From hidden workshops in the depths of Sharn to elemental airships drifting high above the Mournland, Artificers are tinkerers who drive innovation and delight in solving problems. Their steel-clad guardians, roaming cannons, magic armor, living maps, and bottled miracles reshape the worlds in which they reside one invention at a time.
In Eberron: Forge of the Artificer, you’ll find five Artificer subclasses whose specialties—alchemy, armor, artillery, constructs, and cartography—help them shield their allies and outthink their foes. Each offers its own playstyle, from frontline defenders to precise battlefield engineers, but all are driven by their creative spark.
Read on to discover how these Artificer subclasses, including the new Cartographer, let you forge wonders and think outside the box!
- Alchemist (Artificer)
- Armorer (Artificer)
- Artillerist (Artificer)
- Battle Smith (Artificer)
- Cartographer (Artificer)
Alchemist (Artificer)

Alchemists blend reagents and raw ingenuity into bottled alchemical compounds that produce magical effects.
Experimental Elixirs and Battlefield Bombardment
Alchemists walk the streets of Sharn as miracle-workers for hire or join adventuring groups as medics and saboteurs, their satchels brimming with elixirs that can turn the tide of any fight.
Tools of the Trade. Alchemists gain proficiency with Alchemist’s Supplies and the Herbalism Kit, and can halve the time needed to create potions using the rules in the Dungeon Master’s Guide.
Experimental Elixir. The Experimental Elixir feature is a cornerstone of the subclass, automatically brewing two random elixirs after each Long Rest. Each concoction offers a random effect when consumed, like restoring Hit Points, increasing Speed, bolstering AC, or granting a Fly Speed. Better still, they can be consumed as a Bonus Action and you can convert spell slots into chosen elixirs when you need specific results. You produce more elixirs per Long Rest when you reach certain Artificer levels.
Alchemical Prowess. As you level up, the Alchemical Savant feature adds your Intelligence modifier to one healing or qualifying damage roll when you cast a spell using your Alchemist’s Supplies; the Restorative Reagents feature gives limited uses of Lesser Restoration without using spell slots; and the Chemical Mastery feature marks the pinnacle of the subclass's power with once-per-turn bonus Force damage, Resistance to Acid and Poison damage, Immunity to the Poisoned condition, and a free daily casting of Tasha’s Bubbling Cauldron.
Armorer (Artificer)

Armorers weld steel and magic into suits of spell-driven armor.
A Walking Arsenal of Arcane Armor
The clanking of metal rings out as these armored inventors stride into danger as living weapons.
Tools of the Trade. Armorers gain training with Heavy armor, proficiency with Smith’s Tools, and halve the crafting time for nonmagical and magic armor using the rules in the Dungeon Master's Guide.
Arcane Armor. The Arcane Armor feature helps transform a suit of armor you're wearing into a fully arcane exoshell. It ignores Strength requirements for you, can be donned or doffed quickly, and can be used as your Spellcasting Focus.
Armor Model. The Armor Model feature offers distinct capabilities for your magical armor—and you can change between models after a Short or Long Rest:
- Dreadnaught: A reach-focused bruiser that can magically increase its size and knock enemies around.
- Guardian: A protector who strikes with thunderous force and generates Temporary Hit Points.
- Infiltrator: A stealthy marksman who uses lightning-charged ranged attacks and enhanced mobility to strike from afar.
Scaling Suit Enhancements. As you reach higher levels, the Extra Attack feature helps output damage; the Improved Armorer feature increases your attack bonus and damage with your Armor Model weapon and expands your Replicate Magic Items options; and the Perfected Armor feature upgrades each Armor Model with powerful new capabilities—larger size and greater reach for Dreadnaught, Reaction-based repositioning and attacks for Guardian, and intensified lightning strikes and burst flight for Infiltrator.
Artillerist (Artificer)

Artillerists bring the precision of siegecraft to the front lines.
Eldritch Cannons and Arcane Firearms
Whether defending skyships or wading into battle, these specialists have a saying, "Don't bring a knife to an arcane artillery fight."
Tools of the Trade. Artillerists gain proficiency with Martial Ranged weapons, proficiency with Woodcarver’s Tools, and halve the time it takes to craft magic Wands using the rules in the Dungeon Master's Guide.
Eldritch Cannon. The Eldritch Cannon feature allows you to create a Small or Tiny cannon that acts as a mobile artillery unit. As a Bonus Action, you can command the cannon to unleash a fiery cone, concussive blast, or pulse of Temporary Hit Points.
Arcane Firearm. You can carve sigils into a Rod, Staff, Wand, or Martial Ranged weapon and can use it as your Spellcasting Focus. It adds 1d8 to one damage roll of your Artificer spells cast through it.
Explosive Evolutions. As your level increases, the Explosive Cannon feature increases each cannon mode’s power and allows you to detonate a cannon for devastating Force damage when it takes damage. Finally, the Fortified Position feature grants access to dual cannons—both of which can be activated simultaneously—and a protective Half Cover aura around your emplacement.
Battle Smith (Artificer)

