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 Dec 1, 2025Combine it with the Manifold Tool or a +x All-purpose Tool (both turn into any artisan's tool and give you proficiency in it) and the 2024 tool rules and it can become Expertise in almost anything. It's very OP in 2024. They could have replaced with a choice of tools or a choice of skills to tone it down. Magic Item Tinker is pretty cool though.
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Posted Dec 1, 2025I didn't play artificer in 3.5, and no one in my party during the couple of campaigns I played then did, so I didn't see how that system worked. It does sound good. The expertise on tools is less valuable now that proficiency or expertise would only give advantage on a skill check in most cases. I think because they are trying to make the tools work with skill checks mostly as a way to gain advantage. I don't know if that's a good decision or not, which is why it seems like artificer really needs something within the crafting system. With the way the class is now I see charged items (through replicate) as the bigger advantage offered. That way you use up an item, use a magic action and replace it with another one, and get more uses out of your plans. The all purpose tool isn't available to me in my current group, along with most other tasha's offerings. Only the books since Players Handbook (2024) are allowed, so that is probably influencing things for me, also all my tool checks have been made along with my proficiencies which I took rogue and skilled to gain more of in anticipation of this. Rogue will also allow me to use those charged items as a Bonus Action, but I do get your Point of View around the based identity of the class.
Sounds like it was a cool class, I do wish there were more methods to interact with crafting. Even to make money through crafting so I have enough for components for Magic Items. I was really hoping to craft gifts for each party member after we reunite after this 1 yr in game hiatus. Better bonus for your tool proficiency, arcana, intelligence even not class specific would be great.
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Posted Dec 1, 2025Oh shit yeah you are right. Manifold Tool is literally just advantage to any skill check you are proficienct in and the DM allows you to add a tool proficiency to using the 2024 rules. So any artificer who takes Manifold Tool as one of their plans is basically getting Tool Expertise at level 2.
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Posted Dec 1, 2025This is part of the problem, I think. Many of us have never seen what a "fully-functioning" Artificer looks like, and we have become so accustomed to patching up WoTC's design flaws for them that anything looks acceptable, even when it clearly needs a revision.
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Posted Dec 1, 2025If you're out damaging your martial classes in tier 1 as an artificer you either have god tier stats or your party is incompetent in battle.
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Posted Dec 1, 2025As long as you can make the argument for applying the tool. You may have difficulty using your smith's tools to help your Insight check against the Nobleman at the party.
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Posted Dec 1, 2025RAW you can:
So you could use your gaming set to do this, however Gaming set is questionable in my mind as an application for Manifold tool. Insight is notable in that it only occurs here in Xanathar's as an example of a use of tools for skill check. You maybe could argue using Cook's utensils to make a meal to gain that advantage? Figuring out what tools can help with what skills is I think the tricky part of this and is going to be pretty DM dependent.
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Posted Dec 1, 2025Gaming sets aren't Artisan's Tools, so you can't use it with the Manifold Tool. Same with Musical Instruments, Herbalism Kits, Navigator's Tools, and Poisoner's Kits.
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Posted Dec 2, 2025The Artificer being Good, Bad, or Meh doesn't really matter to me because the class does not fulfill the archetype fantasy that I have for my character.
I want a character that makes devices that produce spell effects. The air tank I use to spray sticky strands for the Web spell can also work as an air tank for a diving suit for "Alter Self". I'm not casting spells by banging a hammer on metal, I'm juggling different reagents into a vial before throwing it at someone or aligning different runes and sigils carved into a rod and using the trapped elemental energy of a lightning bolt as a power source.
Mostly flavor, but RAW I need to provide Verbal Components for some spells in addition to a Material component and any Somatic components. Which breaks immersion for me, unless I've set the device up to activate on my voice, which really doesn't make sense if I have to hold the material component in my hand.
What I want is a class with a feature like Pact Magic not Spell Casting, but using Intelligence and based around making short-lived magical devices.
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Posted Dec 2, 2025Couldn't you just use Hat of the Shifter and wand of web, no components needed, flavor as you will.
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Posted Dec 2, 2025You could do what I plan on doing, and just have your artificer say a zinger or other witty remark while they are "casting". The verbal component isn't required to be a specific kind of phrase. As long as it mechanically fits the proper volume to count as a verbal component, the actual words are purely flavor. (But I do understand where your coming from, and I agree silent casting would fit better with the vibe).
For some of my spells, I plan on having my Homunculus Servant next to me, and flavoring gadgets built into his body that produce those spells. If those require verbal, I would just say something to him before turning a wind-up key in his shoulder to connect the mechanism that shoots whatever spell from his arm.
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Posted Dec 2, 2025Manifold Tool? I never heard of that one... I have heard of All Purpose Tool though (Just picked it up in my campaign because I was looking for an less heavy in inventory option, the DM gave it a thumbs up despite the add-ons it has like the +x and the learn a cantrip for 8 hours), I didn't know the 'proficient in whatever tool it becomes' though anything that becomes expert would be broken.. look at Bards and Rouges. but I just do a lot of tool checks with my Artillerist Character and even then they can still fail on the dice rolls, but have a crack at it and it working feels great... plus I was mostly going to use the tools my character was already proficient with...
Im... not that sold with Magic Item Tinker as of yet, mostly because (though this is me talking) spell slot economy hasn't been a major hassle, and that's not use the Spell-Refueling Ring infusion, also the access to Spell Storing Item helps (even before the change of add Lv3 spells)
I don't know I'm a bit iffy on it, but that's just me... After reading XGtE a lot, I have had a deeper feel and understanding for tool kits outside of ' "yeah my character used these before" and never use them in the sessions'
I mean, it helps to make a logical choice when doing that... pretty sure even a low INT Barbarian would know 'Smith Tools won't help insight'
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Posted Dec 2, 2025It's new in Forge of the Artificer. It's the All-purpose Tool without the bonus to spell attacks and save DCs or the cantrip. Artificers can replicate it at level 2 or a +1 All-purpose Tool at level 10.
You can use it for spell slots or you can use it to expend a limited use replicated item and then replace the item with the same (with a fresh set of uses) or different item. You can possibly juggle spell slots as well, charging an uncommon replicated item with a level 1 spell slot and then draining it after it is empty for a level 2 slot, for example. Artificer hax!