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 22, 2025Still a Rogue is a better crafter then a Artificier will ever be which is sad. Atleast they could have given them Reliable Talent for tools
-
View User Profile
-
Send Message
Posted Nov 23, 2025I’m really excited for the book and to create some artificer characters. I had the idea for a House Tharashk bounty hunter who’s an orc artillerist, just seems like it would be a ton of fun to play.
And to everyone saying the thief rogue is better at creating magic items than the artificer, I respectfully disagree. Thief is built around being like a Bilbo Baggins who finds something magic and can use it, not creating anything. No spellcasting, no Arcana proficiency, no bonuses to crafting, and certainly no instant magic items like Replicate Magic Item. You can maybe cast some level 1 spells if from your species/feats, but that’s it. I see the grievances, but I think the argument is comparable to saying the Eldritch Knight is a better spellcaster than the Wizard because they can do one or two things the Wizard can’t.
I’m also really curious about the games everyone seems to be playing, where it seems like you have just unlimited time and resources in the city to craft items. Creating a rare item takes 50 days and 2,000+ gold pieces. Do you just have months of downtime between adventures?
Edits: Changed my tone to be less inflammatory. People are making valid points, so I don’t mean to start a comment war. I’m really excited for this Artificer and it genuinely does fix my issues with the previous version (infusions always felt limiting and a little convoluted to me), but I see how this isn’t for every table.
-
View User Profile
-
Send Message
Posted Nov 23, 2025In every feedback survey I really pushed for this class to get ANY form of Expertise. Even if it was the choice of just ONE class skill and that was it I'd be thankful, but I see the surveys failed again. It's just baffling how the mechanics don't meet the theme of being a master of complex arcane science and crafting... but the wizard and even rogue are better at it. Of course they might have put this in the subclasses, which is an odd choice as at 3rd level this class gets three features already, so unless they stick it into the Tool Proficiency feature they'd have to tack on a fourth feature. Or push it back to 5th level in tier 2 play which is also kinda silly. They really should have added it to Tinker's Magic and called it a day. It's a borderline ribbon feature anyway - Mending and a few mundane items each day isn't exactly straining the balance of level 1 in 2024 D&D.
Edit: I just remembered in the original promotional cycle they showed off level 3 of Battle Smith and it definitely didn't have Expertise. Just proficiency in a tool and 1/2 the time to craft weapons (magical or non magical)
-
View User Profile
-
Send Message
Posted Nov 23, 2025Half-Elf, Hexblood, Human, Kenku, Kobold, Vedalken, and Warforged). Some of these may lose their proficiency if updated (Astral Elf), some probably won't be updated (including the Astral Elf), but most will keep them.A Mythalkeeper (Forgotten Realms) Thief has both proficiency with Jeweler's Supplies and Arcana. They are exactly as capable, no better and no worse, at crafting rings that do not cast spells than any artificer. If a ring can cast a spell, the Artificer can craft it only if the spell is on the Artificer spell list. If not, there is no way inherent to the class that they can craft it. A Thayan Spell Tattoo can get around this restriction for both the Artificer and the Thief.
In 3.5, crafting magic items cost experience and Artificers had a reservoir to use first. In 2017, they instead received a time and GP reduction in certain cases. At level 10, common and uncommon items cost half the normal gold. With the Unearthed Arcana play test, this was reduced to only halving the time for a subclass's specialty (Armorers craft armor in half the time) with no gold reduction. This article says that the time and cost reduction is folding into Tinker's Magic (is this supposed to be Tinkerer's Magic?) but Tinker's Magic just describes summoning general store junk so I think WotC is being dishonest about this nerf. It could be that, like the play test, subclasses get a benefit to crafting items from their specialty, and that feature modifies Tinker's Magic, but, if so, that should have been called out in the article.
Yes. The campaign my wife and I are playing in explicitly has a month or so between adventures. Between that and Bastions (DMG 2024), crafting magic items isn't that hard, regardless of class. If you are a player and don't know about Bastions, as your DM about it, particularly if your character is level 5+.
These Bastion crafting actions can happen while you are adventuring normally. It is no longer an either adventure or craft. Crafting in 2024 requires far less investment than it did in prior editions making the almost complete lack of perks for crafting in the Artificers insulting.
WotC is just doing crafting dirty again and Artificers have always been a crafting-focused class.
-
View User Profile
-
Send Message
Posted Nov 23, 2025As an Artificer main in my group, this new version is a 75% nerf to the usability and power, not to mention the fantasy of playing an artificer. There are only two really good points, that I think everyone has skipped.
1: It's still a powerful class in Adventure League, 5 attuned magic items in T3, and you can pick which ones you get. Since magic items crafting other then artificers is banned in AL.
2: If you playing homebrew, you and your DM can override or change anything of the class that's needed.
These two points make senses if you remember that the 2024/2025 rule-reboot was supposed to coincide with an payed online AL service.
-
View User Profile
-
Send Message
Posted Nov 23, 2025I'm a little upset at all of this. First, they delayed the book because of "printing" issues. Yet in the same time they released a bunch of books. Second, they could have released the material digitally so we had it until the book was fixed. Third, it appears they didn't release in digital because this isn't living up to the other class upgrades and they didn't want to affect the physical sales.
So they delayed everything because they knew it was bad, yet they did nothing to fix it in the meantime.
-
View User Profile
-
Send Message
Posted Nov 23, 2025>:( to you
-
View User Profile
-
Send Message
Posted Nov 23, 2025What will really cement my opinion about how the class is handled in 2025 is what they do with the Alchemist.
Time and time again, people have cried out about how weak the subclass is, and especially the problems with the Experimental Elixirs feature. If nothing meaningful was done to buff this subclass from the playtest, then that would not be a good look imo.
