The Artificer returns as a true master of magical invention in Eberron: Forge of the Artificer. With on-the-fly gadgeteering, a streamlined magic item blueprint system, and subclasses tuned for the new rules, the Artificer is more of a wonder-worker than ever.
In this article, we'll cover the key changes to the new Artificer you'll find in Eberron: Forge of the Artificer. If there's a feature we don't cover, it remains unchanged or only saw minor tweaks.
Eberron: Forge of the Artificer Releases December 9!
Preorder Eberron: Forge of the Artificer now to get the updated Artificer, revised subclasses, and a trove of Eberron-centric character options, like Dragonmark feats and the Warforged species, when the book releases.
Master Tier subscribers can access the book two weeks early, on November 25, and Hero Tier subscribers can access the book one week early, on December 2!

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CLASS FEATURE |
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1 |
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1 |
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2 |
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3 |
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6 |
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Flash of Genius |
7 |
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Magic Item Adept |
10 |
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11 |
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14 |
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Magic Item Master |
18 |
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19 |
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20 |
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Artificer Class Features Overview

Spellcasting — Level 1
Like other spellcasting classes, the Artificer can now swap a cantrip after a Long Rest. Now, you can even tailor your repertoire of cantrips for what you expect the day ahead holds!
Tinker's Magic — Level 1
This replaces the old Magical Tinkering feature and dramatically expands the possibilities for your Artificer's crafting!
You know Mending and can fabricate practical adventuring gear as a Magic action while holding Tinker's Tools. Items last until your next Long Rest—great for on-demand Ball Bearings, Rope, or a Grappling Hook while you're mid-dungeon crawl.
Uses per Long Rest equal your Intelligence modifier (minimum 1).
Replicate Magic Item — Level 2
One of the cornerstones of the Artificer class, the Infuse Item feature, has been reworked into Replicate Magic Item.
Now, instead of Infusions, you learn plans for magic items by level tier (2+, 6+, 10+, 14+). The end result is a vast expansion of choices. And don't worry—if your Artificer relied on their Boots of the Winding Path or a Light Crossbow with Repeating Shot, these have been added as magic items included in Eberron: Forge of the Artificer that can be created through the Artificer's new Replicate Magic Item feature.
This feature is also still interacted with at higher levels. Not only can you create more powerful items, but you can still store spells in them and utilize their magic to recover from grave injuries.
Artificer Subclass — Level 3
Eberron: Forge of the Artificer adds the Cartographer subclass to complement the updated Alchemist, Armorer, Artillerist, and Battle Smith.
Stay tuned for an in-depth look at the new and revised Artificer subclasses coming over the next couple of weeks.
Magic Item Tinker — Level 6

Magic Item Tinker is a new feature that replaces Tool Expertise and supercharges your Replicate Magic Item feature into a flexible, fine-tunable loadout.
At this level, you gain three benefits for managing your replicated magic items:
- Charge Magic Item: Restore charges in an item by spending a spell slot.
- Drain Magic Item: Dismiss a replicated item and gain a spell slot once per Long Rest.
- Transmute Magic Item: Swap one replicated item for another plan you know.
Together, these options offer untold creative possibilities. The Charge Magic Item and Drain Magic Item let you balance your magic item armaments with spell resources. The Charge Magic Item can also be an incredibly efficient way to utilize your spell slots through magic items.
For instance, you can create Winged Boots with Replicate Magic Item at level 10, and expending 1 charge gives you a Fly Speed of 30 feet for 1 hour.
If you use Charge Magic Item with a level 2 spell slot, you'll gain 2 charges, which is akin to being able to cast the Fly spell for a level 1 spell slot (plus, no Concentration required)!
And that's just the beginning: think of everything you can do with Transmute Magic Item—allowing you to create a vast array of magic items at a moment's notice by using a Magic action.
