[quote=@rush99999] [@Cao the Exiled] If you can get Mae to agree with it, [url=https://drive.google.com/file/d/1jeqp5Ls9paEh0yZ0vyhJRoNKCJ4yARf2/view]Improved Artificer[/url] could possibly be a lot more fun to play. [/quote] That class seems... poorly balanced. I mean, I've not seen the alternative, so I can't really compare them. However, looking at it just as a class unto itself, it seems very front-loaded. If I'm reading it right-I could not be, I've done that before-then starting at level 1 you can get a CR 3 monster that fights for you. You can use a cantrip to fix it between fights, and the initial cost to make it is hand-waved away. Even if it dies, you can still bring it back. If you lose it, though, then it costs you a 1000 gp to replace it. You either make the investment, or the invention points are wasted. The very next level, you can get Another CR 3 creature to fight for you. Quite a power boost. Every level after that, though, you have to sink what seems to be your primary class resource into making them better. Otherwise, it looks like they're just going to fall to the wayside in terms of usefulness. The same thing seems to be true of guns. They start out really strong-if somewhat of a money pit, though that's ranged weapons in general-but then you have to keep sinking points into them to remain good. As long as you have options to sink into that makes them better, they get steadily better and remain powerful. When you run out of those options, then they fall to the wayside. Alchemy and artifical limbs offer the class a lot of options-especially alchemy, which has options that level with the class-but both have pitfalls. Alchemy upgrades are one-offs, and they'll only ever be what they are when you pick them. That's not so bad, and I'd recommend learning some no matter what path you choose. The artificial limbs, though, can get pretty risky. They're expensive in terms of invention points, though many are quite worth it, but that risk of madness is really hard to balance. You risk rolling your first one as early as 2nd level, and if you're just unlucky your character could become a construct as early as 6th. Conversely, if you Are lucky, there's no actual negative to the options. I'm not trying to say that it's overpowered. It's more like it's a build-your-own-class guide. A lot of 5e classes do something like that, where you get options to pick what your character is good at, while still being built around a general core. However, unlike most of those classes, this one doesn't make you pick a path. It also doesn't reward you for taking one option and specializing with it, which seems like it would have been the better way to go. At the end of the day, it just seems like a class that needs a good understanding of the rules and the game to make work. While at the same time creating a possibility for people who Do have that experience to very quickly become munchkins. Just my two-cents.