Exploring Eberron: Forge of the Artificer

Third time seems to be the charm for the artificer in Eberron: Forge of the Artificer. The book is described as a supplement to Eberron: Rising from the Last War and offers new character options, new campaign models, and new vehicle rules for Eberron.
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Exploring Eberron: Forge of the Artificer

This book is described as a supplement to Eberron: Rising from the Last War and offers new character options, new campaign models, and new vehicle rules for Eberron.

The titular artificers, one of the iconic aspects of Eberron along with the Warforged, are a tricky class. It needs to be cool, not horribly complicated to manage, and shouldn’t be so powerful it’s a campaign breaker. While Eberron fans were thrilled when the setting got its first official 5E book (as opposed to the digital only release, The Wayfinders Guide to Eberron, which I’m not counting in regard to the artificer because the original digital document didn’t include it. The artificer only showed up in later updates in the appendix), the ERftLW version didn’t quite hit the mark with some fans.

The artificer’s appearance in Tasha’s Cauldron of Everything was mostly to set up the class for use in any D&D campaign setting and give it an expanded spell list that incorporated the new spells in TCoE. It also added a new artificer subclass, the armorer, to join the alchemist, artillerist, and battlesmith. I liked the builds for the 5E versions of the artificer even though magical tinkering isn’t my jam, but the newest version has some zest, and one thing that’s odd.

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A Revised Artificer​

How much importance does the new artificer get in EFotA? It gets its own chapter, with other character options detailed in another chapter.

Despite that amount of space, the entry is surprisingly skimpy on flavor text to provide a sense of how the artificer fits into the setting if the reader is new to Eberron. What we do get is accurate—"Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions" —but rather flat. I expected a little more flavor text, but I’m also a sucker for world-building material.

As with the prior version, artificers cast spells through their tools. A lot of the basics are the same, like hit dice, but carrying over the use of simple weapons is odd. While that’s not too unusual for the prior iterations when firearms were only an option in the 2014 DMG, it feels weird here. The 2024 PHB moved muskets and pistols to the ranged martial weapons table, so why are artificers limited to simple weapons? An artificer with a cool, magical firearm seems like a natural. The class could have at least made an exception for firearms while excluding other ranged martial weapons.

Other than that, the changes are rather cool or give some power boosts without entirely breaking everything. For example, artificers replace spells after a long rest, which is handy.

The first level feature Tinker’s Magic offers some fun options, especially for those who embrace creative options. First, you automatically get the mending cantrip separate from the other two cantrips gained at first level. Even better, a magic action can be used to create one item in an unoccupied space within 5 feet of yourself. The options are limited to the items on a list but they range from baskets, bedrolls, and bells to shovels, torches, and vials, with 31 options total.

Level 2 Replicate Magic replaces Infuse Magic and potentially gives your low-level group a really nice boost. The feature allows the artificer to learn four types of magic item plans. With those plans, after finishing a long rest, the artificer can create one or two different magic items based on the plans they know. If the item requires attunement, the artificer can attune to it as soon as it’s created. The book recommends creating the items bag of holding, cap of water breather, sending stones, and wand of the war mage, but other options include a +1 weapon and a +1 shield, which is pretty awesome for a low level group.

Another fun option comes with the Level 6 Magic Item Tinker, which lets you, among other options, drain the magic from an item you created with Replicate Magic Item, which causes it to disappear and give you a fresh spell slot. That can be very useful if handled strategically.

The new artificer has more features, of course, but if I delve into everything in EFotA deeply, this will be a 10,000 word review. Suffice to say that the cartographer subclass is a worthy addition, and the new artificer spell, Homunculus Servant, makes sense and fills a previous gap.

Personally, I don’t love artificers in general because they can be complicated to play and magical tinkering isn’t my thing, but I do like the revised build here. A clever player could come up with some ingenious options if they use this build to think strategically and outside of the box. Isn’t that one of the elements of a good artificer?

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Character Options​

The artificer isn’t the only one character option to get an upgrade/expansion. A new species, the Khoravar, are a bridge between elves and humans while having distinct communities from those of humans or elves. Just don’t call them “half-elves”.

Some existing Eberron species were tweaked. For example, Shifters (a.k.a. “were-touched”) get Bestial Instincts, which allows them to channel the beast within to gain proficiency in Acrobatics, Athletics, Intimidation or Survival. Shifting is a bonus action that allows them to take on a bestial appearance.

For Warforged, Integrated Protection is simplified to a +1 Armor Class bonus and any armor worn cannot be removed against their will as long as they are alive. More importantly, players can use either the EFotA or the ERftLW version of the species so if you prefer the older version, it’s still an option.

