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Official D&D artwork from "Eberron: Forge of the Artificer," featuring a female Artillerist holding a massive magic-powered railgun.

Eberron: Forge of the Artificer (Deep Dive & Review)

First published over 20 years ago as the winning entry in a Wizards of the Coast fan contest, the world of Eberron has since become one of Dungeons & Dragons’ most popular campaign settings, spawning dozens of novels and sourcebooks across multiple editions of D&D, not to mention introducing the Artificer class. And yet, despite its popularity, Eberron has appeared only sporadically in D&D fifth edition, with the last publication being the 2019 campaign sourcebook Eberron: Rising from the Last War.

Fortunately, Wizards of the Coast is once again returning to the lands of Khorvaire, with the recently released Eberron: Forge of the Artificer, a new supplement which contains updated player options, campaign frameworks, magic items and rules. Notably, the book was also developed with support from original Eberron creator Keith Baker and is available now now from your local game store, D&D Beyond or on Amazon.

So does this new supplement forge any new path forward? Below, we put together all of the pieces. (NOTE: For full full transparency, we have received a digital review copy from Wizards of the Coast, but have otherwise not been compensated for this review).

The front and back covers to the new DnD sourcebook "Eberron: Forge of the Artificer."

Table of Contents

Interior art from "Eberron: Forge of the Artificer," featuring a beautiful female Cartographer channeling the spirit of a Warforged into a magical illusion who is pointing at a map.

What is “Eberron: Forge of the Artificer” about?

Eberron: Forge of the Artificer is a 112-page “companion” book to Eberron: Rising from the Last War and brings new character options, lore and campaign material to the D&D 2024 rules set. The book is broken out into the following chapters:

  • Chapter 1: The Artificer: Contains the fully revised 2024 Artificer class, including updated class features, spellcasting rules and the brand-new Artificer Cartographer subclass.
  • Chapter 2: Character Options: Includes five species (Changeling, Kalashtar, Khoravar, Shifter and Warforged), 18 backgrounds and 28 Dragonmark feats
  • Chapter 3: Bastions in Khorvaire: Expands the Bastion system with new Eberron-themed facilities and introduces new rules for creating mobile Bastions.
  • Chapter 4: Sharn Inquisitives: Provides a complete campaign framework for running investigative, noir-inspired adventures in the city of Sharn.
  • Chapter 5: Dragonmarked Intrigue: Presents a political campaign framework centered on the power struggles, secrets and machinations of the Dragonmarked Houses.
  • Chapter 6: Morgrave Expeditions: Delivers a pulp-adventure campaign model focused on ruin-delving, exploration and archaeological expeditions across Xen’drik.
  • Chapter 7: Elemental Airships: Includes detailed rules for airship travel and combat with advice on how to integrate them into a campaign.
Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring adventurers exploring a grand museum hall with a towering dragon skeleton display and glowing magical artifacts.

What is the revised Artificer class like?

In the book, the Artificer class receives a significant overhaul over the legacy version (which first appeared in Eberron: Rising from the Last War in 2019 and was later updated for in Tasha’s Cauldron of Everything in 2020). The biggest changes include:

