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!

|
CLASS FEATURE |
LEVEL |
WHAT'S NEW |
|---|---|---|
|
1 |
|
|
|
1 |
|
|
|
2 |
|
|
|
3 |
|
|
|
6 |
|
|
|
Flash of Genius |
7 |
|
|
Magic Item Adept |
10 |
|
|
11 |
|
|
|
14 |
|
|
|
Magic Item Master |
18 |
|
|
19 |
|
|
|
20 |
|
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.







-
View User Profile
-
Send Message
Posted Nov 21, 2025This is an absolutely unacceptable nerf to the Artificer. Which was *already* struggling to keep up with the rest of the classes inn 2014. When you combine that with the fact that a lot of classes got A LOT more powerful in 2024... I can't imagine ever wanting to play a RAW Artificer ever again.
And I say that as someone who's favorite character EVER was an Armorer Artificer.
-
View User Profile
-
Send Message
Posted Nov 21, 2025Let hope that we get the reanimator in a Ravenloft book
-
View User Profile
-
Send Message
Posted Nov 21, 2025Not only artficers lost their only edge now that everyone can craft everything. They got nothing in return. they are a half caster half nothing class and this version did nothing to improve on it.
here is an easy fix
Mix Spell storing and Magic Item Tinker and let the artificer create a magic item that allow him to store his own spells, having it a number of charges equal to his SpellMod per rest. Now you have a half caster that can actually pack a punch with many small castings.
When you changed the moon druid by saying that making the playing dive into the monster book for statblocks was a stupid ideia?, now you are making the player dive into the magic item section. Infusions were great, players didnt choosed to replicate magic item bcuz infusions were a bad ideia, they did that bcuz the options there were shit. You have the full 3.5 books on magic item enchantments that could have been easily remade for 5E, allowing the artificer to have exclusive enchantments that no other magic item could offer. You know...to make the class feel unique as it should be.
I hope the subclasses do the impossible and give all the edge this limp ass core class needs, cuz design choices like these that makes people want to create their own 3rd party material and if this keep going, i will be doing the same.
-
View User Profile
-
Send Message
Posted Nov 21, 2025When I saw a video mention the Deryan's Helpful Homunculi spell, I thought my comment on the Artificer survey would end up being implemented. Apparently not.
I had called for the Manifold Tool to be pulled out of the infusion list and made into a class feature at lv 3. Add that it gives arcana proficiency, which would then allow you to hand it off to your Homunculus Servant to be your crafting partner, as it rightfully should be able to with this type of class.
At the very least they could have included Artificer in the classes that get the Deryan spell. Like sure they've already got a Homunculus, but this specific spell just screams Artificer, which is why I was getting my hopes up that they did my Manifold Tool idea to have their own version of it. I guess they could surprise me and tweak the Homunculus to have arcana in the stat block, which would give the same result. But it's far more likely that the this concept is just going to be handed out to other classes with that new spell, while the most fitting class for it is ignored.
-
View User Profile
-
Send Message
Posted Nov 21, 2025totally it has been my favorite artificer subclass that i have seen, but i'm still waiting for the official psion and/or dark sun source book
-
View User Profile
-
Send Message
Posted Nov 21, 2025It doesn't... it's the exact opposite. At least with the old one you could still get use out of it past lvl 5. Recorded messages and the images was always useful, and they lasted indefinitely until you chose to dismiss.
Now we create mundane items only? Post level 5, maybe even sooner in some cases, there is no need for any mundane items that can't be outperformed with spells, and or racial/class abilities, or... as a proper artificer... you already own, and have stored away in your bag of holding.
-
View User Profile
-
Send Message
Posted Nov 21, 2025Don't worry—if your Artificer relied on their Boots of the Winding Path or a Light Crossbow with Repeating Shot ... you'll totally be able to replicate that in 5+ levels. Not until you gain 5 more levels, but y'know, after that.
-
View User Profile
-
Send Message
Posted Nov 21, 2025why did the base class became a support class. too much focus to Flash of Genius. Feels like Spell storing item is the only thing worth in this class.
-
View User Profile
-
Send Message
Posted Nov 21, 2025So...the UA Survey was completely ignored then? Great...
An Expert without Expertise...yeah no. If you want us to use regular Skill checks, you could have described it as "When you roll a Skill Check assisted by a Tool, you add your Proficiency Bonus to the Roll". Done. Expertise without calling it Expertise.