Spell-Storing Item — Level 11
The new Spell-Storing Item keeps the core fantasy of empowering you and your allies with efficient spellcasting, but expands your flexibility by allowing you to store up to level 3 spells. It remains the same in the sense that any creature holding the item can cast the stored spell with a Magic action using your spellcasting ability, which is an excellent way to hand out borrowed spellcasting to the party.
Keep in mind that this comes with one caveat: The spell now must not require a Material component that is consumed. So, no Revivify, but yes Fireball (as long as you're an Artillerist).
Advanced Artifice — Level 14
Advanced Artifice replaces the old Magic Item Savant and shifts focus away from bypassing magic-item requirements toward enhancing your Flash of Genius ability.
Now, you regain a use of this feature after a Short Rest, further preparing you for any adventuring to come.
You still get to attune to up to five magic items at once with this feature, meaning you'll be a walking, talking, magically-infused war machine at this point.
Epic Boon — Level 19
Epic Boons emerged in the new core rules as a new type of extra potent feat with the prerequisite of being level 19+, ensuring they are only available for heroes reaching the pinnacle of their power. While Artificers can take any Epic Boon, the recommended pick is the Boon of Energy Resistance:
- Boon of Energy Resistance: Gain Resistance to two damage types of your choice from a list of elemental damage types, which you can change after each Long Rest. When you take damage of one of those types, you can use your Reaction to redirect that energy toward a creature you can see within 60 feet. It must succeed on a Dexterity save (DC = 8 + your Constitution modifier + your Proficiency Bonus) or take 2d12 + your Constitution modifier damage of the same type.
Soul of Artifice — Level 20
The new capstone Soul of Artifice feature provides two benefits: Cheat Death and Magical Guidance.
Cheat Death triggers when you would drop to 0 Hit Points. You can disintegrate any number of Uncommon or Rare magic items you made with Replicate Magic Item, and your Hit Points instead become 20 times the number of items destroyed in this way. This turns your own inventions into a massive cushion of emergency healing. The main thing you'll have to keep in mind is, which of your replicated magic items are the most expendable, and how many are you willing to spend each time you go down?
Magical Guidance provides extra survivability to complement your tactical genius. As long as you're attuned to at least one magic item, finishing a Short Rest restores all expended uses of Flash of Genius. That means in any adventuring day with regular Short Rests, you can lean hard on Flash of Genius to turn failed saves and checks into successes. But, if you spend all of your replicated magic items on the Cheat Death benefit, you'll be left hurting!
Forge Your Legend
With Eberron: Forge of the Artificer, it's time to tune up your tools, prep your plans, and step onto the battlefield with creativity as your greatest weapon.
Using the new and updated character options from this book, you can invent a character beyond your wildest dreams. What will you create—a warforged Armorer that melds upgrades into its metal skin? Or a swashbuckling kalashtar Cartographer who sails the skies in an airship? It's up to you to decide!

Mike Bernier is the Content Marketing Manager for D&D Beyond, where he helps bring the worlds of Dungeons & Dragons to life. When he isn't adventuring across the multiverse in search of his next great story, Mike can be found gaming, hiking with his partner, or cooking something delicious while his dog waits for him to drop a bite.







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Posted Nov 25, 2025Um, Monk wasn't nerfed. It was actually significantly buffed from 2014.
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Posted Nov 25, 2025Trash. Nerf the actual good features for a class very niche and hardly played. Cleaning up the infusion system isn’t worth making this weaker.
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Posted Nov 25, 2025It's good and bad. Objectively, I don't think it's accurate to say the class has been an overall nerfed, but they definitely nerfed the crafting of the crafting class, which is why many of us play an Artificer. So, if your reason for playing the class has been nerfed into the ground, it will feel like an overall nerf.
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Posted Nov 25, 2025This is also maybe a personal gripe on my part, but I feel like generally the class doesn't feel like it's really popping off until you get Level 10+ plans and the Spell-Storing Item. But I shouldn't have to wait 11 levels, or starting the adventure that high, to like the class I'm playing on the base level.