2025 Artificer Feature LevelChanges from 2020 Artificer
Spellcasting1– Can replace one cantrip each Long Rest.
– Number of prepared spells is now fixed.
Tinker’s Magic1– New feature that replaces the old Magical Tinkering feature
– Artificers now know the Mending cantrip.
– As a Magic action with Tinker’s Tools, create useful mundane gear (Rope, Torch, Caltrops, etc.) that lasts until your next Long Rest. Uses per Long Rest are equal to your Intelligence modifier.
Replicate Magic Item2– New feature that replaces the old Infuse Item feature
– Learn plans for creating magic items by level tiers.
– Create one or more magic items after a Long Rest from plans you know (attune instantly if required).
Artificer Subclass3– New Cartographer sucblass
– Existing Alchemist, Armorer, Artillerist and Battle Smith subclasses have all been updated.
Magic Item Tinker6– New feature that replaces Tool Expertise with benefits that expand your Replicate Magic Item feature with the following:
Charge Magic Item: Expend a spell slot to restore charges in a replicated item.
Drain Magic Item: Dismiss a replicated item to gain a spell slot.
Transmute Magic Item: Swap one replicated item to another plan once per Long Rest.
Flash of Genius7Now triggers specifically when a creature fails an ability check or saving throw.
Magic Item Adept10– Can still attune to four magic items at once.
– Reduced crafting time/cost benefit enveloped into Tinker’s Magic feature.
Spell-Storing Item11– Can now store an Artificer spell up to level 3 that casts as a Magic action from the item (no longer have a Material component that is consumed).
Advanced Artifice14-New feature that envelopes part of the old Magic Item – Savant adds an additional benefit
Refreshed Genius: Gain a use of Flash of Genius when you finish a Short Rest.Removes the ability to ignore class, species, spell and level requirements to attune to items.
Magic Item Master18No change from 2020 Artificer class.
Epic Boon19Choose one Epic Boon feat, or another feat of your choice.
Soul of Artifice20– Reworked to grant the following benefits:
Cheat Death: When you drop to 0 Hit Points, can dismiss Uncommon or Rare replicated magic items to gain Hit Points equal to 20 times the number of items you dismissed.
Magical Guidance: Regain all uses of Flash of Genius after a Short Rest as long as you’re attuned to one magic item.

Overall, the revision feels like a relatively solid improvement, with mechanics that are far more specific, useful and powerful. It’s not a radical transformation, but it’s one that addresses many of that issues that have plagued the class over the past five five years. (See our Guide to the 2025 Artificer for a complete breakdown of the changes).

The updates to the subclasses also feel like marked improvements and the new Cartographer is a legitimately interesting addition that has some solid new mechanics and a unique new theme.

Official art for the DnD book "Eberron: Forge of the Artificer," featuring a human male artificer working on a warforged in his workshop.

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What are the new Eberron species like?

The book includes updates to updates to four previously published Eberron species (Changeling, Kalashtar, Shifter and Warforged), as well as including stats a brand new species known as the Khoravar, which essentially replaces half-elves (since “half” species were. removed from the D&D 2024 rules). Key changes include:

SpeciesKey Species Changes
Changeling– Based on the Changeling presented in Mordenkainen Presents: Monsters of the Multiverse (and which first appeared in Eberron: Rising from the Last War).
Shape-Shifter: You have Advantage on Charisma checks while shape-shifted.
Kalashtar– Based on the Kalashtar species first appearing in Eberron: Rising from the Last War
Creature Type: Kalashtar now have the Aberration creature type.
Mind Link: You can now allow multiple creatures to communicate with you telepathically, and they no longer must be able to see you.
Severed From Dreams: You gain proficiency in one skill of your choice after a Long Rest. This proficiency lasts until you finish another Long Rest.
Khoravar-This is a new species that has previously not been published before and includes:
Darkvision: Gain Darkvision with a range of 60 feet.
Fey Ancestry: You have Advantage on saving throws to avoid or end the Charmed condition.
Fey Gift: You know the Friends cantrip. When you finish a Long Rest, you can swap it for any Cleric, Druid, or Wizard cantrip.
Lethargy Resilience: You can turn a failed save to avoid or end the Unconscious condition into a success. You can use this trait again after you finish 1d4 Long Rests.
Skill Versatility: Gain proficiency in one skill or tool of your choice. After you finish a Long Rest, you may swap that proficiency for a different skill or tool.
Shifter– Based on the Shifter from Mordenkainen Presents: Monsters of the Multiverse (and which first appeared in Eberron: Rising from the Last War).
Size: You can choose to be Medium or Small when you select this species.
Warforged– Based on the Warforged species first appearing in Eberron: Rising from the Last War.
Creature Type: Warforged now have the Construct creature type.
Constructed Resilience: Now have Advantage on saving throws to end the Poisoned condition and some aspects of this trait have been moved to Sentry’s Rest and the new Tireless trait.
Integrated Protection: Donning armor no longer takes an hour.
Sentry’s Rest: Now specifies Warforged don’t need to sleep, and magic can’t put them to sleep.
Tireless: You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.
Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring Umbragen drow warriors confronting a monstrous shadowy creature in a glowing cavern.

