Mmm, I would be intrigued to see a more unique spellcasting system, but I'm not sure giving them a variant on Pact Magic is the way to go. With the Infusion system, I think that would run the risk of turning the Artificer into a reskinned Warlock.
Mmm, I would be intrigued to see a more unique spellcasting system, but I'm not sure giving them a variant on Pact Magic is the way to go. With the Infusion system, I think that would run the risk of turning the Artificer into a reskinned Warlock.
I agree with this. I think a new system needs to come into existence. i read the the Psionic and Mystic class last night and that one looks like it has difficulty too. The question is, what would a new system look like? Should there be a whole new book of "spells" for these classes with brand new mechanics? Well, reskinned mechanics?
Mmm, I would be intrigued to see a more unique spellcasting system, but I'm not sure giving them a variant on Pact Magic is the way to go. With the Infusion system, I think that would run the risk of turning the Artificer into a reskinned Warlock.
I agree with this. I think a new system needs to come into existence. i read the the Psionic and Mystic class last night and that one looks like it has difficulty too. The question is, what would a new system look like? Should there be a whole new book of "spells" for these classes with brand new mechanics? Well, reskinned mechanics?
To be fair, I think an *entirely* new system might be too much work for this one class, though playing around with the old system might yield interesting results (people keep calling this a half-caster, though it seems to me more appropriate to call it a 3/5ths caster with the addition of cantrips; perhaps it might be prudent to build on this further and make it into a 3/4ths caster?).
I do think somewhere in the future there are plans for the addition of a psionics system which is what the old Mystic class was aiming at, but I think that might be a long while off yet...
With that said, there does need to be more spells unique to the artificer. We got a taste of that with Arcane weapon, but they definitely need to put out more.
You might want to read the 'Draconic Prophesy' trilogy of novels. I just finished them myself. The are based in a 3rd Edition version of D&D I think, but still give a great deal of insight into Eberron.
You can pick up a Kindle version of the trilogy on Amazon.ca
On my list. I plan on reading all of them I noticed that the first book in the Dreaming Dark Series, City of Towers, has a wonderful guide at the end. Does Draconic Prophecy have that? I am buying the books one by one for slow discovery and that I don't read them all at once.
Heres are section from that guide that talks about Ebberon's magic
The Paths of Magic
Magic permeates Eberron. Its energy is all around us. The Seren Tablets say that it is the breath of Siberys, released when that great dragon was slain by Khyber in the battle that formed our world. Skeptics and scholars claim it is a natural force like the lightning and the wind. Regardless of its origin, its presence cannot be questioned. The force is there, and there are many ways it can be shaped and controlled. The oldest road is that of faith, the adept and the cleric. Those who believe claim that the gods and their celestial servants work miracles on behalf of their chosen, allowing the priest to minister to the wounded, protect those in need, and smite the enemies of his faith. Skeptics say that the cleric works his miracles through will alone, the pure strength of his belief reshaping reality to meet his desires. Whatever the truth, it is a path that requires no knowledge of esoteric laws and formulae. All that is required is faith and will, but in such quantities that few men possess. However, those who lack faith can make up for it with cunning and skill. Scholars and sages saw the powers of the pious priests and were determined to unlock the secrets of this force that granted miracles. In time, they succeeded, decrypting the codes of the universe itself. This arcane magic still requires willpower above all things, but where the priest calls upon his god to smite his foes, a wizard visualizes a force of fire, speaks an ancient word embodying the flame, and flings a pinch of sulfur into the air. This combination of gesture, incantation, thought, and substance summons the fire from the air, drawing on the invisible energy to make thought reality. The true wizard can master any spell he can find, but these gifted sages are few. The most common spellworker is the magewright, who may only master a single spell or two over the course of his life—the augur, the mender, the blacksmith who shapes his steel with magic. Between these two extremes lie the bard and the sorcerer, both of whom possess more power than the magewright but lack the wizard’s talent to master every spell.
In recent centuries a new path has arisen—that of the artificer. She cannot pull fire from the air or heal with a touch. Her talent lies in binding magical energy into objects, creating tools that mimic the powers of wizard and cleric. The artificer excels at creating mystical treasures, wondrous elixirs, amulets, enchanted weapons, and many other fantastic items. Given time and access to rare and exotic materials—notably dragonshards—an artificer can make such items permanent. Otherwise, their powers quickly fade.
