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 Nov 21, 2025Yea bad comparison. You compared a class to a subclass. If you want to compare classes with subclasses, compare it to what artificers can do with subclasses included.
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Posted Nov 21, 2025That's why I said we'd have to see the subclasses to make a final judgment on this. The subclasses could be epic and totally invalidate all the power complaints.
As it stands, any Rogue (not just the Thief) can be built to breeze through tool-related checks better than the Artificer by Level 7. Especially since while I did mention that the Rogue can craft potentially any item by getting ahold of Tinker's Tools proficiency, if the DM actually uses the Starting at Higher Levels table, they can just get a Manifold Tool as their Common item and get the same benefit.
That's the main complaint: the invention/crafting/magitech class is worse in some ways at fulfilling its fantasy than a Rogue, and the class lost a lot of its previous niche to everyone else thanks to a combination of the 2024 crafting rules, the replacement of Magical Tinkering with Tinker's Magic, the removal of Tool Expertise (I know why this was removed, but they got no replacement to boost their tool checks), and the changes to infusions in the class itself.
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Posted Nov 21, 2025Based on the UA subclasses, can you find any Artificer subclass that has similar subclass feats like the thief? IMHO no.
What we can see in this article, is basically the same class design we saw in the Artificer UA. Which was bad, which was a huge nerf. Why should I expect anything better on the subclass front?
Your specific reasoning was that:
This maybe true on the class level - but at class level this is weak and very situational. It can be very powerful, yes. I remember two occasions when I could double cast Vortex Warp with my Spell Storing Item feature as an Armorer Artificer - it was really epic, yes, it saved my two buddies lifes, yes.
None of the Artificer subclasses has similar feats like the thief.
- double casting realibly. Artificers [i]maybe[/i] can double cast if they risk their homonculus servants. Which are super vulnerable.
- using any magic items. In 2024 Thiefs are the only subclass who can ignore class, race, etc. requirements on spell scrolls. In the 2014 version, Tier 3 artificers could ignore any restrictions. This feature was removed, which is a a nerf. How big is this nerf? It depends on the table I suppose.
All of the 2014 classes and subclasses was buffed one way or another. Only the Artificer class was nerfed, and based on the UA, the Armorer subclass was nerfed heavily (originally had +2 armor modifications, it has only +1 armor replication; also previously could apply +1/+2 mod to the armor's weapons - can't apply this anymore).
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Posted Nov 22, 2025Correct. Let's compare subclasses to subclasses and classes to classes.
Also Keep in mind
Theif rouge doesn't get the spell casting feature. Sthr stuff they can do with magic items comes online earlier than thief rouge too. I'm pretty sure artificers will be just flat out better at magic items than thief rouge. So let's slow down on the hate here...
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Posted Nov 22, 2025Not to mention, a lot of the magic items that require X class to use are really meant to be used by X class and therefore pretty meh for other classes to use. The only real exception are Scrolls and we haven't seen the Cartographer subclass yet and it may have the ability to use any Scroll since its likely its ability to craft scrolls will have halved time to keep in line with the other subclasses from the looks of the UA.
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Posted Nov 22, 2025It's amazingly cool, especially the artificer bonuses and the new subclass is intriguing. The artwork is nice too.
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Posted Nov 22, 2025In the interest of trying to be more "objective" about this, I'm going to try to break this down purely when it comes to magic items. So far, I've talked about the problems on the tools and skills front, but I want to laser focus on just the magic item aspect with this post.
From Levels 1 to 5
What Artificer is better at is spawning certain magic items at a faster rate than the Rogue can, because of the Replicate Magic Item feature. And you can pick the Manifold Tool as a Magic Item Plan from Level 2, which allows the Artificer universal magic item crafting very early on if that is allowed by the DM.
Generally, there is no distinction between the Artificer and other classes when it comes to how quickly and cheaply you can make a real magic item.
However, in the playtest material, each subclass does give a time discount for crafting real magic items of a certain category. If they kept that in, that is also a point in the Artificer's favour for a specific subset of items.
Levels 6 to 9
The Artificer gets Magic Item Tinker, which lets them play around magic item charges. That does give them an edge in this contest. So basically, they have to pick at least one Magic Item Plan that gives them a good item with charges if they want to make the most out of this, and if you took a Bag of Holding, that limits your options a bit more than one might like. But I think it's valid to go with Wand of Magic Missiles (since they don't get Magic Missile at the base level) and Wand of Web along with a Bag of Holding.
Nevertheless, no other class has this kind of thing. So another point for Artificer regardless.
Level 10+
The Artificer gets extra attunement slots every few levels, and it gets a feature that lets them create a pseudo-magic item with 8 to 10 "charges" and a Level 3 spell inside it. So here, they are starting to really dig into a potent niche, but this is also close to the end of the average campaign. Nevertheless, being able to cast Fireball as an Artillerist or Hypnotic Pattern as an Armorer ten times a day, and having up to six attunements by Level 18, is something unique to the Artificer at this stage.
