Eberron: Forge of the Artificer - First Impressions

The new expansion book is due out this month.
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Eberron: Forge of the Artificer is a new kind of product for Wizards of the Coast - an expansion to an existing Dungeons & Dragons rulebook. The new Eberron sourcebook is billed as an "exhaustive supplement" to the 2019 Eberron: Rising From the Last War and frequently references the book when mentioning Eberron lore and locale. Although billing the new book as an expansion frees the designers from having to rehash old lore, it feels like a bit of a misstep to not reintroduce the campaign setting for new players jumping into D&D for a first time thanks to the 2024 revised Fifth Edition ruleset. However, Forge of the Artificer firmly sticks with its intended scope of rejiggering Eberron specific player options for 2024 rules, while also introducing new Bastions material, beefed up airship rules, and some campaign guidelines. The book isn't a home run like the pair of Forgotten Realms rulebooks released last month, but it's still a solid investment provided you're already familiar with Eberron or have ready access to Rising From the Last War.

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Eberron: The Golden Stepchild of D&D

As someone who discovered D&D in Fifth Edition, Eberron has always had a strange fit to D&D. I'm familiar with Eberron's history - it emerged as the winner of a contest seeking out a brand new Fantasy Setting for the game and was supported extensively for Third Edition and Fourth Edition. Eberron is very different from other D&D worlds, but not in a bad way. The fantasy steampunk/noir themes allow for very different stories to be told within D&D, and it also birthed the Artificer, a unique class that stands apart from other D&D classes because of how tied it is to the Eberron setting. While the Artificer can be used in non-Eberron campaigns, it's hard not to bleed elements of Eberron into a campaign that features an Artificer character. Eberron is a unique jewel within D&D's catalog of worlds, with Wizards' treatment of the world holding it apart from other D&D worlds.

However, I do feel like Eberron hasn't evolved or grown much since its 2004 debut, and that remains true for Forge of the Artificer. The fact that the book so extensively references a 6-year old book when referencing its lore speaks pretty clearly that Eberron is a rather static pattern. While other campaign settings (such as the Forgotten Realms or Ravenloft) have seen plenty of updates, but Eberron's 2025 updates are rather muted by comparison. Dragonmarks, once largely confined to certain species, can now be found on characters of any species, and the Khoravar species has emerged as a way to further scrub the idea of "half-species" from D&D without discarding any of Eberron's rich lore.

I am curious how Wizards treats Eberron in the future. It seems doubtful that we'll ever get an Eberron-specific adventure, but it does feel like there's still a lot of meat left on the proverbial bone, even if Wizards doesn't want to advance the world in any way. The addition of a much needed fifth subclass for the Artificer is a start, but I can't help but wonder whether Wizards will leave the Artificer to languish for another five years, similar to the stretch between Tasha's Cauldron of Everything and this book. It would nice to see Eberron receive continued support, especially as Wizards does treat the campaign setting differently than anything else in its catalogue. However, I'm a bit doubtful given that Wizards has limited design resources and only so many physical releases per year.

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Don't Call Them Campaign Frames

I wish I could really provide more substantive thoughts on the player-facing options in this book, but everything here seems just fine to me. The Dragonmarks feats all follow a specific design pattern (add a D4 when making a specific kind of check, plus cast two spells without a spell slot once per Long Rest), and the Artificer looks to be largely in line with what we saw in the Unearthed Arcana. The Cartographer received some tweaks in response to the playtesting, although I feel it's still an underbaked subclass in terms of power level. The updated species seem to be pretty similar to the 2019 versions, just shifted around to fit within 2024 rules. Everything here seems just....fine, mostly because (save for the Cartographer and a couple of Backgrounds) it's all very similar to what we've seen before.

As for the rest of the book, the thing that jumped out to me most were the campaign outlines found in Chapters 4-6. The overall chapters provide some deeper guidance on how to run various kinds of campaigns within Eberron, ranging from pulpy investigators to conflict between Dragonmarked houses to archeological discoveries. Each chapter has a few condensed outlines of potential campaigns that lays out the general story beats of a campaign while leaving the specifics up to the DM to run. We saw something similar in Forgotten Realms: Adventures in Faerun. I can't help but wonder whether these are going to be a hallmark of the revised 2024 rulebooks alongside the new plug and play one-page adventures we've seen in the Dungeon Master's Guide and Adventures in Faerun. I like the example campaign idea, as it shows the general pace of an extended campaign without actually dictating too much of it. The Rival Adventurers outline is probably the most useful of these, as it lays out how a team of rival adventurers grows in power (via example statblocks) as they progress through the campaign. I just hope they don't replace the full length campaign product, which are valuable tools even if the quality of the campaigns have dipped in recent years.

All in all, Eberron: Forge of the Artificer is a weird product. It's not bad by any stretch, especially for the $30 price point, but I hope products that lean into 5+ year old products don't become a trend in D&D's catalog. I also think that this half-book demonstrates that Wizards doesn't really know how to build off of Eberron beyond the Artificer class itself. In a perfect world, Eberron would be getting a treatment similar to the Forgotten Realms, with video games, books, and RPG products helping to grow it. However, I don't feel Wizards sees Eberron as anything more than a curiosity, given its treatment this year.
 