Regardless of the path a spellcaster follows, the act of performing magic takes a toll on mind and spirit. Only so much energy can be channeled each day, and once a spellcaster reaches this limit he must rely on his mundane skills until he can rest and restore his spirit. Each path has its own rituals. The cleric prays while the wizard studies musty tomes and prepares the formulas he wishes to use the following day. Some say that the kalashtar follow a different path to power, drawing on the power of mind and dream to produce effects never seen.…
Page 346 City of Towers by Keith Baker
Hadn't seen this series until you mentioned it. I just ordered the 1st book off of Kindle. Thanks.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
So far, we have full, half, and 1/3 casters. Maybe make the artificer a "2/3 caster" that gains new spell levels every 3 levels and can learn up to level 6 spells and can learn cantrips?
I'm fine with the half-caster part of the Articer so far. It's the non-caster half that seems to be more of an anchor for the artificer at the moment. The spell list needs a bit of tweaking (Green flame blade and booming blade at the very least since they scream Artificer to me).
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Yeah I am in the boat of if you add more caster levels it actually makes the class more generic as the power quota has to come out of the non caster half. Instead balance the non caster half so it is more interesting.
I think when it gets the extra other sourcebook spells will help, but also looking over Ranger and Paladin I forgot how many unique spells they have like Hunters Mark & Volleys & Lightning Arrow and Smite spells & Aura of Vitality.
Apparently that is a key feature in balancing a half caster??
Personally I think it would be interesting to have a subclass that upgrades it to a fullcaster. It gets its subclass at level 3, so it is still on fullcaster pace and it might be fun to see what it could do with higher spells like Timestop (Harry Potter time Turner).
Also I think Artificers need a unique cantrip that only they get.
Christopher Walz, Alex Clippinger, Christian Eichhorn over on DM's Guild have already put out a supplement for the Artificer called: "Tools of the Trade: Artificer Options".
In it they add six archetypes for the Artificer. I picked it up for the fun of it. It was only $4.64 CAN.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Personally I think it would be interesting to have a subclass that upgrades it to a fullcaster. It gets its subclass at level 3, so it is still on fullcaster pace and it might be fun to see what it could do with higher spells like Timestop (Harry Potter time Turner).
Also I think Artificers need a unique cantrip that only they get.
I've been using a full caster artificer for years that I picked up. In it it have two very interesting cantrips:
1) Infuse Weapon (Artificer 0th) Divination cantrip Casting Time : 1 bonus action Range: weapon you are holding Components: (V, S, M (steel wool and a weapon)) Duration: 1 minute The weapon you are holding is infused with your power and it becomes natural to wield. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks using that weapon. The spell ends if you cast it again or if you let go of the weapon.
and
2) Makeshift Wand (Artificer 0th) Evocation cantrip Casting Time : 1 action Range: 60-feet Components: S, M ((a handheld object you have spent an action scribing runes on)) Effect: blast of energy You employ any small object as a temporary wand, channelling a blast of energy. The target must succeed on a Dexterity saving throw or take 1d8 damage. The spell can inflict acid, fire, cold, lightning or thunder damage; choose two damage types when you learn this spell, and you can choose which one to use when you cast the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At each of these levels, you may also select an additional damage type to add to your repertoire. You can prepare any handheld object to serve as a channel for this spell; this requires one action (inscribing a few runes on it) at some previous point, not including the action used to cast the cantrip.
I thought I'd found the version I've been using over on DandDWiki.com, but I couldn't find it again. I've been using it since 5th Ed came out.
Edit: I found an update version of the Artificer I have been using. It has been comprehensively updated from the version I have been using. :)
Oh yeah, and the obvious comment of "we need WAY more infusions and archetypes". At this point in the 5e's lifespan, releasing a class with such sparse options in comparison to its counterparts pushes new players away from wanting to pick them.
Untouched Archetype ideas:
Gunsmith: Forgo the pet and allow us to create the ultimate weapon over the course of the campaign. Treated like the Ranger - Hunter, every time we get a specialism feature we can choose from 3-4 upgrades for our rifle/pistol as well as a host of other features such as improved reloading, dual wielding, ect.