Tinkers Magic is an absolute joke. Why should i ever create Items with that, if i can buy everything from the known list and stuff then in my Bag of Holding? That list was not even fully functional - why was it a separate list from "Fast Crafting" anyway?
I really hope that the reduction of the known Plans was removed. If not, the fancy new "Magic Item Tinker" is meh too due to not having choices.
And Replicate Magic Item still doesnt fix one of the core issues - Item progression. Find a nice +2 Crossbow? Too bad you cant use it if you rely on Repeating Shot. No way to add that "Infusion" to another Weapon anymore. A basic "Enchanting" System would have been a better choice to make the core feature of the Artificer stay relevant at later levels.
-
View User Profile
-
Send Message
Posted Nov 21, 2025The basic misunderstanding of the game's design by both official communicators and seemingly designers is truely disheartening.
The equivocation of 30 ft. Fly speed over 1 hour to 60 ft. Fly speed over 10 minutes is... missing the value of high mobility in combat or dangerous situations.
The recommendation of the Boon of Energy Resistance, rather than something useful is baffling.
All of this is to say nothing of the nerfing and sapping of creativity from this class. Additionally, not having expertise with tools is ridiculous. It's a ribbon feature that is only good on the Artificer, and should be there to show they are the crafting class. Furthermore, they should be better at crafting permanent magic items than other classes, and yet no mechanics are given for such. This is the first of the 2024 class updates that I am disappointed with
-
View User Profile
-
Send Message
Posted Nov 21, 2025Physical copies were delayed so they delayed digital to not screw over Local game stores. It was the right decision despite having to wait
-
View User Profile
-
Send Message
Posted Nov 21, 2025"The Artificer is also an Expert. That Class appears in Tasha’s Cauldron of Everything and Eberron: Rising from the Last War, not the Player’s Handbook."
Source: UA2022-ExpertClasses
"Removes Tool Expertise" and doesn't add Expertise.
-
View User Profile
-
Send Message
Posted Nov 21, 2025Based on what I'm reading, I'm fairly disappointed with the changes. This overall feels like a nerf, specifically around the lvl 14 ability that removes the ability to attune to any items, regardless of class, species's, etc. and the cap stone to recover all uses of flash of genius. Artificer was over all a weaker class, compared to the other half casters, it needed a buff the most but instead we got a nerf. This is really disappointing. This was an opportunity to really get people excited for the class, but yet again, WoTC played too safe and missed the mark.
-
View User Profile
-
Send Message
Posted Nov 21, 2025Not to mention the fact that Fly has a material component, so it can't be used with this feature...
-
View User Profile
-
Send Message
Posted Nov 21, 2025As always the artwork is amazing, probably my favorite part of all the books, always happy to see good art I can use later on.
-
View User Profile
-
Send Message
Posted Nov 21, 2025A sentiment that comes across as combative, rather than collaborative. Poor DMs
-
View User Profile
-
Send Message
Posted Nov 21, 2025Artificer is my favorite class and I was really excited for this, but I feel kind of crushed to see that they seemingly didn't fix any of the problems from the UA. I was hoping to make my next character an artificer but I think I would be better off just reflavoring a wizard, if what I'm seeing here is any indication of the final product. This is definitely a book that I'll be reading in-store to see if it's worth buying because what I'm seeing from the preview looks disappointingly similar to the UA.
-
View User Profile
-
Send Message
Posted Nov 21, 2025Why it is $39.99 on dndbeyond, and for eu it is €44.99?
-
View User Profile
-
Send Message
Posted Nov 21, 2025I am pretty sure many concerns people are having were addressed with some public YouTuber concerns for the UA as well. Taking away the crafting benefit, attunement to any items benefit, still no way to make up for being a caster focused class but you only are a half caster with barely any cantrips.
At least other half casters get extra attack, weapon masteries, bigger hit dice, and better weapon Proficiencies. We need a subclass for that like many full casters do so at this point why isn't artificer a full class if you are going to treat them like they somehow have the power of one.
-
View User Profile
-
Send Message
Posted Nov 21, 2025Spell-Storing Item excludes spells with material components that are consumed.
Fly doesn't have that kind of material component, so it's compatible with the feature. They also used Fireball (if Artillerist) as an example, and that has a non-consumed material component as well.