The species updates in Forge of the Artificer are largely positive, bringing the Changeling, Kalashtar, Shifter and Warforged in line with the D&D 2024 design philosophy, while smoothing out some long-standing mechanical quirks. The new Khoravar species is also a solid addition that cleanly replaces half-elves and offers a flexible, culturally grounded identity with some meaningful features.

That being said, many of the revisions feel conservative, and are more refinement than reinvention. Players hoping for new interpretations of iconic Eberron races may find the changes functional but not particularly impressive. It would also have been nice to see some genuinely new species, rather than retreading old ground and not including classic Eberron options like the Daelkyr, Aereni Elves or even Dhakaan Goblins seems like a missed opportunity.

Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring a female feline shifter gripping the rigging of an airship.

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What are the new Dragonmark Feats like?

Dragonmarks are one of Eberron’s most iconic elements and are mysterious, hereditary sigils that appear on the skin of certain individuals and grant magical abilities tied to the great Dragonmarked Houses. In the previous 2019 rules outlined in Eberron: Rising from the Last War, Dragonmarks were presented as optional species traits that were available only to select houses. In Forge of the Artificer, however, this is no longer the case, and any species can access any mark. What’s more Dragonmarks are now presented as Feats using the new D&D 2024 rules, rather than being a species trait.

Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring Emerald Claw soldiers examining a sinister green crystal deep within a twisted, root-filled cavern.

In the book, there are 28 Feats in total: 13 Dragonmark Feats (these are known as “Marks”) and 14 General Feats (these are all known as “Greater Marks” and are available to characters of Level 4 or greater and all require at least one existing Dragonmark Feat). There is also 1 new Epic Boon which is linked to the Siberys Dragonmark.

In general, the options presented here are solid and work well both mechanically and narratively. Some of the top Dragonmark Feats include the Mark of Healing, Mark of Making, Mark of Passage and Mark of Storm, all of which offer excellent spell access, meaningful utility and bonuses that feel impactful in actual play. On the other hand, a few marks feel underwhelming, most notably the Mark of Hospitality, Mark of Scribing and Mark of Handling, which are all highly situational and offer spells or check bonuses that won’t matter much in most adventuring scenarios. It’s also worth noting that all of the Dragonmark Feats are highly dependent on actually running an Eberron campaign, which means if you’re new to the setting you’ll also need to pick up Rising from the Last War or other sourcebooks to get enough material to work with.

Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring two Dragonmarked agents leaping across Sharn’s skyline as lightning crackles from their weapons.

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What are the new Backgrounds like?

Forge of the Artificer includes 17 Backgrounds (15 of which are tied in to Darkonmarked Houses.) It’s a bit of an odd lop-sided design choice that reinforces the enormous cultural weight of the Houses, but also overlooks some of the other lore of Eberron. In fact, there are just two Backgrounds that don’t tie into the Houses: the Archeologist and Inquisitive, which seems like a bit of a miss. It would have been great to see a wider net cast to include Backgrounds that tap into Khorvaire’s rich setting, such as intelligence/espionage, the lightning rail, the military, the nomads of the Talenta Plains, Sharn’s criminal underworld or individuals who venture into the Mournlands.

In general though, the Backgrounds that are presented work well both in terms of providing useful features and narrative flavor, but the list still feels like a missed opportunity to really showcase just how expansive and unique the Eberron setting can be, especially for newer players.

Official art from the new DnD sourcebook "Eberron: Forge of the Artificer," featuring an Inquisitive and his warforged dog investigating a dead warforged.

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What are the new Bastions like?

Forge of the Artifice also expands on the Bastion system presented in the 2024 Dungeon Master’s Guide, offering 10 Bastions that are specifically linked to Eberron. The book also includes new rules for Mobile Bastions (essentially it must be built in a vehicle form and one of its special facilities must allow for propulsion), which means characters can potentially build their base on an airship, lighting rail car or other vehicle. It’s a solid addition and really taps into Eberron’s steampunk vibes. The Bastions are as follows:

LevelSpecial FacilityDescription
5Dragonmark OutpostA small house-aligned enclave that amplifies your Dragonmark powers and influence.
9Kundarak VaultA secure, dwarven-designed vault ideal for protecting valuables, relics and sensitive materials.
9Navigator’s HelmA magical helm that enhances navigation, making overland and aerial travel safer and more precise.
9Orien HelmA transportation-focused helm tied to House Orien that boosts speed and travel capabilities.
13Artificer’s ForgeA specialized workshop that accelerates magical crafting and empowers item creation.
13Inquisitive AgencyA detective-style headquarters for running investigations, gathering intel and tracking leads.
13Lyrandar HelmA house-empowered elemental helm that enhances airship control and storm-themed magic.
13Manifest ZoneA tethered space linked to an extraplanar zone that enables unique magical effects and planar boons.
13MuseumA curated exhibition hall that stores, displays and researches artifacts collected in your adventures.
17Construct ForgeA high-level facility for building, repairing or upgrading magical constructs and animated guardians.

If you plan on using Bastions and are running an Eberron campaign, chances are you’ll love what’s included here. If not, it’s a large chunk of the book that’s dedicated to something which might not necessarily fit within your campaign.

Official art from the new DnD sourcebook "Eberron: Forge of the Artificer," featuring an airship heading into a docking bay.

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What are the new campaign models like?

Eberron: Forge of the Artificer also introduces what it refers to as Campaign Models, which are outlines that are about 10 pages in length and include key conflicts, suggested campaign arcs, setting information, NPCs and monster stat blocks. It’s similar to the Campaign Frames we recently saw in the new Daggerheart TTRPG and is a great approach that makes it easy for both new and experienced DMs to get started. There are three campaign models in all:

  • The Sharn Inquisitives is a noir-inspired investigative framework, plunging the party into a web of mysteries, political tensions and criminal intrigue that stretches across the vertical expanse of Sharn. It provides DMs with a toolkit of recurring NPCs, enemies, case structures, and narrative beats rather than a strict plot. This approach is ideal for players who enjoy roleplaying-heavy sessions, slow-burn mysteries and navigating the moral gray areas that define Eberron’s most iconic metropolis.
  • The Dragonmarked Intrigue campaign model zeroes in on the politics, rivalries and backroom machinations of the Dragonmarked Houses, placing characters directly in the middle of high-stakes conflicts. It gives DMs a broad structure to build on, while leaving room for the party to shape the direction of the drama. This model is a solid option for groups that want to explore the social and political depth of Eberron, especially players with ties to the Houses or an interest in corporate espionage and conspiratorial storytelling.
  • The Morgrave Expeditions framework embraces Eberron’s signature pulp-adventure style, casting players as scholars, treasure hunters and explorers tasked with delving into forgotten ruins and perilous wilderness regions. It offers a flexible mission-based structure with rival expedition teams, dangerous locales and mysteries scattered across Xen’drik. It’s a great pick for groups that enjoy dungeon delving, exploration, lost civilizations and action.
Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring a heavily armored Warforged unleashing arcane power from his armor while enemy constructs charge across an icy cavern.

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What are the new airship rules like?

Forge of the Artificer also includes an entire chapter with new rules for operating, navigating and battling aboard Eberron’s iconic elemental airships. It covers propulsion systems, helm operation, travel mechanics, hazards and environmental challenges, giving DMs and players a clear framework for how airships actually function in day-to-day adventuring.

Most importantly, it includes a complete set of ship-to-ship and onboard combat rules, allowing airships to play an active, dynamic role in encounters rather than serving as mere set dressing. The chapter also meshes cleanly with the new Bastion facilities (especially the Lyrandar Helm and mobile Bastion rules) making airships feel like meaningful, upgradable assets within a campaign.

Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring a battle atop sleek elemental skiffs racing through the towers of Sharn.

This focus on practical, usable mechanics stands in stark contrast to Spelljammer: Adventures in Space, which was widely criticized for offering almost no mechanical depth or combat guidance. Here, Wizards of the Coast seems determined not to repeat that mistake and while the rules are still a little on the light side, it’s at least something to flesh out ship-to-ship battles, with rules for manning specific crew stations and actions players can take in combat.

The book also includes three sample craft (the Lyrandar Air Cruiser, Lyrandar Skyskiff and Strider Airship) along with rules for upgrading them (including three new optional ship components), as well as how to handle long journeys (including random weather and hazard tables). All in all, it’s a solid addition that fleshes out one of the most iconic elements of Eberron.

Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring travellers and dockworkers moving through a mist-covered airship port lined with vessels.

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What are the new magic items like?

Forge of the Artificer contains 9 new magic items, which is a compact but useful collection that leans into the overall vibes of Eberron. Most of the items are Common to Rare and aimed at making characters feel more capable in fast-paced, gadget-driven adventures.

Highlights include the Mind Sharpener and Spell-Refueling Ring (which offer powerful utility for spellcasters) while items like Repeating Shot, Returning Weapon and Repulsion Shield showcase classic Eberron-style magical engineering. Though none of the items are particularly flashy, they’re all mechanically solid and highly usable at the table, filling everyday adventuring niches rather than serving as campaign-defining artifacts. Below is the complete list:

Magic ItemWhat It Does
Boots of the Winding PathLets you teleport up to 15 feet as a Bonus Action, but only to a space you occupied earlier that turn.
Dazzling WeaponA +1 weapon that emits bright light and can blind attackers using expendable charges.
Helm of AwarenessGrants Advantage on Initiative rolls while worn.
Manifold ToolA transforming tool that can become any set of Artisan’s Tools, granting proficiency when you use it.
Mind SharpenerLets you automatically succeed a failed Concentration save by expending charges.
Repeating Shot+1 ranged weapon that ignores the Loading property and generates its own magical ammunition.
Repulsion ShieldA +1 shield that can expend charges to push melee attackers up to 15 feet away.
Returning WeaponA +1 thrown weapon that instantly returns to your hand after making an attack.
Spell-Refueling RingAllows a spellcaster to recover one expended 3rd-level-or-lower spell slot once per dawn.
Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring a Kalashtar spellcaster channeling psychic energy while a quori spirit looms behind them.

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What are the new monster stat blocks like?

In total there are 25 new monster stat blocks included in the book (all of which are scattered throughout the three Campaign Model chapters, rather than being in their own chapter or appdenxi). In general they do an excellent job of capturing Eberron’s core themes of pulp adventure and political intrigue, and there’s a solid variety of CRs to choose from.

The main drawback is that the selection is tightly focused on specific narrative arcs, meaning groups looking for more broadly useful Eberron creatures (like new constructs, aberrations or dragonmarked manifestations) may find the monster list more narrow than they’d like. Still, the included creatures offer the potential for some unique encounters and narrative hooks that support the book’s three campaign models. The list includes:

Monster NameCRDescription
Tarkanan Marauder11Elite aberrant-mark assassin who teleports through space and delivers devastating force-imbued strikes.
Umbragen Shadow Walker9Powerful shadow-bound drow who assaults minds with psychic gloom and teleports through darkness draining life.
Shadow-Marked Agent7Deadly Phiarlan/Thuranni spy-assassin who fights with necrotic shadow knives and vanishes into invisibility.
Sentinel Marshal6Elite Deneith lawkeeper armed with sword and pistol, empowered to pursue criminals across borders.
Tharashk Hunter6Relentless tracker who marks prey, cripples movement with bow shots and shrugs off incoming blows.
Kundarak Warden5Dwarven vault guardian who restrains intruders with arcane whips, shackling glyphs and potent warding magic.
Cannith Artificer4House Cannith battle engineer wielding force-powered weapons and explosive artificer spells.
Jorasco Medic4Battlefield healer who blinds foes with radiant bursts while using the Mark of Healing to patch up allies.
Lyrandar Scion4Storm-marked Khoravar who hurls thunderbolts and controls wind and weather like a living storm.
Orien Enforcer4Swift House Orien agent who knives enemies with poisoned daggers and cages them in bursts of lightning.
Vadalis Heir4Beast-bonded scion who fights alongside animal allies and calls down moonlit magic and ice storms.
Emerald Claw Commander4Necrotic-empowered battlefield leader whose aura bolsters undead and soldiers under their command.
Ghallanda Troubleshooter3Halfling enforcer who quietly keeps the peace in Ghallanda inns with poisoned daggers and subtle magic.
Medani Inquisitive3Dragonmarked investigator who knocks foes prone, marks them with psychic insight and anticipates danger.
Sivis Scribe3Gnome sigilist who supports allies with calming words and hurls radiant glyphs that can freeze foes in place.
Boromar Underboss3A senior Boromar crime lieutenant skilled in intimidation, knife-work and underworld manipulation.
Boromar Smuggler2A street-level criminal adept at evasion, ambush tactics and illicit transportation of contraband.
Emerald Claw Knight2Fanatical frontline warrior whose blows grow deadlier as they become bloodied.
Daask Bruiser2A monstrous gang enforcer who relies on brute strength, intimidation and savage melee aggression.
Vulkoori Venom Priest2Scorpion-god devotee who inflicts and amplifies poison while supporting allies with divine magic.
Daask Raider1A violent foot-soldier of Daask skilled in ambushes, dirty fighting and brutal hit-and-run tactics.
Tarkanan Ruffian1Aberrant-marked street tough who supplements basic weapon attacks with volatile witch bolt magic.
Dreaming Dark Mindkiller1A psionic assassin who overwhelms victims with emotion-warping psychic bursts and telepathic control.
Dreaming Dark Infiltrator1A covert agent of the Inspired who manipulates memories and telepathic influence to remain unseen.
Vulkoori Stingblade1/2Xen’drik drow skirmisher wielding poisoned blades and returning boomerangs in service to Vulkoor.
Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring a scholar studying a wall of floating portraits in a dimly lit chamber filled with artifacts and mirrors.

