The newest Artificer no longer uses the Infuse Item system. In Eberron: Forge of the Artificer, the 2025 class learns magic-item plans through Replicate Magic Item, creates a limited loadout after a Long Rest, and gains new ways to charge, drain, or transmute those replicated items at higher levels.
Rules edition: Revised 2025 Artificer for 5.5e from Eberron: Forge of the Artificer. “Infusions” belong to the legacy Tasha’s Cauldron of Everything class. Use the separate 2014 legacy infusion guide only for that older class.
Revised Artificer Quick Build
| Choice | Recommendation | Why |
|---|---|---|
| Primary ability | Intelligence | Powers Artificer spells and class features. |
| Secondary abilities | Constitution, then Dexterity | Support Hit Points, Concentration, Armor Class, and Initiative. |
| Level 1 | Spellcasting and Tinker’s Magic | Creates the class’s basic spell and temporary-gear toolkit. |
| Level 2 | Replicate Magic Item | Learn four plans and create a limited magic-item loadout after a Long Rest. |
| Level 3 | Alchemist, Armorer, Artillerist, Battle Smith, or Cartographer | The subclass defines combat role and prepared options. |
| Level 6 | Magic Item Tinker | Adds charge, drain, and transmutation controls to replicated items. |
What Replaced Infusions?
Replicate Magic Item replaces the old Infuse Item feature. At Artificer level 2, the revised class learns four plans from the level-appropriate Magic Item Plans table. When the Artificer finishes a Long Rest with Tinker’s Tools in hand, the character can create one or two different replicated items based on known plans.
“Plans known” and “items currently created” are different limits. A plan is an option the character understands; a replicated item is part of the active loadout. Record both. Additional class levels expand the number and tier of available plans and the number of items the Artificer can maintain.
Several old infusion concepts return as actual magic items in the new book, including options corresponding to Boots of the Winding Path and a Repeating Shot weapon. Use the new magic-item entry and plan tier rather than pasting the legacy infusion text onto the revised class.
Replicate Magic Item Is Not Normal Crafting
Replicate Magic Item is a class feature resolved after a Long Rest. Permanent crafting is a separate downtime system governed by the revised Player’s Handbook and Dungeon Master’s Guide. Do not charge normal crafting gold or workdays for the class feature unless a rule or house rule explicitly says to do so.
Likewise, a replicated item is not automatically permanent merchandise. Its existence is tied to the class feature and active item limit. Make the duration and replacement rules clear before trading, storing, or handing an item to an ally.
Choose Plans by Party Problem
Access and storage
Plans such as Bag of Holding or Cap of Water Breathing can solve recurring logistical constraints. They are strongest when the campaign actually makes encumbrance, travel, or hostile environments meaningful.
Communication and scouting
Sending Stones and sensory or mobility items help a party coordinate. Compare their distance, charges, attunement, and action cost with spells and species features already available.
Accuracy and offense
A Wand of the War Mage or weapon-focused plan can improve a repeated combat action. Verify who must attune, which attacks receive the benefit, and whether the intended character can use the item.
Defense and Concentration
Armor, protective items, and mobility can prevent more damage than another offensive option. Protecting Concentration may be especially valuable for an Artificer maintaining a control or support spell.
Subclass Roles
Alchemist emphasizes elixirs and support. Armorer integrates magic with specialized armor. Artillerist delivers ranged magical pressure. Battle Smith combines martial play with a constructed companion. Cartographer adds exploration and map-centered magic. Select plans that fill a gap rather than duplicating the subclass’s most reliable tool.
Magic Item Tinker at Level 6
The revised level-6 feature replaces Tool Expertise and adds three loadout controls. Charge Magic Item can restore charges by spending a spell slot. Drain Magic Item can dismiss a replicated item to regain a spell slot once per Long Rest. Transmute Magic Item can exchange a replicated item for another known plan. Use the exact action type and limits from the current class entry.
This feature makes known plans more flexible, but it does not erase attunement or item prerequisites. A transmuted item still needs to be equipped, held, or attuned as its entry requires.
Later-Level Checkpoints
Spell-Storing Item at level 11 can hold a prepared Artificer spell of up to level 3 that does not consume a Material component. A creature holding it can produce the stored spell with a Magic action using the Artificer’s spellcasting ability. Advanced Artifice at level 14 improves Flash of Genius recovery and raises the Artificer’s attunement capacity to five items.
A Daily Loadout Procedure
- Review the day’s environment, likely enemies, and party gaps.
- List known plans that address those problems.
- Check attunement and prerequisites for the intended user.
- Create only the active items allowed by the class table.
- Record who carries each item, its charges, and its action cost.
- At level 6+, reserve transmutation for a change that solves a real new problem.
Common Rules Mistakes
- Calling revised plans “infusions” and using the Tasha feature text.
- Confusing plans known with items currently created.
- Creating two copies when the feature calls for different items.
- Ignoring attunement, proficiency, or item prerequisites.
- Applying permanent crafting time and gold to Replicate Magic Item.
- Assuming the 2025 class still gains Tool Expertise at level 6.
Frequently Asked Questions
Does the 2025 Artificer have infusions?
No. Infuse Item was replaced by Replicate Magic Item, which uses plans and a tiered magic-item loadout.
How many plans does a level-2 Artificer know?
Four. The character can create one or two different items after a Long Rest at that level.
Can another party member use a replicated item?
Often yes, if the item’s entry and attunement requirements allow it. The item still counts against the Artificer’s active class-feature limit.
For creative presentation rather than mechanics, see the Artificer invention ideas and DM design guide.