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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WHAT'S NEW |
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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 20, 2025How does Tinker's Magic expand upon the artificer's ability to craft?
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Posted Nov 20, 2025The old ability only allowed you to give a non magical item some special ability, like creating a bright light, playing a recorded voice, etc. Now you can make useful things.
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Posted Nov 20, 2025Can't wait to torture a DM with this.
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Posted Nov 20, 2025Can't wait for it to come out! Kind of wish they made a more science themed sub class but its still really cool, especially the artwork.
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Posted Nov 20, 2025Ugh. Creativity and quality of content has gone severely downhill.
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Posted Nov 20, 2025From what I have seen and read, this does feel like an overall improvement to the class. However, I'm not sure how I feel about the level 14 feature no longer giving you the ability to ignore requirements on magic items. I always liked that feature and it seem to be a waste to remove it and gaining a use of Flash of Genius on SR doesn't feel like a good enough trade off for it.
Also the level 20 feature still doesn't sound that impactful for a class capstone feature. Especially when the ability to boost your saving throws with you magic items was so good.
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Posted Nov 20, 2025Yeah, I'm in a similar boat. I was more upset thinking that they retained the ability of the Thief Rogue to do the same, but it turns out they scaled back on that one too, so at least they're being consistent about not giving players those kinds of options. Still sorta disappointing, though: if anyone should get to do that, it should be Artificers.
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Posted Nov 20, 2025Sorry but this makes zero sense to me. You state that if a PC was to Charge Magic Item with a level 2 spell slot, it's akin to casting Fly with a level 1 spell slot ... but you said it costs a level 2 spell slot? This feels redundant anyway, as Winged Boots don't have anything in the item descriptipn that let's you stack flying speed based on how many charges you use? So you can only spend 1 charge to gain 30 feet?
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Posted Nov 21, 2025yeah before this stacked with flash of genius and still provided survivability. this gives more use of flash, which is more useful to allies i suppose, but for the artificer in a vacuum its a hard nerf.
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Posted Nov 21, 2025Sadly it is a big nerf to artificers. All other classes has been buffed, artificers get nerfed. Sad :(
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Posted Nov 21, 2025I just want to remind everyone that this should have been out months ago and could have been digitally. They decided to delay it because of the book problem and it was the wrong choice.
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Posted Nov 21, 2025i think they felt it stepped on the rogue thief ability to do the same.
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Posted Nov 21, 2025Oh goody.. they replaced cool stuff with "Ta-Da! Flash Of Genius the Class Except I dont get that until Level 7!"
Honestly jokes aside, looking this over. I am hugely disappointed across the board. Base Class Nerfed pretty hard, cool unique things it had just gone. The Subclasses better have gotten super buffed to make up for it, otherwise I see a lot of Refunds in the coming Future, and a lot of people only using the OG Artificer.
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Posted Nov 21, 20252024 Thief Rogue ALSO doesn't have the ability to ignore attunement requirements anymore.
https://www.dndbeyond.com/sources/dnd/br-2024/character-classes#Thief
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Posted Nov 21, 2025There are things they should keep in mind, Nerf flash was not necessary, why would they not be able to add in successful saves? There are some checks that do not need to succeed to be more effective, live scoring a higher investigation check to find out more about a subject or situation, so, is a nerf.
The lvl 1 Feature can include the bonus to Tool Checks, you can make it a dice that increaces per level like, 1d4 lvl 1, 1d6 lvl 5, 1d8 lvl 9, 1d10 lvl 13 and 1d12 lvl 17, so you can feel you are actually better using the tools that any one.
You still have the lvl 6 feature interfering with the lvl 20, if you use a magic item for the lvl 6 feature it can not be used for the lvl 20, People do not like when a resource is used in two separate ways, my change in the lvl 6 Class feature would be that make it so when an artificer uses an Magic item that has a fixed DC/attack roll, it uses its artificer DC/magic attack roll instead, and you could give it the bonus to saves equal to attunement, so it is not in the capstone and players that do not play over level 8 could make use of it (and do not say it breack the game, paladins have a plus in saves since level 6 as well and one way better).
Why remove the possibility to use every item from the magic item centered class? is so stupid, just absolute underwhelming, let it use every magic item, it´s spell list is awful at least let it use every item.
There is no use in you regaining Flash with the lvl 20 feature if you drop the save bonus per attunement, because this make you expend more flash in yourself, but if you make the change and put the save bonus at lvl 6, the feature you have there is actually a good and beautyful capstone.
May I remember that flash is a reaction, and so is shield and absorb elements? and that the paladin aura is not a reaction and can be used by more than one person along Shield and absorb elements and other defensive reactions... Flash may be broken, but it is a recurse, not like the paladin aura, and they make like the same but worse, and nerf the possibilities it have in the utility as helping tool because it can no longer be used in checks unless you a re metagaiming, because in a perception check you do not know if you succeed (? Neither in a Tool check (other than thieves tools), usually.
So, there it is, the problem was the placement of the features, The lvl 6 feature WAS useless, so, it could be nerfed but moved as an plus at lvl 1, so in lvl 6 you can put actual bonus to enjoy, as the attunement bonus to saves and the plus to use your artificer dc/spell attack in items, Then you add in top the recharge of flash, the changes to infusions and the storing items, then it becomes a solid class, enjoyable by low level and with actual schaling, with a clear identity as a bastion and as an item user.
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Posted Nov 21, 2025First off, it's in reference to the Winged boots, which uses charges. If your winged boots have no charges left, you can sacrifice a level 2 spell slot to get 2 charges of the boots back. Each charge of the boots let's you fly for an hour at 30 speed. That 2 uses of the boots. Fly is a 3rd level spell that lasts 10 minutes and gives 60 fly speed. I think your confusion comes from thinking the boots exactly equal the spell, it doesn't. The effects don't stack per charge of the boots. I think the writer of the article thought the effects were the same between the item and spell, and didn't specify the difference, hence your confusion.
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Posted Nov 21, 2025Removing Infusions, tool expertise, and Artificers' ability to ignore magic item restrictions??? REALLY??
y'all really be nerfing this class like its a martial class or something.
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Posted Nov 21, 2025I am curious what this means as it's not at all clear.
Tinker's Magic says nothing about crafting magic items of Common or Uncommon rarity in 1/4 the time and 1/2 the gold.
Poofing a nonmagical rope into existence up to INT times per long rest is not even in the same universe as crafting a common or uncommon magical item, especially considering that rope will poof away tomorrow morning.
There's a fool's hope in me that this means that at level 10 an Artificer can expend uses of Tinker's Magic to speed up crafting somehow... but I'm far too jaded to believe that fool at this point.
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Posted Nov 21, 2025It seems the dev team flat out ignored the UA survey. We complained about these after the UA came out.
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Posted Nov 21, 2025The new crafting rules are a untested jokes, way to easy to any any characters to create some gamebreaking item. And as a side effect to the bigger problem, artificers lost their edge as crafters.