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What is the art and design like?

Not surprisingly, the art Eberron: Forge of the Artificer is absolutely top notch and is good as anything Wizards of the Coast has ever produced. The illustrations beautifully capture the vibes of Eberron with some really unique styles we haven’t really seen in Dungeons & Dragons before (particularly with some images made in a film noir style). Collectively, it makes the world feel alive and is a great way for new players to get their bearings about what the setting actually looks like.

That being said, the overall density of art feels noticeably lighter than in other recent D&D releases, especially considering the book’s slim size. And while the pieces included are all top-notch there are also some text-heavy sections where an occasional illustration could have added flavor or helped break up long rules passages.

Official art from the new DnD sourcebook "Eberron: Forge of the Artificer," featuring a female elf Cartographer painting a set of magical maps.

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When was “Eberron: Forge of the Artificer” released?

The book will be released on December 9th, 2025 in both a physical and digital format. If you pre-ordered it via D&D Beyond you would have received a digital copy on November 25th. This is also the case if you pre-ordered the product from a local game store enrolled in Wizards of the Coast’s DnD early access program.

Notably, the book was originally scheduled for launch on August 19th, 2025 (with pre-order copies available on August 5th), but this date was moved out several months after early review copies were discovered to have a serious defect that caused the covers to warp. As such, all of the books from the original print run have been recalled. Wizards of the Coast will, however, be offering a free “mini adventure” to all individuals who pre-ordered (although it’s not yet clear when this will be provided).

Official art from the new DnD sourcebook "Eberron: Forge of the Artificer," featuring a beautiful tower in the city of Sharn.

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How much is “Eberron: Forge of the Artificer”?

There are three different purchase options.

  • Ultimate Bundle ($39.99 USD): This includes the physical and digital copy, plus 5 exclusive digital maps and the Artificer’s Forge Digital Dice Set.
  • Digital ($19.99 USD): This includes a copy useable only on D&D Beyond.
  • Physical ($29.99 USD): This is the print copy of the book.

Notably if you pre-order, the digital edition or Ultimate Bundle you’ll also unlock the exclusive Airships of Eberron Digital Dice Set. It’s worth noting that Forge of the Artificer is significantly cheaper than other DnD 5e books (the 2024 Player’s Handbook, for example, retailed for $49.99), but is a lower price point due to its much smaller 112-page size, with many suspecting that this smaller format may be a test from Wizards of the Coast for future products.

Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring a Warforged explorer and a human companion standing before a shattered, glowing planar monolith in a jungle ruin.

Is there an alternate cover to Eberron: Forge of the Artificer?

Yes, as with other recent official Dungeons & Dragons books from Wizards of the Coast there is indeed an alternate cover available for Forge of the Artificer. Interestingly, this alternate veresion will only be available at friendly local game stores and will not be available for purchase on D&D Beyond or other online retailers like Amazon.