Perhaps it's intentional for the subclasses to make or break how the class feels, but there is a very obvious gap between the subclasses, with the Armorer and Battle Smith on one side, and the Cartographer (UA) and Alchemist on the other, and the Artillerist hovering somewhere in the middle of that gap. I haven't tried Reanimator, so I have no idea how well it actually plays.
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Posted Nov 25, 2025I am sad about the lv 11 (Spell storeing item) now taken away spells like revival. Had a player that didn't want to play cleric because the party was saying they need a Healer but they were going to do an artificer and just put some revives in the spell store night LOL what is update kind of takes the fun out of it. But we will survive. If anything The Base Class needs more spells to have fun with the snowstorm item because having to be one class to get fireball is pretty dumb. You would think the main class would have that on their spell list Fireball or lightning bolt because they know how to blow stuff up or they use lightning to go to Mad scientist LOL
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Posted Nov 25, 2025Revivify was added as an option in the first playtest and removed in the second playtest so it wasn't an option for very long. There are still some solid options Mass Healing Word and Aura of Vitality are good healing options that may prevent the need for Revivify. Intentional or not, this also prevents Snare since while the material component is not costly, it is still consumed.
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Posted Nov 25, 2025Why is the early access is not out yet, it's 6 in the morning of November 25th and they wrote in the start "Master Tier subscribers can access the book two weeks early, on November 25", so where our early access?
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Posted Nov 25, 2025You might have to reset your I think "Privileges". It's in your account settings, I also don't know what time zone the digital release uses for it.
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Posted Nov 25, 2025Says content is released, "Morning" "Pacific Time", so probably in like 12 hrs.
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Posted Nov 25, 2025"Removes the ability to ignore class, species, spell, and level requirements to attune to items."
Excuse me? That's a horrible change. I'm going to ignore that at my table.
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Posted Nov 25, 2025Comparing the crafting skills of 2014/2024 artificers, it’s worth comparing changes to crafting rules in general.
Under the 2014 DMG, “A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp.” There’s also a table giving levels requirements and costs for each rarity: common and uncommon at level 3, rare at 6, very rare at 11, and legendary at 17.
Under those 2014 rules, a Rising from the Last War/Tasha’s Cauldron artificer (at level 10) can craft common and uncommon items in 1/4 the time and 1/2 the gold. So in that example, only 5 days and 250 gold. And again, only after level 10, at which point common and uncommon magic items aren’t exactly cutting edge.
In the 2024 DMG, the same uncommon item takes 10 days and 200 gold, and a new artificer specializing in that item (armor for Armorer, weapons for Battle Smith, etc.) cuts in down to 5 days, but still spends the full 200 gold. (And for 2024 artificers, that time reduction also applies to rare, very rare, and legendary items, none of which are locked by level.) So artificers are crafting magic items earlier and more efficiently—but also within a more narrow scope—than they did under 2014 rules, yet the difference between an artificer and other characters isn’t as stark. Both rulesets also let you divide the time spent between multiple characters.
I think this actually changes my view on how an Artificer should be crafting, leaning into their more niche crafting skillsets. Cartographers should be cranking out spell scrolls so they can basically be a full caster. Rather than using a magic item plan to create your armor, an Armorer should invest the time between adventures building their set of armor (which they can then modify with their subclass features) and save their Replicate Magic Item plans for weapons/other gadgets. Vice Versa for Battle Smith: Craft yourself a world-class magic sword between adventures, then use your magic item plans on armor, etc.
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Posted Nov 25, 2025This is terrible. Who signed off on this??
- No weapon masteries
- No Expertise, despite being an "expert"
- No attunement immunity (can use any item regardless of class or species)
- Gets ONE use of Flash of Genius on Short Rest at FOURTEEN?
All this, after this book was pushed back FOUR MONTHS.
