Artisans turn practical craft into an adventuring discipline. They know how to make, mend, and adapt equipment under pressure, and they carry a blade because sometimes the job comes to them. An Artisan supports allies with timely repairs and clever field techniques, making a party's gear and teamwork more reliable.
Gain proficiency with light armor, simple weapons, martial weapons, and three kinds of Artisan's Tools of your choice. Choose two of your tool proficiencies; you gain Expertise with them. You can use a set of Artisan's Tools with which you are proficient as a spellcasting focus for any spells you gain from another source.
Field Craft
During a Long Rest, you can craft or repair nonmagical objects using suitable tools and materials. You can also jury-rig one Tiny or Small mundane object you can touch, giving it a harmless practical function for 1 hour; it cannot deal damage or duplicate a spell.
2Level 2
Field Techniques
You gain a pool of Work Dice equal to your Proficiency Bonus, which return when you finish a Short or Long Rest. Your Work Die is a d6, becoming a d8 at level 9 and a d10 at level 17. Learn three Field Techniques; you learn one additional technique at levels 5, 9, 13, and 17. You can spend only one Work Die per feature use.
3Level 3
Artisan Specialty
Choose an Artisan specialty: Guild Quartermaster, Bladewright, or Wonderworker. Your specialty grants features at levels 3, 6, 10, and 14.
Workshop Finish
When you finish a Short or Long Rest, choose one nonmagical weapon or suit of armor you can touch. Until your next rest, it gains a +1 bonus to attack rolls or AC, respectively. This bonus does not stack with a magic bonus.
4Level 4
Ability Score Improvement
5Level 5
Ready the Crew
When you or a creature you can see within 30 feet rolls initiative, you can expend a Work Die and add it to that creature's initiative. You also learn one additional Field Technique.
6Level 6
Specialty Feature
You gain your Artisan Specialty feature.
7Level 7
Practical Assistance
When you take the Attack action, you can replace one attack with the Help action, targeting a creature within 5 feet of you or within 30 feet if you use tools or a crafted signal to direct it.
8Level 8
Ability Score Improvement
9Level 9
Improved Field Techniques
Your Work Die becomes a d8, and you learn one additional Field Technique. When you roll initiative and have no Work Dice remaining, you regain one.
10Level 10
Specialty Feature
You gain your Artisan Specialty feature.
11Level 11
Comforts of Camp
When you finish a Short or Long Rest, choose up to three creatures who rested with you. Each gains Temporary Hit Points equal to your Artisan level + your Proficiency Bonus.
12Level 12
Ability Score Improvement
13Level 13
Master's Touch
You learn one additional Field Technique. When you use a Field Technique that restores Hit Points or grants Temporary Hit Points, you can add your Intelligence modifier to one roll of that technique.
14Level 14
Specialty Feature
You gain your Artisan Specialty feature.
15Level 15
Last-Minute Adjustment
When a creature you can see within 30 feet fails a saving throw, you can use your Reaction and expend a Work Die to add the die to its saving throw, potentially turning the failure into a success.
16Level 16
Ability Score Improvement
17Level 17
Master Field Techniques
Your Work Die becomes a d10, and you learn one additional Field Technique. When you roll initiative, you regain up to two expended Work Dice.
18Level 18
Reliable Work
When you roll Initiative and have no uses of Workshop Finish remaining before your next rest, you can use it once without resting. You can also apply its bonus to two eligible items instead of one.
19Level 19
Ability Score Improvement
20Level 20
Masterpiece Moment
Once per Long Rest, when you or an ally within 30 feet would be reduced to 0 Hit Points, that creature instead drops to 1 Hit Point and can immediately move up to half its Speed without provoking Opportunity Attacks. You can then restore all expended Work Dice.
Core traits
Hit die
d8
Primary
IntelligenceConstitution
Saves
IntelligenceConstitution
Hit points per Artisan level; Hit Points at 1st level equal 8 + your Constitution modifier, and at later levels equal (or 5) + your Constitution modifier.
Armorlight armor.
Weaponssimple and martial weapons.
Toolsthree kinds of Artisan's Tools of your choice. Choose two of your tool proficiencies for Expertise.
Starting equipmentleather armor, a martial weapon, a simple weapon, two sets of Artisan's Tools, an Explorer's Pack, and 15 GP.
Skill choicesChoose two: Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, or Survival.
ResourceWork Dice: a pool equal to your Proficiency Bonus, regained on a Short or Long Rest. Your die scales from d6 to d8 and then d10.
MulticlassingPrerequisite: Intelligence 13. When multiclassing into Artisan, gain proficiency with one type of Artisan's Tools and one martial weapon. You do not gain the Artisan's starting equipment.
Spells and options
Field Techniques
Choose from these techniques when you learn a Field Technique; each use expends one Work Die unless noted otherwise.
Quick Stitch
As a Bonus Action, touch a creature and restore Hit Points equal to the Work Die + your Intelligence modifier (minimum 1).
Measured Strike
When you hit with a weapon attack, expend a Work Die to deal extra damage of the weapon's type equal to the die, and give one ally within 30 feet Temporary Hit Points equal to your Intelligence modifier (minimum 1).
Brace and Bind
As a Reaction when a creature you can see within 30 feet takes damage, reduce that damage by the Work Die + your Intelligence modifier (minimum 1).
