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 24, 2025I'm comparing this mainly to the 2014 artificer and not the UA versions(which would be a overall nerf) to which yes I do believe the new version is an overall improvement. However I will clarify that it's not an overall MAJOR improvement. I believe the new Replicate Magic Item is overall a bit better than the old infusions as it feels less clunky. Spell storing item now allows 3rd level spells which is an solid improvement and even with the new restriction of not having a material component that is consumed, you can still have ten fireballs in your back pocket(which makes me wonder why you think every feature has been nerfed)
Of course, feel free to disagree with me. Some people have different opinions and ideas on how things should be improved. Different strokes for different folks
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Posted Nov 24, 2025Oh, absolutely.
I second this opinion, to some extent. I consider the revised Artificer to be, at best, a “two steps forward, one step back” situation. Which is also my opinion of the revised Ranger.
I would argue that infusions had one advantage over Replicate Magic Item: numbers. Unless they’ve increased the number of plans the 2024 Artificer learns without us knowing, the number of infusions the 2014 Artificer could know was nearly double the number of plans the 2024 Artificer can know.
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Posted Nov 24, 2025Ah I missed this in the 2024e port, thank you very much for the clarification!
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Posted Nov 24, 2025What about multiclassing Artificer and Thief? Make a wand of fireballs, use it as a bonus action?
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Posted Nov 24, 2025A mapping artificer is super disheartening to see as your top choice for the new Artificer subclass, will have to wait for reviews to decide if I'll get this book.
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Posted Nov 24, 2025cartographer better get an overhaul overwise it's hot garbage
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Posted Nov 24, 2025Replicate Magic Item is cool. Way better than infusions. However, the list of magic items you can make has always been underwhelming as hell. Which makes this a useless feature lowkey.
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Posted Nov 24, 2025The comments here seem to mistake buffs as nerfs:
1. Being able to create spare items like extra ropes and tools can be very handy in particular campaigns
2. Infusions allowing us to replicate magical items and give them to party members fit exceptionally well with the Artificer being an inventor
3. The new ability, allowing Flash of Genius to be recharged on a short rest is invaluable
though curious in what new subclass benefits will we be getting
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Posted Nov 24, 20251.) This is true, but in most circumstances I've observed, this doesn't come up as you'd typically already have the mundane items you'd need in someone's inventory.
The most common scenario where I envision Tinker's Magic really shining is if you're captured and have your gear confiscated. However, even then, you run into the problem that you need your Tinker's Tools (which would also be taken from you) to conjure the stuff to begin with.
So personally, if I had to make a feature like this, I'd rather it allow me to craft a set of Tinker's Tools from whatever is lying around, and then use that to craft some temporary gear for my party. And the best gear for this would be weapons, armor, tools, and spellcasting foci (so my party's class features can actually function), not rope, tinderboxes, and baskets.
And before it is mentioned, it hasn't escaped my notice that you can create multiple things with Tinker's Magic before your Long Rest causes them all to vanish. So I get that the idea there is you're supposed to channel your inner MacGyver and use these pieces of mundane gear to create something remarkable. But that requires a level of creativity and DM fiat that makes the usefulness of the feature moot.
2.) You have a limited number of magic items you can make (2 to 3 for the average campaign), and you're much more likely to need them for yourself.
3.) The new ability you're referring to is at Level 14.
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Posted Nov 24, 2025The impression I get with the flavour they're going for is that the Cartographer is supposed to be like a behind-the-scenes dispatcher who uses the maps to monitor their teammates and coordinate them using their subclass features.
If this is a correct assumption I'm making, the flavour is pretty cool imo, and one I don't mind being added as an option for the class. But I do think the execution in the playtest was lacking.
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Posted Nov 24, 2025Magical tinkering was fun, but not really a loss. Wait, infusions are gone? Returning weapon, +1 to weapon, arcane focus, armor, etc. is the BASIS of what makes Artificer a support class. Blowing spell slots to charge a magic item is all right, but how often are charged magic items even used up every day? Gaining one Flash of Genius on short rest is nice, but again, do they even get used enough to justify the feature? And that seems late at level 14. Yeah, this just isn't an improvement all around.
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Posted Nov 24, 2025Those infusions aren't gone. They're just regular magic items now that anyone can acquire or craft, but they're also options for your Replicate Magic Item feature.
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Posted Nov 24, 2025which sucks, because the artificer should have unique items that they have invented.
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Posted Nov 24, 2025i didnt even clock at first how different RMI and Infusions are...last night i made a list of what we want in the artificer so i can just build it. Basically its gonna be based on the 1DND UA artuficer that got normal spellcasting up to level 5 spells.
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Posted Nov 24, 2025Magical tinkering was far better than summoning general store junk. There is a great page with all of the cool things you can accomplish with it. I can't find it right now but involved combing multiple effects and creating relays and other more complex effects. It was a unique and powerful tool that was difficult to see the potential. It got replaced by summoning buckets.