-
View User Profile
-
Send Message
Posted Nov 23, 2025I have a running list of planned Artificer changes for my home game (we have 2 artificers and have been playing them since 3.5).
It's part of my rulings and house rules post if you are interested.
-
View User Profile
-
Send Message
Posted Nov 24, 2025Yeah, nothing new, but the old stuff has been upgraded far beyond the point where it's balanced. This is just forced power creep. They make new stuff with more powerful versions of classic D&D stuff for people to buy, then they make stuff with more powerful monsters for people to buy when DMs can't adequately challenge their parties of power fantasy main characters. It's a really sleazy tactic.
-
View User Profile
-
Send Message
Posted Nov 24, 2025My human Thief rogue is like a internal security agent at an arcane academy in the Spelljammer setting. At lvl1 he took the skilled feat and one of his choices was Arcana proficiency. Not because he could cast any spell, but it seemed a valid choice - he has basic knowledge about how magic works.
My Armorer Artificer's first campaign were Waterdeep Dragon Heist. At the end we acquired a hefty sum of money - and before the next campaign we had 2-3 month of downtime. Guess what? My Artificer made a lot of magic items, every party member received something before we were tricked to make a visit to a place called Barovia.
Infusions were not the most elegant solution but it worked. You could augment non-magical stuff into magical which were very inline with the basic fantasy of artificer: make something useful from a boring item.
-
View User Profile
-
Send Message
Posted Nov 24, 2025You can make useless garbage, not useful items. Rope? Seriously?
And you could make things before, and you got to get better at doing so at later levels. Now you can conjure some crap 99 percent of groups ignore, and they disappear when you take a nap.
-
View User Profile
-
Send Message
Posted Nov 24, 2025So they straight up nerfed the class and took all the fun out of it. I was waiting for the alt cover book to go with all my others, but honestly, I think I'll skip this one. They've killed the class. 2014 was a great class, albeit the spell list was lacking, but these changes... no one asked for these. No one wants these. Delay the book again and fix this!
I don't know what's going on at Wizard's at the moment, but they don't seem to understand the changes they're making. Some are fantastic, but the ones that aren't, really aren't. Artificer was my go to class and I played the hell out of it as support, enabling all kinds of epic moments for my party members. This is just heart breaking.
-
View User Profile
-
Send Message
Posted Nov 24, 2025Normally not one to add onto the negative reception, especially since I already posted once, but on top of expertise and being weaker at all the things we should be good at like crafting and support etc... I also just realized unless I'm mistaken we lost ritual casting... We can't even be a good detect magic/identify spam until we hit high enough level for Spell Storing Item, and honestly who is going to use it for that when you may need to give your party haste for the day or something. WoTC... We beg of you,, look at the comments, pick a handful of adjustments and just Errata this, we want to love it, we want to be excited for your new material! I've bought almost every Eberron book there is... I can't justify this one. Help us help you, make the class shine in the more powerful 2024 edition of 5e while keeping the flavor and excitement... not string, a vial, and a 10ft pole per long rest.
-
View User Profile
-
Send Message
Posted Nov 24, 2025This is a general change in 2024. All spellcasters can cast any ritual spells they have prepared. Only the Wizard has a special feature to cast ritual spells out of their spellbook.
See Casting without Slots.
-
View User Profile
-
Send Message
Posted Nov 24, 2025In 2024, if you have any spell with the Ritual tag prepared, you can cast it as a Ritual. You don't need a special feature to ritual cast spells anymore.
As far as I'm aware, Wizards are still the only spellcasting class in 2024 D&D that can ritual cast its ritual spells without needing to have them prepared. But everyone, including Artificers, can ritual cast all their ritual spells as long as those spells are prepared.
-
View User Profile
-
Send Message
Posted Nov 24, 2025There are some interesting and welcome changes to the class, but a lot of missed opportunity as well. It bothers me greatly that they leaned more into the Artificer creating objects out of nothing instantly (i.e. conjuring them) rather than creating them out of base items or components with their tools. They still cannot use a Manual of Golems until level 17. A Reliable Talent like feature could have been added for skill checks made with tools, such as "Whenever you make an ability check using Thieves' Tools or Artisan's tools you are proficient with, treat any roll of 9 or lower on the d20 as a 10." I would have also liked to have seen a level 18+ Replicate Magic item table that included +3 weapons and shields and Very Rare wondrous items and their spell list expanded to include Tensor's Floating Disk, Nystul's Magic Aura, Fog Cloud, Stinking Cloud and Teleportation Circle.
-
View User Profile
-
Send Message
Posted Nov 24, 2025How does nerfing every single ability the artificer had improve the class? Genuine question?
-
View User Profile
-
Send Message
Posted Nov 24, 2025this looks exactly like the last UA build which can still be accessed we can get a pretty good idea of what the subclasses will be capable of and unless they completely remade all the subclasses from the ground up since then. That will simply not be the case. Thief rogue will be leagues above an artificer. Artificer is hands down the Worst class in 2024 unless they made MAJOR changes since the UA. Ranger is way more useful and everyone hates them.
-
View User Profile
-
Send Message
Posted Nov 24, 2025If you didn't like infusions because they were limiting, How does removing half your choices and limiting the slots you have to choose from fix that? I had a similar complaint with tasha artificer but it definetly seems like they made the problem worse. they also removed magical tinkering which was actually useful beyond level 2. for tinker's magic which doesn't even make sense it should be "Tinkerer's magic" and also only allows you to make shit you can buy for literal pennies. by level 2 you have a bag of holding making that feature completely useless as soon as you get it. The only plus is the spell storing ring which you dont get access to until level 11 and simply does not justify choosing an entire class for. I was really excited too but the artificer as it stands now is just a shitty wizard.