For those who like Dragonmarks, there’s a lot to explore. EFotA has 28 Dragonmark feats, and 14 of the 16 backgrounds are related to dragonmarks. These backgrounds are the only way to get a dragonmark feat at level one. The two non-dragonmark backgrounds are Archaeologist and Inquisitive.

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Airships & Bastions​

One of the definite bonuses is its chapter on elemental airships. What would a magic steampunk setting be without some form of airship? EFotA has everything you need to know operating, boarding, maneuvering, staffing, repairing airships, combat (of course), and dealing with crashes.

It also deals with monster tactics because, after all, dragons, rocs, and other flying creatures might find elemental airships a threat or interesting—or the delivery method for tasty treats (its crew). So there’s also a section on what characters can do during airship combat.

Three elemental airships are detailed and statted out. That’s followed by info on how to upgrade elemental airships. Charts for airship travel conditions, environmental hazards, and random airship encounters round out the chapter.

I really liked the bastion options in the 2024 Dungeon Masters Guide, and was happy to find new bastion options in Forgotten Realms: Heroes of Faerun. We get more here in EFotA , which makes perfect sense. I’m guessing future books will also include them where the setting inspires fresh options.

One thing the Eberron version notes is that while the DMG assumes a fixed location, it doesn’t have to be that way, pending DM approval and two requirements—a mobile bastion must be a vehicle of some sort and one of the special features must involve propulsion. In Eberron, that means a bastion could be a regular ship, an airship, or a lightning rail cart.

The Artificer’s Forge is a roomy bastion that includes two magewright hirelings skilled in creating magic items. Construct Forge bastions are vast in size, and the constructs made in it count as Bastion Defenders. Even a museum can be a bastion, which is perfect for research and storing relics.

A Dragonmark Outpost is, obviously, for those in a dragonmarked house and comes with a house agent hireling who will be a go-between for the players and their superiors in the dragonmarked house. An Inquisitive Agency is an office that’s a branch office for a larger agency or is an office for an agency you control. Examples of the former include Information Acquisition and Karr’Aashta’s Investigations, which are detailed in the chapter on Inquisitives in Sharn. The hireling for an Inquisitive Agency bastion is a secretary with extensive helpful contacts.

The Kundarak Vault is “cramped” because it’s an extra-dimensional space within your bastion that can be accessed from other spaces, using them for trade good storage and such. A Manifest Zone is a bastion infused with the planar energy of one of Eberron’s planes of existence. You pick the plane when it’s created.

The Lyrandar Helm allows a mobile bastion within an elemental ship or airship to move. Its hireling is dragonmarked from the House of Lyrandar. A Navigator’s Helm is similar but for sailing ships. An Orien Helm is for lightning rail carts.

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Setting Material​

Sharn has a particular type of adventurer that is a blend of police detective, private investigator, and spy. The EFotA chapter on inquisitives builds upon the information in Eberron: Rising from the Last War. This chapter has inspiration for players, conflict suggestions for players and DMs, and criminal clans that can be adversaries for players.

The chapter on Morgrave Expeditions provides options and inspiration for those who want to embrace more of a pulp adventure style. That can include treasure hunting from Lord ir’Morgrave’s unseemly side or an expedition for the respectable university he founded.

Dragonmarked Intrigue is a chapter for DMs, and players to a lesser degree, if you want a campaign focused on political intrigue, such as Renaissance-era scheming between merchant dynasties. It gives ideas on rival houses, internal tension, and more.

EFotA also includes a bestiary focused on 27 stats for NPCs. They range from Boromar Smuggler and Cannith Artificer to Umbragen Shadow Walker, Vadalis Heir, and Vulkoon Stingblade.

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Should You Buy It?​

If you’re an Eberron fan, you’ll want this book. Since it adds to instead of replaces ERftLW and you can pick the version of the species and artificer you prefer from either book, there’s no downside to adding this book to your library. The chapters on bastions and elemental airships are definitely cool, and the setting information is useful for players and DMs.

I tend to like this phase in an edition anyway—when you start to get additional material for the setting, building upon the one that initially updates the setting for the edition. Eberron: Forge of the Artificer is a better-than-average follow-up so I’m giving it an A-.
 

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Beth Rimmels

Beth Rimmels

Wow. That, uh, that's some pretty sharp moral judgments read into a perfectly standard edition change. Are you... new to RPGs? Because this happens all the time. And I don't just mean TTRPGs, things like MMORPGs are constantly revising their character classes and game mechanics.

Classes get changed because they didn't work in play as well as the designers hoped, or because they proved weaker/stronger than intended, or because core game mechanics changed and the class needs to keep up. And it's not a personal attack on anyone who played and enjoyed the old version. It's just, things change. Hopefully for the better. The neat thing about a TTRPG is that if you don't like the changes, and your group is okay with it, you can just keep using the old version. No forced upgrades here.
I would block the person.
 

