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 |
LEVEL |
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 21, 2025Here's a fun (perhaps unintended) interaction: The Spell-Storing Item is itself a magic item with charges. Which means, you can use Magic Item Tinker to turn level 1 spell slots into level 3 spells.
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Posted Nov 21, 2025The concept of an Artificer is great, and I'm among a large group that would LIKE to play this.
Unfortunately, they seem to have made a whole bunch of new decisions that are the same as the old decisions... except now it's even worse since the bar was raised by improving every other class.
But at least they delayed the book for several months. Totally worth it... 🤦
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Posted Nov 21, 2025I want to see the subclasses! Hope you guys kept the Dreadnaught armorer!
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Posted Nov 21, 2025UUgh... I was going to buy this until I saw they nerfed a mediocre class, putting them in C-D tier. So disappointed. Literally every other class got more powerful with 2024, for a reason - the monsters in the 2024 monster manual got a significant buff across the board. So compensating by making individual classes stronger made sense. Instead - we got Artificers getting weaker - like what?
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Posted Nov 21, 2025Spell storing items are and can be sorely busted. This was busted in play test it doesn't look like they listened.
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Posted Nov 21, 2025This doesn't fully cover everything for the artificer, so I'm hoping there are some other additions or changes that they decided not to expand on in this article. If not, I'm sure alchemist is going to be just as bad as it was in the playtests, too, but I digress. Some stuff here seems cool, but a lot of it does seem worse than the original. Flash of Genius, unless it's been buffed, isn't so good that the whole class needs to revolve around it
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Posted Nov 21, 2025At this point, the subclasses and any new spells they get will help to decide how viable the class is going forward.
But on a positive note, it's still an excellent multiclass dip for Wizard. Unless something has drastically changed that WoTC hasn't told us yet, 2 levels of Artificer are still a great boon for a Wizard character.
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Posted Nov 21, 2025The 2025 Artificer was written by someone who does not like crafters and decided to take the crafting out of the Artificer even more than the 2019 version did.
The only useful part of Tinker's Magic is that it gives you the Mending cantrip. Being able to summon rope for a class than can summon a bag of holding is laughable past level 2. It's a feature that won't be used past level 2 or 3. This version of Tinker's Magic is far worse than the prior version.
In addition, it's not stated here but the UA cut out a lot of the magic item crafting perks, like reducing the time and gold to craft common and uncommon magic items. The subclasses still get benefits for their specialties, but that's it.
This article does not state it, but the Unearthed Arcana playtest also reduced the number of plans known to only 2 more than the infusions that you can maintain. Remember that you cannot have more than one copy of the same infusion at the same time. I really hope they kept the original number of plans known but that seems unlikely. In addition, they have divided a few of the infusions into multiple infusions. (+1 armor, +1 shield, +2 armor, and +2 shields were all 1 infusion that scales with level. Now they are 4 infusions that do not scale with level.) This has pros and cons. We will have to see what the final product brings.
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Posted Nov 21, 2025I am aware that these are not the complete details, but I am concerned.
The 5e Artificer always suffered from WotC's assumptions (as confirmed by Mearls) of a much longer adventuring day than modern D&D now tends to have. As such they tend to heavily overvalue "At Will" or "Always on" abilities like the artificer's infusions, compared to limited-use class abilities such as higher-level spell slots.
Having a constant +1 to hit, and adding Int score to cantrip damage sounds good when you're going through 6-8 encounters, and the wizards are down to cantrips as well for a significant portion of the day. It is much less effective when you're only in a few or single, much more significant encounters, and the wizards can drop one of their higher-level spells every encounter.
From the looks of the preview, this core issue has not been addressed, but the more general capabilities of the class with tool use, unique items and other tricks has been reduced.
Not encouraging.
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Posted Nov 21, 2025This!!! Why does the artificer now feel like a tepid half-caster without personality in its base class? Let us craft, let us be creative, give us expertise in tools or unique ways to use them, if they didn't improve massively on the subclasses within the UA, this is going to be sort of sad. Also, and this has always baffled me, if we're broadly nerfed by needing "M" for all our spells, why do we still need "V", you're telling me my alchemists tosses a vial of "Acid Splash" and screams, "Acid Splash"? If they are going to flavor it as using the tools to manifest the spells, why is it harder for us than other classes without compromise or flavorful inclination?
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Posted Nov 21, 2025The "M" requirement is something I consider a buff in practice. Rules as Written, every Artificer spell having an M component means that you can be having a tool in one hand and a shield in the other, and still be able to cast the spell even if it only has V and S components normally. And since the last Artificer UA let you use magic item plan weapons as spellcasting foci, this is even more relevant for Battle Smiths imo.