Mechanist: Leaning fully into the idea of creating a pet, at level 3 we build a mechanical companion that acts during our initiative order as a companion BUT can also be piloted (whether that is jumping on its back or even stepping inside of it like a suit of armor). You can eventually upgrade it for combat in the sky or sea.
Gourmand: Gaining cooking utensils/brewer supplies as your spell focus, you become a master chef/mixologist. You dishes/cocktails buff your allies and yourself with resistances, healing, temp hit points, and even advantage. You can even charm/paralyze/poison your enemies if you get them to try your creations.
Transmutor: Using your own body as a test subject, you give yourself horrifying biological upgrades like tentacles, insect carapaces, even being able to create your own symbionts that you can "gift" to your party at higher levels.
Forgemaster: You specialize in crafting specialized armor and melee weapons for your party going far beyond what infusions can already do. Craft beautiful master work weapons that culminate in the highest of achievements... a sentient weapon.
Please. These please. I mean, I’ve been playing the 2017 Atificer since early 2018, very boringly and I LOVE the update, but THESE get me excited. The Gourmand and the Transmuter (like the Simic) are getting me very excited.
Meh, the Gourmand sounds a bit redundant as it’s something that could easily be done by a Chemist, but I guess it could be flavored (pun intended) as such.
Remember another UA for artifice comes out this month. Also based off of Jeremy Crawfords statement yesterday gunsmith will not returns cause too many people shouted at wizards no guns in their D&D.
Whaaaaaat? That’s so lame. We’re not asking for there to be machine guns, and gunpowder was brought to Europe in the late 14th century so it wouldn’t be THAT much of a technological jump. And they don’t have to widespread, it could be something that the Artificer themselves discovered or it could be the secert of a guild.
Though I will say the previous Gunsmith was ridiculous at higher lvls due to Thunder Monger allowing you to pump out massive amounts of dmg at a pretty far range without using any spellslots or it even having a limited amount of uses
I've been thinking of buffing the spellcasting and using spell storing. (rough draft follows)
Something like: At 5th level, when you prepare your spells you can infuse some of your magic into you and your allies' gear. By spending a spell slot you can store a spell that the wearer can activate as an action, the spell takes effect at a spell slot 1 higher than the slot you sacrificed. The power of the spell slot increases as you gain levels in this class, at 10th level the spell slot is considered two levels higher, at 15th level three levels higher, and at 20th level the spell slot is four levels higher.
Thus is grants a little more spell power but only on spell storing (so dedicating a specific spell to a future use). Thus the power of the Artificer increases and they can use 9th level effects (at least twice a day) at 20th level. Limiting this to Artificer levels would curb crazy multiclass shenanigans
So a Artificer looks like this Level (Max spell slot level) - 1 (1), 5 (3), 9 (4), 10 (5), 13 (6), 15 (17), 17 (8), 20 (9)
I've been thinking of buffing the spellcasting and using spell storing. (rough draft follows)
Something like: At 5th level, when you prepare your spells you can infuse some of your magic into you and your allies' gear. By spending a spell slot you can store a spell that the wearer can activate as an action, the spell takes effect at a spell slot 1 higher than the slot you sacrificed. The power of the spell slot increases as you gain levels in this class, at 10th level the spell slot is considered two levels higher, at 15th level three levels higher, and at 20th level the spell slot is four levels higher.
Thus is grants a little more spell power but only on spell storing (so dedicating a specific spell to a future use). Thus the power of the Artificer increases and they can use 9th level effects (at least twice a day) at 20th level. Limiting this to Artificer levels would curb crazy multiclass shenanigans
So a Artificer looks like this Level (Max spell slot level) - 1 (1), 5 (3), 9 (4), 10 (5), 13 (6), 15 (17), 17 (8), 20 (9)
I was suggesting something similar for ramping spells via spell storing too although I just ramping by 1 level. If you make this 1@3, 2@7, 3@11, 4@15 you actually get full spellcast progression, do we want that?
Also I suggest changing wording slightly so the item can take a spell from the Artificer spell list that you don’t have prepared or even that you don’t have access to but the ramped spell slot would.
Remember another UA for artifice comes out this month. Also based off of Jeremy Crawfords statement yesterday gunsmith will not returns cause too many people shouted at wizards no guns in their D&D.
