Forge of the Artificer Elevates D&D’s Most Exciting Class
Whenever I’m not behind the screen as the Dungeon Master in my long-running Dungeons & Dragons campaign, you can usually find me playing an Artificer. While the Bard is often hailed as the Jack of all trades (complete with an ability named after that), the Artificer truly embodies this role—mastering one specific area. Depending on the subclass, the Artificer can fill any role in the party, whether as a support tank, a frontline fighter, or a spell-slinger from a distance. However, they shine brightest when it comes to magical items. At higher levels, unique magical gear often shapes the D&D experience, and Artificers can wield twice as many as their fellow adventurers.
The latest official sourcebook, Eberron: Forge of the Artificer, is set to release on December 9. This extensive supplement builds on 2019’s Eberron: Rising from the Last War, expanding nearly every aspect of the setting: updated character species, new feats and Dragonmarks, deeper lore on the Last War, fresh magical items, and comprehensive rules for airships and mobile bases. While it’s ideal to reference both books together, there’s enough content in Forge to make it worthwhile even if you don’t have its predecessor. The most significant impact of Forge on D&D is how it updates the Artificer class to align with the 2024 fifth-edition refresh, enhancing my favorite class even further.
Tinker’s Magic replaces the previous Magical Tinkering as the class’s first-level ability. In the 2019 version, you could only transform a small object into a source of light or sound—essentially creating a glowstick or a noisy distraction. Now, with Tinker’s Tools, the Artificer can craft a variety of useful items, including torches, ropes, grappling hooks, and caltrops.
The most notable change is the removal of the Infuse Item system, replaced by Replicate Magic Items. Instead of enhancing existing items, weapons, or armor with magical effects, the Artificer can now create them outright (up to a number that scales with their level). This means that rather than just boosting a tank’s armor for +1 AC, you can create that armor from scratch. You can forge a shield that pushes enemies away, a wand that boosts spell attack rolls, or even goggles that grant darkvision. Forge of the Artificer also mentions that any character can craft items by spending gold and downtime, but Artificers can do it much more efficiently.
Previously, Level 6 granted Tool Expertise, a rather mundane buff to skill checks involving tools. Now, Artificers gain Magic Item Tinker, allowing them to interact with their created magical items in more impactful ways. They can expend a spell slot to recharge an item, drain an item to regain a spell slot, and even transform one magical item into another. This update highlights the class’s versatility and redefines the Artificer as a quick-thinking tinkerer. They may not be able to do everything, but they empower their allies to achieve anything.
The Artificer’s standout ability, Flash of Genius, also receives a quality-of-life upgrade. Starting at level seven, the Artificer can use their reaction to add their Intelligence (INT) modifier to an ability check or saving throw. Since INT is typically the Artificer’s primary stat, this modifier usually ranges from three to five, making Flash of Genius a potential game-changer. If your Fighter fails a DEX save against a Fireball, Flash of Genius could reduce the damage from 28 to 14.
The updated Flash of Genius clarifies that it can be used after a roll is deemed a failure, which was previously uncertain. Additionally, at level 14, Artificers can now regain a use of Flash of Genius after a short rest, providing yet another advantage.
All existing Artificer subclasses—Alchemist, Armorer, Artillerist, and Battle Smith—receive smoother progression updates that enhance the class’s effectiveness at lower levels. Forge also introduces Cartographer to the lineup.
The Alchemist specializes in potions, focusing on buffing and healing the party in often unpredictable ways. (One time, my Alchemist won a fight by using an Experimental Elixir to gain flight and then rained acid down on the enemy.) If you want to channel Iron Man in D&D, the Armorer is your go-to, offering numerous customization options to define your tank or skirmisher. The Battle Smith serves as a defensive frontline support class, accompanied by a Steel Defender companion. The default design is a dog, but players can choose whether their medium-sized construct has two legs or four, effectively giving them a pet robot of their design with solid stats and immunities.
The Cartographer subclass utilizes magical maps for battlefield control, allowing the party to teleport under certain conditions. They also have a decent mix of healing, support, and offensive spells, along with a Homunculus Servant. While not as sturdy as the Steel Defender, this tiny construct can deliver spells at a distance that typically require close proximity.
My personal favorite, the Artillerist, remains the “big boom” specialist, and Forge of the Artificer refines the subclass for greater flexibility. As an offensive spellcaster (gaining access to Fireball at ninth level), the Artillerist’s key feature is the Eldritch Cannon, a small or tiny construct that can move around the battlefield, functioning as a flamethrower, force ballista, or generating temporary hit points for nearby allies. Previously, you could only choose one effect, but the updated rules allow the Eldritch Cannon to perform any of the three on your turn.
The best character I ever played in Dungeons & Dragons was an Artillerist Artificer named Fergus. A gun-toting teenager with a knack for explosions, Fergus never revealed to the party that he was a time traveler from the future. An experiment gone awry had blasted him into the past. I played him with a mix of the “so I just started blasting” meme and the character Impulse from DC Comics, using quirky jargon from his timeline to baffle the party. In every battle, he’d strap an Eldritch Cannon to someone’s back and take cover to shoot at enemies from a distance. Afterwards, he’d randomly create an ultra-useful magic item for someone.
Fergus had his limitations as a character since I created him shortly after Rising from the Last War was released in 2019. I originally conceived of him during a phone interview with a D&D Lead Designer.
“Masters of unlocking magic in everyday objects, Artificers are the supreme inventors,” he said. “The Artificer always has the right tool for the job. If they don’t, give them a bit of time, and they’ll make it.”
But is it legal for Fergus to strap an Eldritch Cannon to a Warforged Fighter’s back and send them both into battle? Yes, I was told. That’s the true power fantasy of the Artificer. With Forge of the Artificer, the class is better than ever.