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Christian Hoffer

Christian Hoffer

Sure, but you could easily trim out the less popular ones. Just do FR, Eberron, Ravenloft and Dark Sun. Exandria is handled by the Critical Role crew now, and additional material for the MtG settings is available through the card game.
No. I was told D&D's diversity is it's strength and people will riot if their favorite settings aren't supported. Eberron gotta wait until 2030 for another book I guess.
 

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I certainly hope you are wrong, and we do see some sort of adventure set in Eberron... but I suspect you are right and we won't (unless it's an adventure league thing).

My main complain in the book itself: I wish they had taken the extra step (and pages) to update all the monster statblocks from RftLW. If the book is mostly about mechanical updates, that's a pretty glaring omission in my eyes.
 

I wouldn’t call it “exhaustive”. It’s way too short for that. The content is good but there could have been a whole lot more of it.

They could have done more than three campaign frames.

They could have given us some mini gazetteers on the other three continents, which Rising from the Last War barely touches on.

They could have given us stats for Sharn’s sky coaches! (There are no stats for these in any edition of the game!)


Also, the Khoravar entry does say that they are sometimes known as half-elves, so I’m not sure it was meant to “scrub” half-species from the game. (On that note, they could have given us a Jhorgun’taal half-orc species as well.)

So much they could have included to make this book actually “exhaustive”.


I certainly hope you are wrong, and we do see some sort of adventure set in Eberron... but I suspect you are right and we won't (unless it's an adventure league thing).
AL has already done two Eberron campaigns, in case you weren’t aware.

Embers from the Last War is set in Sharn and is mediocre at best.

Oracle of War is a tour-de-force that really plays to Eberron’s strengths. It’s got its frustrating quirks like all AL content, but I still highly recommend it. It does a fantastic job of showcasing Eberron (or at least Khorvaire).
 


I wouldn’t call it “exhaustive”. It’s way too short for that. The content is good but there could have been a whole lot more of it.

They could have done more than three campaign frames.

They could have given us some mini gazetteers on the other three continents, which Rising from the Last War barely touches on.

They could have given us stats for Sharn’s sky coaches! (There are no stats for these in any edition of the game!)


Also, the Khoravar entry does say that they are sometimes known as half-elves, so I’m not sure it was meant to “scrub” half-species from the game. (On that note, they could have given us a Jhorgun’taal half-orc species as well.)

So much they could have included to make this book actually “exhaustive”.



AL has already done two Eberron campaigns, in case you weren’t aware.

Embers from the Last War is set in Sharn and is mediocre at best.

Oracle of War is a tour-de-force that really plays to Eberron’s strengths. It’s got its frustrating quirks like all AL content, but I still highly recommend it. It does a fantastic job of showcasing Eberron (or at least Khorvaire).
I’ve run the entire Oracle of War campaign for my players, 1-20, and we had a blast.
 

I have to disagree with your main premise. Eberron didn't need yet another book going over the countries, deities, history and geography of Eberron. It needed a mechanical update for the now unusable subclass-based Dragonmarks and an updated artificer. Reprinting yet again RftLW with a glint of 2024 paint would be a waste, especially since RftLW is considered to be one of the best setting books for 5e.
Eberron needed both. And what it got was a tiny 112 page booklet, while Forgotten Realms got a 192 and a 288 page book. Even the Spelljammer expansion had 3x 64 page booklets...

The Golden Stepchild of D&D? More like the Golden Basterchild of D&D...

And while RftLW might be a good book content wise, I find it walls of text, and not in a good way, like the old 3e FR campaign setting. What the new FR books did really well was how it presented the different regions, in a condensed easily readable format. Not everyone has ~30 years of FR lore and books at their fingertips, nor do most people want that. Eberron isn't that old, just over 20 years. But the 3e Eberron books were a lot more attractive to pick up and read, something I find thoroughly lacking with RftLW.

Note: I'm not a big fan of Eberron, some of the things I find enticing, others I do not find enticing at all. I do own all the 3e/4e Eberron books, and have looked at the 5e books. IF I ever were to run an Eberron campaign (concentrating on the things I like), I would use RftLW and this book, without a doubt for 5e 2024, but I also wonder if I would not use more of the 3e books. RftLW just makes the chances that I'll ever run an Eberron campaign all that much smaller.
 



My main complain in the book itself: I wish they had taken the extra step (and pages) to update all the monster statblocks from RftLW. If the book is mostly about mechanical updates, that's a pretty glaring omission in my eyes.
But here's the thing: the wberron Monster blocks from Riaing from the Last War are closer to the 2024 MM than the 2014 one. They don't really need updating. Really the Dragonmarks were the only thing that really needed to change, mechanically.
 

With FotA updating the Eberron species, the only species not updated are the MTG specific ones. Maybe a MTG book will do that...
A Magic the Gathering "Setting Anthology" would make a lot of sense. The Settijgs are mostly high concept...like Campaign Frames. It would make more sense to have a book with MtG mechanics (Species, Monsters) that treats different Planes in a Campaign Frame style.
 

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