Sightline
As a Bonus Action, choose one ally within 30 feet. The next attack roll it makes before the start of your next turn gains a bonus equal to the Work Die.
Clear the Way
As a Bonus Action, choose one ally within 30 feet. It can immediately move up to 10 feet without provoking Opportunity Attacks.
Emergency Repair
As a Bonus Action, touch a nonmagical object or piece of equipment. Repair a break or restore function to it, or give one creature holding it a bonus equal to the Work Die on its next ability check using that item before the end of your next turn.
Subclasses
3
Guild Quartermaster
The crew thrives because you planned for what could go wrong.
Level 3: Supply Cache, distributing prepared gear to allies.
Level 6: Tactical Resupply, helping an ally recover or reposition.
Level 10: Shared Readiness, improving the party's initiative and preparedness.
Level 14: Guild Standard, rallying allies with a powerful coordinated benefit.
Bladewright
A well-made blade is a promise kept under pressure.
Level 3: Signature Weapon, refining a favored weapon for reliable use.
Level 6: Guarding Edge, turning a strike into protection for an ally.
Level 10: Balanced Arsenal, adapting your weapon work to changing threats.
Level 14: Blade in Concert, coordinating an ally's attack with your own.
Wonderworker
The impossible is only a design that has not been tested yet.
Level 3: Curious Device, creating a small adaptable contraption.
Level 6: Clever Contrivance, using a device to hinder or aid at range.
Level 10: Sturdy Invention, making your devices more dependable.
Level 14: Grand Design, unleashing a potent one-time battlefield device.
Playing one
What it is
Artisans turn practical craft into an adventuring discipline.
They know how to make, mend, and adapt equipment under pressure, and they carry a blade because sometimes the job comes to them. An Artisan supports allies with timely repairs and clever field techniques, making a party's gear and teamwork more reliable.
How to play one
You are a capable weapon-user whose greatest value comes from making allies more effective and keeping a plan from falling apart.
Spend Work Dice when they can prevent a setback or secure a decisive moment, and coordinate with your party before rests to make the most of your tools and Workshop Finish.
Make one
Personality
I explain the proper use of any tool I see, whether asked or not.
Ideal
Service: Skill matters most when it makes someone else's burden lighter.
Bond
My guild gave me a commission I cannot complete without seeing the world firsthand.
Flaw
I have trouble leaving a broken thing alone, even when fixing it is dangerous.
Quirk
Taps a tool against their palm while thinking.
Personality
I explain the proper use of any tool I see, whether asked or not.
I keep a careful inventory and notice immediately when something is missing.
I am happiest when everyone has what they need to do their best work.
I treat every unfamiliar device as a puzzle worth understanding.
Ideals
Service: Skill matters most when it makes someone else's burden lighter.
Ingenuity: There is always another way to solve a problem.
Craft: Make things carefully, and leave them better than you found them.
Bonds
My guild gave me a commission I cannot complete without seeing the world firsthand.
I carry the tools of a mentor who vanished on an expedition.
A community depends on the device I promised to build for them.
Flaws
I have trouble leaving a broken thing alone, even when fixing it is dangerous.
I trust reliable equipment more readily than people.
I can be stubborn about my methods and dismiss ideas I did not build myself.
Quirks
Taps a tool against their palm while thinking.
Labels even temporary repairs with tiny marks.
Offers to sharpen, stitch, or adjust things during conversation.
Keeps a collection of oddly shaped scraps that might be useful someday.
In the world
Training
Most Artisans begin as guild apprentices, learning a trade before being trusted with commissions beyond the workshop.
Initiation usually means completing a difficult job independently, then accepting a guild duty that requires travel, service, or field testing. Some learn the craft outside guilds from family workshops, military corps, or frontier communities.
How others see them
Most people appreciate an Artisan's practical help and dependable equipment.
Guilds regard them as valuable representatives, while soldiers and travelers often treat them as indispensable companions; some officials remain wary of anyone who can alter locks, weapons, and mechanisms.
Famous practitioners
ArtisanTamsin RivetA patient master of locks and mechanisms who once repaired a bridge during a running battle.
ArtisanOrren ValeA guild envoy famous for solving disputes with a measured word and a perfectly maintained rapier.
Factions
The Open Bench
A far-flung network of craftworkers who send members on expeditions to source materials, test designs, and assist guild partners.
The Society of the Mended Wheel
A practical fellowship that teaches battlefield repairs and expects its members to answer calls for aid.
The Quiet Edge
An elite association of weaponmakers who believe the best blade is one its bearer understands and maintains.
Regions
The Brassward Markets
Guild-run trade cities where workshops train apprentices and dispatch skilled members to protect distant contracts.
The Far Marches
Frontier settlements where repair skills are prized because replacement goods arrive slowly, if at all.
The Flintbound Holds
Old fortress towns where artisans are valued as defenders and feared for their knowledge of siegeworks.
Character hooks
Your guild sent you to recover a rare material, and the contract forbids returning empty-handed.
You left after your guildmaster claimed credit for your invention.
A noble commissioned a device that was stolen before delivery; you are tracking it down.
Your workshop was destroyed, and adventuring is the fastest way to earn the means to rebuild it.
You are testing a new tool design in the field, recording every failure as carefully as every success.
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