That said, I wholeheartedly agree that Artificer spells should remove the V component, since you shouldn't need to say anything to use your gadgets.
Also I really think they could add more existing PHB spells to the base spell list, since there are quite a few that could easily fit the theme and are excluded for some reason. The illusion spells (Minor Illusion, Silent Image, and Major Image), Comprehend Languages, Create or Destroy Water, Hypnotic Pattern, Counterspell, and even Mage Armor and Shield come to mind.
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Posted Nov 21, 2025"Go, go, gadget Dancing Lights" - John Travolta, probably.
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Posted Nov 21, 2025You guys are crazy, The artificer is buffed not nerfed.
Being able to recharge items like wands of web is way better.
Give it to your homunculus to cast. Congrats Artificer can cast 2 spells per turn now, one with homunculus and one with their action.
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Posted Nov 21, 2025Two problems with this:-
1.) Unless I missed something about the Replicate Magic Item feature, Wand of Web has a fixed save DC, which is 13. While DEX saves are not terrible saves to target, they're also not uncommon for monsters to be proficient in. Spell-Storing Item does address this, but that doesn't come online until Level 11.
2.) The homunculus isn't invulnerable and is actually pretty squishy (at its base, it has AC 13 and 15 HP), and you can't remake it in the middle of combat. So if it dies, which it likely will if the enemy ever targets it, that "extra attack" ceases to function. This is where the subclasses would typically pick up the slack, and not all of them do based on the playtest content.
Of course, if the Homunculus Servant spell got buffed from its playtest version, this would be moot.
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Posted Nov 21, 2025To #1 - yea, it would be way to strong to double cast spells using your DC rather than the items Fixed DC. Still this is the only class that can do this and even if the DC's are lower its still strong. you can give a wand of web 2 charges with a lvl 2 spell slot. So you can have 2 casts at 13 or 1 cast at 15. I'll take the former.
To #2, No its not invulnerable nor is any Player Character. But it does not have a time length on it. Which means you can start the day with it at high lvls by casting it at lvl 5, and long rest so that it has lots of hp. You can also ritual cast it during play to not spend spells slots. And there are plenty of ways to keep it out of harms way when not in combat. Make and put it in a bag of holding if you want. This is tankier than a familiar and familiars still get seen at higher levels of play, so will this.
My only question on the servant is if mending will still work on it.
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Posted Nov 21, 2025Nope, Thief rogue can do exactly the same without having any innate magical abilities. Magic items can be used 2 times per round by thief - and this is a lvl3 subclass ability. And Thief's ability is more reliable because it is not dependent of a squshi homonculus servant.
Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
Don't get me wrong, I did my fair share of shenanigens with HS as an Armorer artificer, but it is always a big risk.
And this is not the only bad comparison between thiefs and artificers. At lvl13 thief has the following feat:
Level 13: Use Magic Device
You’ve learned how to maximize use of magic items, granting you the following benefits.
Attunement. You can attune to up to four magic items at once.
Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
So, a Tier 3 thief can cast two spells per turn more efficiently than a Tier 3 Artificer. Thief has the chance to use a magic item without expending it charges and on spell scrolls the thief uses his own intelligence score for the DC .
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Posted Nov 21, 2025Seeing this post, I just want to jump in and also mention that Thief can get Expertise in four skills by the time they reach Level 13, and can never roll below a 10 for those skills by that level. So a Level 13 Thief can have Expertise in Arcana (which the class doesn't get on its own, but can easily get from other sources), Investigation, Athletics, and Sleight of Hand, letting them use Thieves' Tools, Chains, and Manacles better than an Artificer can, letting them pass knowledge checks on D&D technology better than an Artificer can, and letting them use Spell Scrolls better than an Artificer can.
Give them a way to get Tinker's Tools proficiency, and they can even make a UA Manifold Tool after 5 days per the DMG crafting rules. Thus letting them craft any magic item in the game per those same crafting rules.
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Posted Nov 21, 2025Let's hope that the subclasses really come in clutch with stuff like expertise in Arcana and plenty of tool proficiencies.
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Posted Nov 21, 2025OMG, you are right, this comparison gets more terrible every minute.
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Posted Nov 21, 2025Disappointing. They kept Tinker's Magic and the fake magic items of Replicate Magic Item.
Tinker's Magic gets invalidated by replicating a Bag of Holding literally next level, meanwhile Replicate Magic Item gets invalidated by just crafting.
Horrid design, why did you keep this?