Battle Smiths stride into danger with their loyal Steel Defender at their side.
Construct Companions and Magical Weapons
Channel your intelligence into martial prowess, enhanced by your Construct guardian:
Tools of the Trade. Battle Smiths gain proficiency with Martial weapons, proficiency with Smith’s Tools, and halve the crafting time of nonmagical and magic weapons using the rules in the Dungeon Master's Guide.
Battle Ready. The Battle Ready feature lets you use Intelligence for attack and damage rolls with magic weapons and treat any weapon you’re proficient with as a Spellcasting Focus.
Steel Defender. The Steel Defender feature grants you a dependable Construct companion that acts on your turn and follows commands issued as a Bonus Action. Its stats and features scale off of your Artificer level, Proficiency Bonus, spell attack modifier, and Intelligence modifier—it also has a defensive Reaction, which can be used to impose Disadvantage when an ally is attacked within 5 feet of it.
Upgraded Tactics. As you level up, the Extra Attack feature lets you make an additional attack or command your defender to attack as part of the same action; the Arcane Jolt feature adds automatic Force damage or healing on your or your defender's hits; and the Improved Defender feature bolsters your Arcane Jolt damage or healing, while also empowering your defender's Deflect Attack Reaction with a punishing counterattack.
Cartographer (Artificer)

Navigate battle and explore uncharted skies.
Plot the Course for Success
Cartographers map threats as well as courses, providing allies with the knowledge to turn the tide of battle.
Tools of the Trade. Cartographers gain proficiency with Calligrapher’s Supplies and Cartographer’s Tools, and halve the time needed to scribe Spell Scrolls using the rules in the Player’s Handbook.
Adventurer’s Atlas. The Adventurer’s Atlas feature creates a set of linked magical maps after each Long Rest. These maps grant holders a bonus to Initiative and the Positioning benefit, which lets them know the other map holders' locations and target each other without line of sight when in range.
Mapping Magic. The Mapping Magic feature enhances your tactics and mobility. You can cast Faerie Fire without expending spell slots a limited number of times per Long Rest and can use Portal Jump to spend half your Speed to teleport to a nearby visible space or adjacent to an ally holding your map within 30 feet.
Master of Movement. At higher levels, the Guided Precision feature protects your Concentration on Faerie Fire and lets you add Intelligence to a spell’s damage roll when it affects a creature targeted by your Faerie Fire or comes from your Cartographer Spell List. The Ingenious Movement feature adds a 30-foot teleport to your Flash of Genius Reaction; Once Cartographers reach the pinnacle of their power, map holders can use the Superior Atlas feature for a daily free casting of Find the Path and to get themselves out of dire danger—no matter how far they are from help.
Get Ready for Your Next Great Invention
Whether you are bottling miracles or crafting your very own walking fortress, the Artificer subclasses in Eberron: Forge of the Artificer invite you to forge wonders beyond imagination.
With a kit of character options, such as the updated Artificer, its revised subclasses, and a trove of Eberron-centric character options, like Dragonmark feats and the Warforged species, this book is your toolbox to craft whatever character you can dream up.
The only question that remains is, "What will you create?"