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Posted Nov 22, 2025The tables will be what dictates this as a nerf or a buff. infusion helped the use of fire-arms, buffing your to-hit, damage, and auto-upgrading armor bonuses. That's where this entire concepts sucks, hard. The infusions were what made this more playable - especially if you're still going to keep the level 3+ spells locked behind a specialization. 2014 seems superior in most factors - from someone who's played into the teens as an artificer over 3 years of a campaign. If you're held to the spell tables - most of the powerful items require attunement, which means camping your party for an hour for the item to be useable. I also would use flash of genius to buff ability checks often. Lots of these changes... are really a bad direction for the class. You've seemed to ignore player feedback from people who actually want to play this class. The previous sneak-peaks at the cartographer put it below the alchemist - which was also severely behind nearly every other class. If the DM doesn't allow agency to modify the rules to make this class more playable, not really worth the consideration. Should just stick with the 2014 rules. . . imo.
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Posted Nov 22, 2025agree. they seemed to ignore player feedback outright. sad, because this is largely going to sit in the shadows, gathering dust as a result. big yikes.
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Posted Nov 22, 2025Based on what I'm seeing, I won't spend money on this book.
For house rules in the games I run:
Tinker's magic (lvl 1) will allow the artificer to improve the function of a tool or weapon until the next long rest, +1 to tool check, +1 to attack roll. Takes 30 minutes per item.
Tinker's magic (lvl 6) Improving tools or weapons takes 10 minutes each, armors can be improved 30 minutes per item. Light +1 AC, Medium No disadvantage on stealth, or +1 AC. Heavy no disadvantage on stealth, Shield Donning takes a bonus action. Draining a magic item provides spell levels based on item rarity, any attuned item can be drained, up to very rare.
Tinker's magic (lvl 14) Item, weapon, and armor improvements do not fade.
Flash of Genius: Only affects allies
Lvl 6 Quick Thinking(new): Gain Intelligence modifier as a bonus to either A) All ability checks made with proficiency/expertise, or B) all savings throws. Can swap at level ups.
Alchemist don't roll on the elixir table - Flat out pick what you want - Also adding Alchemist's Fire, Fear gas (think Scarecrow from Batman), and Vile Medicine (greater restoration, but takes a DC15 Con save to consume) at higher levels.
Artillerist - Pick a spell from any spell list at levels 3, 5, 9, and 15. The spell is now an Artificer spell for the character.
Battle Smith - lvl3 2 weapon masteries and a fighting style, lvl 9 War Magic - A cantrip can be cast in place of one of the attacks from the attack action.
Armorer - +1 hitpoint per level and Bonus action dash or disengage, lvl 9 War Magic - A cantrip can be cast in place of one of the attacks from the attack action.
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Posted Nov 22, 2025if i had to guess, tarrifs
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Posted Nov 22, 2025I will note that the UA team put themselves at a disadvantage with the surveys because the first 2024 Artificer UA used the red (I don't like this feature do something else), yellow (I like this feature but with major changes), green (I like this feature as is or with minor tweaks) system but without the ability to comment on features the reader rates red or green. Which I'm sure lead to anyone having lots to say to rate everything as yellow, when plenty of those yellows were probably intended to be red.
I forget if the 2nd round (the 2025 Eberron Updates UA) had yet added the ability to comment on red and green ratings, but I think it hadn't yet done so by then.
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Posted Nov 22, 2025Everyone's complaining about rogue being better than artificial at crafting when in D&D the books rules don't matter only the DM's rulings do and any DM that doesn't just go "well we have artificers now no one else can craft" is doing something wrong
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Posted Nov 22, 2025[ignore this, not sure how to delete a post]
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Posted Nov 22, 2025I had a DM who hated artificers for using their infusions to help themselves… and so made it his mission to make my life miserable for daring to play as one. Down to tearing my character limb from limb at level 5. For no reason.
DMs that do that absolutely exist.
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Posted Nov 22, 2025Any DM that says "no one else can craft" is doing something wrong.
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Posted Nov 22, 2025Why does the overview say "Like other spellcasting classes, the Artificer can now swap a cantrip after a Long Rest"? The only spellcasting class that can swap cantrips after a long rest is wizard, the rest can only swap cantrips after gaining a level.
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Posted Nov 22, 2025Luckily my DM is not a jerk, but we had an epic moment. We were using the lingering injuries optional rule and my Armorer artificer lost a limb in a battle. Well, the Arcane Armor replaced the lost limb... :)
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Posted Nov 22, 2025So, Artificers are still worse at making magic items than any full spellcaster, and now also worse at using them, that's good to know.
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Posted Nov 22, 2025Unless your setting specifically has only artificers doing the crafting, this makes no sense to have as a house rule. A character with a backstory as a regular blacksmith shouldn't be disallowed from crafting metal things.
Also you shouldn't have to artificially limit what other characters can do just to make one class look better.