Whaaaaaat? That’s so lame. We’re not asking for there to be machine guns, and gunpowder was brought to Europe in the late 14th century so it wouldn’t be THAT much of a technological jump. And they don’t have to widespread, it could be something that the Artificer themselves discovered or it could be the secert of a guild.
Though I will say the previous Gunsmith was ridiculous at higher lvls due to Thunder Monger allowing you to pump out massive amounts of dmg at a pretty far range without using any spellslots or it even having a limited amount of uses
I know the feeling back near the end of 1st edition they came out with a book called "Forgotten Realms Adventures" which was noted as being 2nd edition compatible this book introduced "Flintlocks and Muskets" as well as "Smoke Powder". This book was for 1st edition AD&D and had Firearms, now for Eberron from what I know yes no guns, but Forgotten Realms yes and I would love to see them back in as an option for players. The Critical Role Gunslinger is a balanced subclass of Fighter, and they could really use an Artificer with firearms knowledge in the party.
Personally, I like a lot about this version of the artificer (i.e. the cantrips and infusions), but I think it could use a bit more development beyond the spells and summon for each subclass. That all has to be taken with a grain of salt though, I am only beginning to play with this artificer (alchemist). I also added th gun rules published with the critical role content because my established artificer uses guns. Adding the guns portoin has made me realize that I wish artificers were better at crafting in general (not just for subclass) because it feels weird to me to have to go by the raw rules to make anything outside of an infusion (That isn’t a potion for this character). Maybe super high benefits for subclass and blanket benefits across the rest of crafting time tables? It’s nice to have the expertise in tools, but that doesn’t cut down time RAW, as I understand it.
I can’t wait until they realease more - I like this new direction! And I also can’t wait for ddb integration. It’s complicated to make a new, complex class fit into your architecture but it would make my life a lot easier. I do love my ddb character sheets...
I don't know if this would be popular, but it occurs to me that one thing missing from the Artificer are flavor 'hooks' that really sell why someone would want to be an artificer. Intellectual pursuits like wizardry has endless fantastical draws (e.g. summoning towers/forts, immortality of sorts, literal wishes), while the charisma casters concepts basically all come packaged with rich flavor & motivation.
As it stands, artificer has all the rigor demanded of wizardry but no great payoff since it lacks all the really fantastical spells - it also never really allows someone to become a legendary crafter (whether for aspiration or wealth), as even the most accomplished artificer just makes shallow replicas of magic items. Whichever NPC's churn out true +1 gear are greater crafters than even level 20 artificers.
I'd like to see Artificer gain some aspirational high-level hooks, which don't necessarily even have to have actual gameplay impact...
Gain access to one of a range of advanced 'fabrication' project from a core list augmented by a few subclass options. Some based on existing spells (e.g. Galder's Tower with a laboratory makeover, a Control Weather machine, Clone as an alchemist science project) and others unique to the artificer. This should pretty much always require a quest to achieve, whether it be harvesting particular monstrous ingredients or visiting a particular place e.g. only the lightning captured during a thunderstorm atop a particular mountain will fit the artificer's specification for pwoering their weather machine.
Achieve a 'breakthrough' discovery at some point, which is curtailed by a Wish style mechanic - again chosen from a generic list plus subclass options, with DM negotiation as an option. Examples include:
Artificer perfecting production of permanent +1 weapons & armor. They requires time and resources, but will always fund a lavish lifestyle where the artificer finds an adequate market. As a one off bonus, the artificer chooses one item (possessed by them or their party) that is eligible for the Enhanced Defense or Enhanced Weapon infusion - that item gains a permanent +2 bonus and some unique cosmetic feature, along with forever bearing the artificer's name (when identified). N.B. Must know the respective infusions as a prerequisite.
Artificer perfecting the art of replication, allowing them to create permanent versions of each Replicate Magic Item infusion they know (or learn). Doing so takes time but always succeeds, however if fail an INT check against the DC of the item (10, 12 or 16) then the efforts so tax the artificer that the infusion is lost forever (roll cannot be modified or re-rolled). As a one-off bonus, the artificer learns two infusions from the 1st Replicate Magic Item table to represent their research efforts.