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 27, 2025I mean as a ranger ethusiest I thought the hunters mark being a key component to ranger was overall a good thing
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Posted Nov 28, 2025Because most players give positive feedback on these types of features. Sorry that you do not, but the feedback they get is more positive towards those features.
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Posted Nov 29, 2025I read some were that you can cast spells through maps were ever it's going to be really good
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Posted Nov 30, 2025Of all the possible interesting artificer archetypes Cartographer seems like the weirdest choice. Its abilities are not even that fitting to be honest, I'm not sure what they were going for with this subclass. Making a subclass dependent on a spell always ends up badly and it hurts its identity the moment anyone else at the table has access to it too. Someone that makes maps to teleport seems kind of opposite to the idea of a cartographer on itself.
If they wanted the teleporting flavor, why not make it an artificer that builds things like a portal gun? That's easily recognizable and it fits the artificer flavor much better. Make it so at higher levels they can build permanent portal gates and you have a much more fitting subclass for this concept. Big portal constructions are iconic in steampunk and arcanopunk fantasy.
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Posted Nov 30, 2025I do agree it's weird and all, I'm waiting for a non homberood artificer class that lets you build body parts and ether attach them to you or put them into a steel defender like thing or something
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Posted Nov 30, 2025Where are you seeing the positive feedback about it? Are they showing it? Or you suppose this? Even if they show, the majority of players who talk about, don't like it. But somehow, we have a "positive feedback".....
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Posted Nov 30, 2025The alchemist is still as useless as ever, his core feature being random ribbons...
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Posted Dec 1, 2025my friend workes for wizards of the coast so i kinda know whats going on and i get to see stuff urly ish
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Posted Dec 1, 2025Okay people, i know this looks new and shiny but the Artificer class didn't get much of a change. So if you want to buy this for the artificer alone, maybe rethink?
I am looking this through for a server i am on and did a bit of comparison . Lemme share a bit, keep in mind i might be a little biased there ><'
It is just my opinion.
The Subclasses have no synergy with the core abilities of the Artificer. The only ones who do is the Cartographer with Flash of genius (which lets you teleport your allies if they hold a magic map made by you) and the Armorer who can make an additional Magic item as long as its type is armor.
The First feature Magic Tinkering was replaced with Tinker Magic. It let's you use an action to conjure one piece of adventuring gear. The limit of how many you may have is equal to your int mod, but at least once. The item disappears after a long rest. So it is a slightly better version of the origin feat "Crafter"
The Infusions are replaced with "Replicate Magic item" , however see this as a reskin. They basically took the infusion called 'Replicate magic item' and put it over the feature. Mechanic wise it is equal to the Infusions, the main difference is that you do not need a nonmagical item as base. Also the old infusions unique to the Artificer are now magic items. They can insta attune to it upon creation , just like before. The items can be given out just as before.
The Artificer did get one new ability that replaces the "double your proficiency with tools" and lets you refill the charges of an item you made with the "Replicate magic item" at the cost of spell slots, you can also transmute the item into another and you can drain an item to recharge your spell slot, but you destroy it in turn. (thats actually a nice thing they got)
The rest is balanced to work more with the "Replicate magic item" And yeah they still get additional attunment
As for the Subclasses... Armorer got all the love.Well when it comes to new things and re balances to their armors. They no longer replace lost limbs though...? It also sounds like they are no longer stored in a bracer or necklace but this can still be done with flavor i suppose.
There is no weapon mastery for either subclass.
The Alchemist got re balanced and got a lvl 6 spell at level 15, which let's them make potions. And their experimental elixirs now scale with level (which is nice) , you can also use a spell slot to make one on purpose and select their effect that way instead of leaving it to fate.
The Battle Smith is largely the same, the most changes was done to the steel Defender, the AC scales with the INT mod of the Artificer. However the Steel Defender is no longer vigilant and thus can be surprised. It also cannot be healed with the mending spell anymore.
Atillerist still can use mending to heal their weapons , the explosion damage of the guns is now a d10, it also mostly got some re balancing.
The Cartogrpaher is awesome, but could have easily be a wizard... That said this new subclass is largely misleading due their art, i think. I do not know why they went for something more magical and less technical there. Abilitywise the Cartographer is a mobile supporter who gives boni to initative, allows you to cast even if ally is not in line of sight (as long as you have a map) and can teleport and teleport others, finds pathways and prevents death. Oh and the Fairy fire can be cast without components (lvl 3) and concentration cannot be lost due damage on level 5. So they also give advantage to everyone.
I personally would turn Tinker Magic into an optional feature
Give the Steel Defender the vigilant back
Let the Battle smith heal it with mending again
Give Battle Smith weapon mastery in melee weapons
Give Atillerist weapon mastery in ranged weapons
Limit the cartographers ability to keep concentration to advantage on con saves to keep it up, possibly letting it level up later on though. (constant, free advantages at level 5 for all sounds scary. Imagine you have an Artificer with Int 18. This means +4, this means they can cast the fairy fire 4 times for free, btw. Gamble unless you get them all highlighted? XD)
I would also change the Drain Magic item , to allow draining charges of a replicated item, and destroying it , if you drained the last charge.
The Dragonmarks look nice, and the ideas in the book seem fun but it is a big dissapointment regarding the Artificer. It is largely still what Tasha gave us. I would love a proper crafting system that uses skill checks for item creation. Why give them all the ability to craft something tied to their subclass in half the time, if there is no crafting system that see,ms good enough to be used?
Make it relevant!
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Posted Dec 1, 2025The ability of the cartographer reflect the maps though. It wouldn't work. The Artwork doesn't fit, but imagine a tinkerer who has an interest in maps and combines both?
Clockwork gadgets to make maps. Hovering hollograms over your wrist.
The Art is just not fitting in this case.
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Posted Dec 2, 2025They frequently talked about survey feedback during the 2024 UA testing process and highlighted how much the survey loved player options with these types of features. Also, "the majority" of players are not talking about the game online. As is the truth with every forum, the most vocal people are the ones who are unsatisfied. But that doesn't make them the majority.