Thanks WoTC for making this refund such an easy decision.
You could've done what you did with the Cleric Divine Order and given the option for a weapon mastery or expertise. But instead we get this slop.
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Posted Nov 25, 2025it still boggles me how negative DND fans have gotten. Im not a BIG fan of these changes, but everyone's so ready to just go 'WotC sucks again wow' without any nuance, and that really sucks! It feels like a majority of these comments (and similar comments on YouTube) are trying to imply this is either; a huge nerf (it really isn't, its more nuanced than that), making artificer the new worst class in 2024 (it DEFINITLEY isn't), or that this is, and always will be, indictive of WotCs products (Which not only ISNT true, WotC can and HAS made great stuff. But its also important to remind everyone that WotC, after Eberron, is going to be under entirely new direction and management. There is absolutely a chance for WotC to turn itself around, or at least Improve after this with future products. In fact, the fact that they're even ATTEMPTING to bring back Dark Sun in the future tells me they're going to take bigger swings and at least TRY to tackle things old WotC never would've.)
tl;dr: Man fans of DND are negative about everything DND actually makes, and even when its deserved its exhausting, and in this case, overblown to high heaven.
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Posted Nov 25, 2025It's easy to dismiss the criticisms as overblown, but people have their reasons for being upset about the changes or the state of the class, and saying they're overblowing it doesn't make that look any better. For example, if nothing was done to meaningfully improve the Alchemist subclass, telling me that I'm being too negative won't make me feel better about how the subclass plays.
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Posted Nov 25, 2025That isn't what I was trying to get at, sorry if it seemed that way!
I was just voicing my exacerbation that there is very little nuance from MOST of the people commenting. I didn't mean to imply everyone is being too harsh, you don't seem to be from what I've seen in these comments for example! Im just seeing a pattern of a LOT of people who are ready to disregard ANYTHING WotC does as bad and leave it at that with no discussion or debate, and that sucks! There absolutely are things to be upset about with 2024 Artificer, but I had to dig deep into these comments to find ANYONE willing to mention things that were fine about it, or even improvements; and THATS the thing I have issue with.
Again, sorry if it seemed like I was trying to say ALL negativity is bad or something, its 2am and Im very passionate and can struggle with tone a lot ><
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Posted Nov 25, 2025Meh, it's ok. Could be much better, artificer definitely didn't need any nerfs, but it still sounds like a very fun class to play.
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Posted Nov 25, 2025There are lots of reasons to dislike some of the Artificer changes. Weapon Masteries is not reasonable. The Artificer class was never a martial class and in 2024, weapon masteries are handed out at the class level, not subclass level. College of Valor doesn't get masteries. Bladesinger wizard doesn't get masteries. If you want an Artificer to have weapon masteries, you're not alone but you can just take a feat for it.
Losing expertise sucks. Ignoring attunement restrictions should have at least been preserved for class restrictions. Regaining one use of a Flash of Genius per Short Rest sounds bad on paper but since you only use it on a failure, I'll have to see how it plays.
Unfortunately, the book was pushed back four months to be reprinted and not for any content rework.
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Posted Nov 25, 2025It will be available 15:40 UTC today.
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Posted Nov 25, 2025There had to have been an easier way to make the Ranger look better...
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Posted Nov 25, 2025Whoops, meant to say "How come the Artificer was one of the 3 classes from the 2014 (the other 2 being Ranger and Monk) that needed the most help, yet has probably received the most nerfs out of all of the classes in 2024, and possibly the worst case of flavor death?". Pretty sure the only classes that come even remotely close to the amout of nerfs are the Paladin and Druid, Even then, they were to mainly resolve unbalanced design and complicated rules. Those two classes were, and still are, some of the strongest classes in the game. Despite Artificer easily being one of the weakest, it still received more nerfs than any other class.
Also, yes monk did receive a nerf with its stunning strike. It's relatively small but a nerf nonetheless.