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I would block the person.
I was considering it, but they blocked me for that reply. So I guess they saved me the trouble?

Back on topic... what was the topic before they derailed things? Oh right, warforged appearances! I was glancing through the book again, and while short on flavor text the warforged entry ends with this little gem. "The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out an artificer to customize the look of their face, limbs, and plating."

Which I think is a very nice little addition. It adds a unique flair to the race and gives clear sanction for non-standard warforged appearances. Maybe they all come out of the creation forge as factory defaults, but as a construct race they're able to get cosmetic surgery easily and cheaply.
 

Which of course means that if the changes to the Artificer negatively impact the play experience of anyone but you, they can just go bleep themselves, you and people who agree with you are the only people who matter..
My brother in Christ, NOBODY IS FORCING YOU TO USE THE NEW ARTIFICER! Your Tasha guide is right there! I'm convinced at this point you are either doing shtick or are trolling. Either way, this conversation is going nowhere and nobody is biting on your false crusade against WotC.
 

It's good that the worldbuilding of the new release reduces warforged to being mere objects, if they themselves are incapable of altering their own appearance.

Rather than the lore of Eberron emphasizing warforged as beings finding their way in the wake of the Last War, the focus is instead portraying them as props and peons for artificers. Maybe that's related to the design decree that every setting book must include dark-skinned elves as evil monsters to heroes to slaughter.

Edit: In fact, despite opening up dragonmarks for anyone for the sake of optimizer appeal, there's nothing in the book to give any guidance to the possibility of warforged now having dragonmarks and how such is viewed in-setting. Which is particularly bizarre given that Forge of the Artificer treats PCs having dragonmarks as the default rather than a possibility—even the free adventure published with its release assumes every PC involved is dragonmarked.

It does perfectly highlight the focus and rationale of that decision, with a complete lack of concern for the worldbuilding. Dragonmarks on non-traditional species are now totally a regular thing as of this one book, and nothing in the book shows or even considers how this impacts the setting.
 
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I'm baffled by the idea (and defense thereof) that in order to get a full idea of the setting, new players are expected to buy both this supplement and a book full of game and lore content that the new book was created to purposefully obsolete.
well, it is not obsoleting most of the first book, it only updates maybe 20% of Rising from the Last War, if that.

If you want to play in Eberron, get Last War, if you play using 2024, also get Forge.
 

Now, I'm not going to say that there aren't things that are worth getting worked up over. There definitely are. Things like "should I get to have basic human rights?" or "which potato is best?"
Orange sweet potatoes. I will die on this hill, and will fight anyone who disagrees.
Oh right, warforged appearances! I was glancing through the book again, and while short on flavor text the warforged entry ends with this little gem. "The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out an artificer to customize the look of their face, limbs, and plating."

Which I think is a very nice little addition. It adds a unique flair to the race and gives clear sanction for non-standard warforged appearances. Maybe they all come out of the creation forge as factory defaults, but as a construct race they're able to get cosmetic surgery easily and cheaply.
Warforged are probably some of my absolute favorites! Don't tell anyone, but I like them better than dwarves.

As an aside... does anyone know if there are any Thri Kreen mentions in the book? I know that they exist in Eberron, but kinda curious if they get a mention. I haven't read the entire thing.

I do wish that the kalashtar actually looked more like abonimations - beholders, flayers, etc. But I like my species to look less human. My biggest disappointment of the book.
 

It's remarkable, because you'd think people would prefer new content. But that's the kind of target audience 2024 5e is aimed at: the folks who are happy to pay WotC to take away options from other players.
not sure how you think someone buying Forge is taking anything away from anyone else. It's not like their 2014 artificers magically disappear.
 

I was considering it, but they blocked me for that reply. So I guess they saved me the trouble?
yeah, they are pretty aggressively blocking anyone who disagrees with them. Just took about 10 minutes after my post...

Oh well, no loss as far as I am concerned, and if they keep that up it will be a pretty empty forum for them :D
 

As an aside... does anyone know if there are any Thri Kreen mentions in the book? I know that they exist in Eberron, but kinda curious if they get a mention. I haven't read the entire thing.
The only setting material in Forge is around the three campaign skeletons. So pretty limited and focused. But funny enough, I was just looking up thri-kreen in Eberron a couple days ago when I was kicking around character ideas.

There are mentions of thri-kreen in Xen'drik back in a few of the 3e Eberron books. Both tribes out in the field, and a few working as native guides out of Stormreach. After that I couldn't find further mentions in official books. However in Baker's 5e book from DM's Guild, Exploring Eberron, he introduces a new daelkyr with an insect theme, Valaara the Crawling Queen, and places thri-kreen as her primary servants.

So use either, use both, or invent something new.
 

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