“Eberron: Forge of the Artificer” Review

“Eberron: Forge of the Artificer” Review: The Ultimate 5e 2024 Guide to Eberron’s Artificer Revival

If you have been eagerly waiting to hop back onto a lightning rail or smash some magitech constructs with a wrench, the wait is finally over. Wizards of the Coast has returned to the pulp-noir streets of Sharn with “Eberron: Forge of the Artificer”. This latest supplement hits shelves on December 9, 2025, and brings the beloved setting up to speed with the 2024 rules updates. But is this 112-page book worth your hard-earned gold, or should you leave it rusting in the Mournland? Let’s dive in.

The Artificer Gets a Shiny New Coat of Paint

Let’s be real for a second. The Artificer class has always felt like the weird cousin at the D&D family reunion. It is cool and quirky, but sometimes it just doesn’t fit in with the wizards and fighters. Well, “Eberron: Forge of the Artificer” gives the class a much-needed glow-up. The revised 2024 Artificer feels tighter and more powerful. We are looking at clearer features like Tinker’s Magic and a reworked Replicate Magic Item ability that actually makes you feel like a magical MacGyver.

The subclasses got some love too. The Alchemist is no longer the laughing stock of the party (mostly), and the heavy hitters like the Battle Smith and Artillerist are still absolute beasts. There is also a brand new subclass called the Cartographer. While the idea of a map-making mage sounds cool on paper, it feels a bit underwhelming in practice. It relies heavily on “Faerie Fire” mechanics and tries to be a utility support that, frankly, other classes do better. But hey, at least you will never get lost, right?

New Toys for Your Eberron Adventures

One of the biggest draws of any “Eberron” book is the gadgets, and this one does not disappoint. We have nine new magic items that fit perfectly into the setting’s steampunk vibe. The “Spell-Refueling Ring” is going to be a must-have for any caster looking to squeeze out just one more fireball before a long rest. Then there is the “Helm of Awareness,” which gives you advantage on initiative. Because in the deadly streets of Sharn, shooting first isn’t just a Han Solo move, it is a survival strategy.

And we have to talk about the airships. Finally, we have concrete rules for ship-to-ship combat! The book integrates these vessels with the new Bastion system, meaning your home base can now fly at 30,000 feet while raining fire on your enemies. It is the mobile headquarters we have all dreamed of since we first saw an elemental airship.

Races, Feats, and Dragonmarks

Deceptive DnD monster that will wreck low-level parties
Image of DnD Inpsired battle, Courtesy of Mollie Dominy

“Eberron: Forge of the Artificer” updates the classic species for the modern era. Changelings, Kalashtar, Shifters, and Warforged are all here, and they look great. The Warforged, in particular, is now the ultimate survivalist, immune to exhaustion from lack of food or air. We also get a new species called the Khoravar to replace the half-elf, which offers some nice flavorful traits for those who want to play a diplomat caught between worlds.

Dragonmarks are back, but with a twist. They are now Feats rather than species traits, meaning anyone can bear the mark of a Great House if they have the right background. It opens up some wild build possibilities, though it does strip away a bit of that “chosen bloodline” exclusivity that lore nerds might miss.

The Verdict: Essential DLC or Skippable Side Quest?

Here is the thing about “Eberron: Forge of the Artificer”. It is a bit messy. It relies heavily on you owning the previous book, “Eberron: Rising from the Last War”, for all the deep lore and context. If you are brand new to the setting, you might feel a bit lost in the sauce. It is clearly designed as a mechanical patch to bring your “Eberron” game into the 2024 ruleset rather than a standalone entry point.

That said, for the price point ($29.99 physical), it is a solid pickup for veterans. The updated Artificer rules alone are worth the price of admission for anyone maining that class. The campaign models included, while a bit bare-bones, offer nice frameworks for Noir, Political, or Pulp adventures.

So, is it a critical hit? Maybe not a natural 20, but it is definitely a solid 17. It keeps the gears turning in one of D&D’s best worlds, and sometimes, a good tune-up is all you really need.

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