Alchemist turning base metal into gold, generating a very large sum. The experiment can be repeated once a day and only succeeds on a natural 20, but consumes materials equal to one 20th of the intended gold value. The artificer permanently gains proficiency in CHA saving throws (or another save if already possess) from the sheer swagger of having achieved this.
Alchemist creating a working Elixir of Eternal Youth, after years of careful experimentation. Produces one potion with the effect of permanently setting a creature's apparent age to 'newly adult', partially regenerating them and extending their lifespan by a modest magnitude. May attempt to produce another, but DC starts at 25 and reduces by 1 for each week (dedicated w/ cost of living) or month (as a down-time activity) spent preparing - on a natural 1 the recipe has drifted too far from the original, and the alchemist will never brew another (roll cannot be modified or re-rolled).
Artillerist invents a gun! (Or a bowcaster or whatever ranged weapon they envisage.) Exact design to be agreed with DM. Fully functional for the crafter & easy to replicate (though carries a cost) but with so many idiosyncrasies that the weapons are risky for others to wield - anyone else rolling a natural 1 to fire (or activate special features) hurts themselves and has a 33% chance of wrecking the weapon. Successful INT check training may overcome this, but handing guns out freely could come back to bite the artillerist.
Mmm, I would be intrigued to see a more unique spellcasting system, but I'm not sure giving them a variant on Pact Magic is the way to go. With the Infusion system, I think that would run the risk of turning the Artificer into a reskinned Warlock.
I agree with this. I think a new system needs to come into existence. i read the the Psionic and Mystic class last night and that one looks like it has difficulty too. The question is, what would a new system look like? Should there be a whole new book of "spells" for these classes with brand new mechanics? Well, reskinned mechanics?
To be fair, I think an *entirely* new system might be too much work for this one class, though playing around with the old system might yield interesting results (people keep calling this a half-caster, though it seems to me more appropriate to call it a 3/5ths caster with the addition of cantrips; perhaps it might be prudent to build on this further and make it into a 3/4ths caster?).
I do think somewhere in the future there are plans for the addition of a psionics system which is what the old Mystic class was aiming at, but I think that might be a long while off yet...
With that said, there does need to be more spells unique to the artificer. We got a taste of that with Arcane weapon, but they definitely need to put out more.
Hadn't seen this series until you mentioned it. I just ordered the 1st book off of Kindle. Thanks.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
So far, we have full, half, and 1/3 casters. Maybe make the artificer a "2/3 caster" that gains new spell levels every 3 levels and can learn up to level 6 spells and can learn cantrips?
DM for 3 campaigns
Lizardfolk Battle Smith Artificer
Gnome War Wizard
Human Tempest Cleric
Perhaps. That was an Idea I've been toying with, and I think I may suggest that in the Survey when it comes.
I'll suggest it too then.
DM for 3 campaigns
Lizardfolk Battle Smith Artificer
Gnome War Wizard
Human Tempest Cleric
I'm fine with the half-caster part of the Articer so far. It's the non-caster half that seems to be more of an anchor for the artificer at the moment. The spell list needs a bit of tweaking (Green flame blade and booming blade at the very least since they scream Artificer to me).
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Yeah I am in the boat of if you add more caster levels it actually makes the class more generic as the power quota has to come out of the non caster half. Instead balance the non caster half so it is more interesting.
I think when it gets the extra other sourcebook spells will help, but also looking over Ranger and Paladin I forgot how many unique spells they have like Hunters Mark & Volleys & Lightning Arrow and Smite spells & Aura of Vitality.
Apparently that is a key feature in balancing a half caster??
Personally I think it would be interesting to have a subclass that upgrades it to a fullcaster. It gets its subclass at level 3, so it is still on fullcaster pace and it might be fun to see what it could do with higher spells like Timestop (Harry Potter time Turner).
Also I think Artificers need a unique cantrip that only they get.
Christopher Walz, Alex Clippinger, Christian Eichhorn over on DM's Guild have already put out a supplement for the Artificer called: "Tools of the Trade: Artificer Options".
In it they add six archetypes for the Artificer. I picked it up for the fun of it. It was only $4.64 CAN.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I've been using a full caster artificer for years that I picked up. In it it have two very interesting cantrips:
and
I thought I'd found the version I've been using over on DandDWiki.com, but I couldn't find it again. I've been using it since 5th Ed came out.
