spell route or specifically giving Artificers a bunch of items with on use actions with charges is the only way I see it working interestingly.
Given the nature of the "Many-Handed Pouch" touching a single pouch will not make magical (hence the 2-5 pouches). You can't touch 5 pouches and have it be a single infusion and you have additional infusion to use on other things.
If you pay attention to the Artificer table on pg. 2, you will see that you start with 2 infused items at level 2 and can have a maximum of 5 infusions at 16th level. So, the 2-5 pouches listed in the "Many-Handed Pouch" description would dictate that you would need to use 2-5 infusions in order to have 2-5 "Many-Handed Pouches".
@Arutha
I am not looking at one iconic type of Artificer. I am looking at all of them. The very definition of Artificer is "a skilled craftsman or inventor". I do not think that the Artificer is martial class like a monk.
I know that Artificers imbue magical properties into items that they craft or purchase. But due to the nature of the Artificer, they do not need to know a spell in order to craft a magical item. They can have the knowledge of arcane formulas needed to craft magic items.
My issue is that WotC/ D&D turning the Artificer into a caster and moving away from crafting. Everything about current Artificer build is about expanding spellcasting. Additional spells, subclass specific spell lists, and imbuing items with spells. While the individual subclass receive a bonus in crafting permanent magic items from specific groups, there is nothing for the core class about crafting permanent magic items (Magical Tinkering doesn't count).
Bards are a well rounded class that can be played in almost any world, while the Artificer is being designed specifically for Eberron.
Again I understand your point but will bring up a couple of other classes that have exactly the same definition problem, so if you agree those classes are fine then this should be fine too.
Monk: a member of a religious community of men typically living under vows of poverty, chastity, and obedience. No mention of martial arts, and as much focus on religion as Artificer has on Crafting. So original Monk pulled from a less known eastern martial arts definition.
Bard: a poet, traditionally one reciting epics and associated with a particular oral tradition. Once again no mentions of magic or enchantment. Maybe this class should spend weeks creating epics and poems and selling them to noble lords, without any combat mechanics.
Paladin, Druid, Cleric, Warlock also all take artistic license to improve game mechanics, so why not for the Artificer also. As I say add best of both worlds, definitely improve the aspects of true crafting but removing the aspects of spellcasting is not a good idea, just a couple of steps of better theming which you could see was the intent of Tools Required.
The Many-Handed Pouch is a single item that's made up of 2-5 pouches all connected by an extradimensional space.
Excited for Robo dog, bit annoyed that the stats of the Alchemical Homunculus dont increase with proficiency automatically like that beast master ranger does. Going to be annoying to keep track of the dogs stats.
As long as every Artificer can have the benefit of crafting a particular type of item better and faster than anyone else, wouldn't you consider that part of the core of the class, even if it is relegated to the subclass?
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
This is not correct. You can only select an infusion once with the explicit exception of the Replicate Magic Item infusion (choosing a different magic item each time). For it to work the way you suggest you'd have to apply the Many-Handed Pouch infusion to multiple items, which goes against the rule that says that you can't.
As such, the 2-5 pouches represent the sum of a single infusion. Think of the actual Many-Handed Pouch infusion being the interdimensional space that the 2-5 pouches are connected to, thus a single item.
No. The no I would not consider a feature of a subclass a part of the core class. The subclass is a specialization, I would expect the subclass to have some sort of benefit when it comes to crafting magical items related to their specialization. With that being said, they still have knowledge and training to be able to craft other magic items. So, they should receive some sort of benefit for being able to craft other magic items. Something like half the time at three quarters of the cost for crafting magic items they are not specialized in, is not unreasonable.
You are just getting into semantics.
It has long been believed that martial arts are associated with certain orders of monks. However, you do not see spellcasting associated with monks. While D&D has taken liberties and created certain subclasses that utilize certain spells in relation to their monk subclass, monks are not spellcasters.
Bards are story tellers. Their songs and poems are used to not only to entertain but to also pass on history and lore that they have collected in their travels.
Artificers by nature are craftsmen and inventors. And as I have pointed out, the powers that be have moved the class away from crafting and expanded their spellcasting abilities and abilities to temporary give mundane items magical properties. I am not saying to get rid of aspects of spellcasting for Artificers. I can see the Artificer having spellcasting, but not at the sacrifice of their crafting abilities and other abilities/features.
The powers that be are forcing players to use their imagination when it comes to the Artificer. Saying you have to use one of your artisan's tools, thieves tools, or infusions whenever you want to cast a spell is extremely restrictive.
I have said this in the past, but due to the different types of spells that the Artificer has access to, I can't see a DM allowing a player use their thieves' tools to cast spells like light, feather fall, enlarge/reduce, fly, arcane eye, or wall of stone. Lets not forget that arcane focuses are used to replace material components of a spell that do not have a cost or are not consumed. So that means the player will have to use their tools/ infusions for all spells, even those with no material components.
In the end I have no issue with the Artificer wielding magic. But to give them spellcasting abilities that even wizards (who have study the arcane arts practically their whole lives) don't have (Right Cantrip for the Job), is just wrong.
The current Artificer build may fit in the world of Eberron (who doesn't have Wizards), but in my opinion it doesn't fit in the rest.
I can see the Many-Handed Pouch having a minimum of 2 pouched, but why a maximum of 5? Five is also the maximum number of infusions a player can have. So why is 5 the maximum number? I can see the argument that 2 pouches would be a single infusion, but more then 2 pouches would require additional infusions.
I think you are reading way too much into the number of pouches the Many-Handed Pouch Infusion can be bound to. The rules are rather clear:
Your interpretation would require the breaking of one or both of those rules. You'd either need to select the Many-Handed Pouch infusion 2 to 5 times to infuse it to 2 to 5 pouches or you would need to use the Many-Handed Pouch infusion to apply it to each pouch separately. Additionally, look at the wording on the Prerequisites and the Item for the Many-Handed Pouch.
Many-Handed Pouch
Prerequisite: 4th-level artificer
Item: 2-5 pouches
Notice that they explicitly used the singular form of the word "Item" when describing the 2 - 5 pouches. That is because the pouches as a group represent one item. Think of it like a bag of M&Ms, granted there are multiple M&Ms within that bag, but the Bag of M&Ms is one item. This infusion is a set of pouches.
Additionally, your interpretation would make this infusion widely unusable.