Also most of the reduction in cost of crafting magic items was removed. Subclasses reduce the time to craft their specialty by half but no more gold reduction and no general gold or time reductions. The article says that this is replaced by Magical Tinkering so unless this was massively upgraded from the playtest, they have trashed Artificer crafting and are lying about it.
Infusing a mundane item with magic was replaced by summoning a magic item. Some infusions were split into multiple infusions (+1 armor, +2 armor, +1 shield, and +2 shield are now 4 infusions instead of 1). Lots of options were added. However, the plans known were cut by up to 25%, if I recall correctly.
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Posted Nov 25, 2025Seeing this approach to artificers makes me think it's a designer that never wanted magical items in their games, and was afraid of a class that brought their own.
All the high level mechanics seem to be ratcheting back on power levels. I appreciate that some of the confusing infusion parts have been simplified, but instead of leaning into more, more powerful magical inventions, as the class reaches its peak it's instead a poorer bard that can eat items and recharge gadgets sometimes. It's as though these half casters with gadgets will somehow blow away balance whilst full casters are doing 7/8/9 spells that can resolve entire encounters, Paladins are transforming into unstoppable juggernauts, and clerics are using divinity cheat codes. I hope the sub-classes are beefed up, because this base class looks less flavorful, and less powerful than any other class but the ranger, especially at high levels.
On the plus side, in times where I'm tightening my budget due to holidays, I will get to save money by giving this a pass, and my campaign won't have to adjust as I'll let my player with an artificer keep playing with the prior edition rules!
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Posted Nov 25, 2025I'm really confused as to why people are claiming that this version of artificer is nerfed. The last UA they released was definitely stronger compared to the 2014 version. It kind of feels like people are conflating not liking a change to the change being a nerf.
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Posted Nov 25, 2025While this is never going to happen, I'm more convinced than ever that the Artificer was better off being either a weird martial class or a full caster. A lot of the fundamental problems with the class come down to it being a half-caster that doesn't have martial prowess by default. After testing the playtest Psion for four levels, that actually feels better to work with than this Artificer imo, and I fully believe that being a full caster is a big reason for it.
Not to mention, Artificer as a full caster would have access to thematic spells like Fabricate much sooner, would have access to thematic higher-level spells like Clone or Create Homunculus, and wouldn't have to wait until Level 19 to use a Manual of Golems.
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Posted Nov 25, 2025Yes. Someone who can replicate magic items and can't bend them to ignore requirements. What an awful nerf and what is the trade off, at lvl 14 getting back 1 of your 5 (int modifier) flashes of genius. Should have been all uses. Compared to the Bard at lvl 5 who gets all uses of Bardic inspiration (d8 at level 5, a d10 at level 10, and a d12 at level 15) giving better average bonus compared Artificer's Int modifier, it's laughable.
The Cap stone ability sucks, when dropped to 0, you destroy (till end of long rest) some of your replicated items (6 items based on 2014 edn.) in exchange for 20hp per item. For example, I'd much rather have 40 additional HP (equivalent of 80 when raging) plus +2 to str/con mods of the Barbarian, and not having to sacrifice my items, like ring of protection, and build enhancing uncommon/rare items.
I hope the subclass features make up for it.
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Posted Nov 25, 2025How come the Artificer was one of the 3 classes from the 2014 (the other 2 being Ranger and Monk) has probably received the most nerfs out of all of the classes in 2024, and possibly the worst case of flavor death? They've lost nearly everything that makes them good at crafting. They are now worse at using magic items at higher levels. If the changes to Replicate Magic Item, then they know how to make LESS magic items now. But DON'T WORRY, you can restore charges now and create basic items someone in your party probably already has... I hate this so much. They've lost more than they've gained imo.
Personally, I think Artificers should have gotten a complete overhaul and scrubbed the class clean of spellcasting and should have leaned WAY more into being a "build-a-bear" type of class, but that's a rant for another day. Magical Tinkering should have just been a tweaked version of the Creation Bard's 3rd lvl feature (maybe they have a pool of "gp" that they can use to create magic items, similar to the Paladin's Lay on Hands, instead of using spell slots to create more items), and give it certain buffs at higher lvls.
I was already confused on what the Artificer ACTUALLY brings to the table in 2014, but I'm even more so now. They can acheive avg damage at best (there are only 6-8 damaging spells on their spell list, not including subclasses btw), most of their spells are utility that other classes can practically spam, any buffs/debuffs they have run into the same issue, everyone is insane at crafting now, the novelty and excitement of +1 magic items gets old pretty quickly, and any other magic item they can create until higher levels is giving minor buffs at best. It was so boring playing an artificer in 2014 for me (especially with the god awful amount of time it took to craft items) and it seems like the boredom would only get worse if I played a 2024 artificer.
I am really scared for the Alchemist. it was arguably one of the worst subclasses in 2014 in general. The last UA barely did anything to fix some of its core problems like it's over reliance on spell slots despite being a HALF CASTER and no other artificer subclass having that problem.