Edit: I found an update version of the Artificer I have been using. It has been comprehensively updated from the version I have been using. :)
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Meh, the Gourmand sounds a bit redundant as it’s something that could easily be done by a Chemist, but I guess it could be flavored (pun intended) as such.
Whaaaaaat? That’s so lame. We’re not asking for there to be machine guns, and gunpowder was brought to Europe in the late 14th century so it wouldn’t be THAT much of a technological jump. And they don’t have to widespread, it could be something that the Artificer themselves discovered or it could be the secert of a guild.
Though I will say the previous Gunsmith was ridiculous at higher lvls due to Thunder Monger allowing you to pump out massive amounts of dmg at a pretty far range without using any spellslots or it even having a limited amount of uses
I've been thinking of buffing the spellcasting and using spell storing. (rough draft follows)
Something like: At 5th level, when you prepare your spells you can infuse some of your magic into you and your allies' gear. By spending a spell slot you can store a spell that the wearer can activate as an action, the spell takes effect at a spell slot 1 higher than the slot you sacrificed. The power of the spell slot increases as you gain levels in this class, at 10th level the spell slot is considered two levels higher, at 15th level three levels higher, and at 20th level the spell slot is four levels higher.
Thus is grants a little more spell power but only on spell storing (so dedicating a specific spell to a future use). Thus the power of the Artificer increases and they can use 9th level effects (at least twice a day) at 20th level. Limiting this to Artificer levels would curb crazy multiclass shenanigans
So a Artificer looks like this Level (Max spell slot level) - 1 (1), 5 (3), 9 (4), 10 (5), 13 (6), 15 (17), 17 (8), 20 (9)
I was suggesting something similar for ramping spells via spell storing too although I just ramping by 1 level. If you make this 1@3, 2@7, 3@11, 4@15 you actually get full spellcast progression, do we want that?
Also I suggest changing wording slightly so the item can take a spell from the Artificer spell list that you don’t have prepared or even that you don’t have access to but the ramped spell slot would.
I know the feeling back near the end of 1st edition they came out with a book called "Forgotten Realms Adventures" which was noted as being 2nd edition compatible this book introduced "Flintlocks and Muskets" as well as "Smoke Powder". This book was for 1st edition AD&D and had Firearms, now for Eberron from what I know yes no guns, but Forgotten Realms yes and I would love to see them back in as an option for players. The Critical Role Gunslinger is a balanced subclass of Fighter, and they could really use an Artificer with firearms knowledge in the party.
Personally, I like a lot about this version of the artificer (i.e. the cantrips and infusions), but I think it could use a bit more development beyond the spells and summon for each subclass. That all has to be taken with a grain of salt though, I am only beginning to play with this artificer (alchemist). I also added th gun rules published with the critical role content because my established artificer uses guns. Adding the guns portoin has made me realize that I wish artificers were better at crafting in general (not just for subclass) because it feels weird to me to have to go by the raw rules to make anything outside of an infusion (That isn’t a potion for this character). Maybe super high benefits for subclass and blanket benefits across the rest of crafting time tables? It’s nice to have the expertise in tools, but that doesn’t cut down time RAW, as I understand it.
I can’t wait until they realease more - I like this new direction! And I also can’t wait for ddb integration. It’s complicated to make a new, complex class fit into your architecture but it would make my life a lot easier. I do love my ddb character sheets...
I don't know if this would be popular, but it occurs to me that one thing missing from the Artificer are flavor 'hooks' that really sell why someone would want to be an artificer. Intellectual pursuits like wizardry has endless fantastical draws (e.g. summoning towers/forts, immortality of sorts, literal wishes), while the charisma casters concepts basically all come packaged with rich flavor & motivation.
As it stands, artificer has all the rigor demanded of wizardry but no great payoff since it lacks all the really fantastical spells - it also never really allows someone to become a legendary crafter (whether for aspiration or wealth), as even the most accomplished artificer just makes shallow replicas of magic items. Whichever NPC's churn out true +1 gear are greater crafters than even level 20 artificers.
I'd like to see Artificer gain some aspirational high-level hooks, which don't necessarily even have to have actual gameplay impact...