As with other alternate covers, however, the price is exactly the same as the standard version cover.

The alternate front and back covers of the DnD sourcebook "Eberron: Forge of the Artificer."

What other tie-in products are available?

For most D&D books, we see tie-in miniatures from WizKids and collector’s edition materials from Beadle & Grimm’s. This is not the case, however, with Eberron: Forge of the Artificer (although notably B&G did release a collector’s version of Eberron: Rising from the Last War back in 2019).

The book is, however, also available for pre-order on Roll20 with a $19.99 USD price tag and is full compatibility with the popular VTT.

Official art from the new DnD sourcebook "Eberron: Forge of the Artificer," featuring a police line up that includes two gnomes, two gnolls and two elves.

Is Eberron: Forge of the Artificer worth picking up?

  • A solid upgrade of the Artificer: The 2025 Artificer feels tighter, more powerful and more usable at the table, with clearer features like Tinker’s Magic, Replicate Magic Item, and the revised capstone, all of which work well mechanically and narratively. The updated subclasses are also well done and the new Cartographer is definitely worth playing.
  • Species updated for D&D 2024: TheChangeling, Kalashtar, Shifter and Warforged are all brought in line with the D&D rules while the Khoravar neatly replaces half-elves with flexible, setting-grounded features.
  • Great campaign models and support material : The three campaign models are a fantastic introduction to some of the core themes of Eberron and do a lot of heavy lifting in terms of allowing DMs to quickly kick off a new campaign.
  • Useful and flavorful new systems: The Eberron-themes Bastions, airship rules and new magic items are well presented and do a great job of connecting the setting to the game in ways that feel impactful at the table.
Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring a golden-skinned Warforged emissary speaking solemnly with an armored human in a lamplit chamber.
  • Highly dependent on other Eberron books: To get the full value out of this supplement, you effectively must own Eberron: Rising from the Last War, and ideally several older Eberron resources.
  • Narrow design focus: Many options (including Backgrounds, Feats and Monsters) are tightly tied to Dragonmarked Houses or specific campaign models, limiting flexibility and it would be extremely difficult to port over the content into other campaign settings.
  • Some sections feel underdeveloped: Particularly the Background list and certain Dragonmark feats, which skew situational or repetitive. It also seems a little lazy on the design team’s part to simple rehash old species rather than include new options we haven’t seen before.
  • Bang for your buck: Despite being cheaper than standard WotC hardcovers, the book is only 112-pages and the price tag for both the digital and physical versions feels a little steep considering. what you’re getting.
Official art from the D&D supplement "Eberron: Forge of the Artificer, featuring a Lyrandar elemental airship engaged in a high-speed chase amid explosive bursts of magical energy.

Final Thoughts & Review Score

Eberron: Forge of the Artificer is a well-made companion book that marks a much needed return to one D&D’s most beloved settings. It fires on all cylinders when it comes to the new Artificer class, its campaign models and rules that lean into the settings unique blend of pulp adventure, noir intrigue and steampunk technology. Where it begins to misfire, however, is in its size and scope, and if this is your first time visiting the lands of Khorvaire you’ll definitely need to pick up some other components to get your money’s worth.

In other words, it’s a creation that’s shiny and new, but also a little limited in terms of what it can actually do.

A 17 rolled on a 20-sided die.

Final review score: 17 out of 20

You can pick up your copy of Eberron: Forge of the Artificer from your local game store, D&D Beyond or on Amazon.

Below is also a teaser trailer from the official Dungeons & Dragons YouTube channel, showing more details on what’s included in the book.

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A photograph of Dungeons & Dragons Fanatics Publisher, Jason Volk.
Jason Volk is the Publisher of Dungeons & Dragons Fanatics and lives in the wilds of Western Canada. He has been playing D&D for over 25 years and is a huge fan of Dragonlance and the Forgotten Realms. His favorite character of all time was a Necromancer named Neek who spent most of his adventuring career resurrecting the corpses of slain monsters. When he’s not playing TTRPGs, Jason enjoys video games, Magic: The Gathering, Warhammer 40K, watching football and spending time with his wife and adorably nerdy children.

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