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Craftsman | Base Class

A dwarf with thick, braided hair stands with his hands on his hips, silhouetted in the light of a large, roaring fireplace which is surrounded by sets of armor and elaborate weapons. This is the cover image for the Complete Craftsman, the definitive, inventive crafting class for 5th edition.

Get all 14 subclasses in the Complete Craftsman for 2024!

Craftsman | Base Class

Craftsman Class Features
Mastery Properties
Craftsman Subclasses

Craftsmen are virtuoso artisans and genius inventors. Not content merely creating masterwork pieces of weapons and armor, they invent and engineer ingenious devices and singularly deadly weapons.

Master of Craft

Artisans are integral to every culture: buildings must be erected, pots must be sent to the kiln, tools must be forged. Despite their pervasiveness, master craftsmen are as rare as they are prized. These creators and inventors can smith items of mythic quality and can solve most any problem simply by using the right tool and the appropriate amount of force.

Secret of Steel

Adventuring craftsmen come in many varieties, but nearly all leverage their advanced knowledge of metallurgy, smelting, and construction to forge arms and armor rarely seen, even by other adventurers. The smiths test their schematics and designs themselves, building prototypes and experimental gear that can later be refined into mass-produced items.

Core Craftsman Traits

Primary Ability Strength or Dexterity
Hit Point Die D10 per Craftsman Level
Saving Throw Proficiencies Constitution and Intelligence
Skill Proficiencies Choose 2: Arcana, Athletics, History, Investigation, Medicine, Perception, or Persuasion
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies All Artisan’s Tools
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C: (A) Chain Mail, Shield, Warhammer, 6 Light Hammers, Explorer’s Pack, and 18 GP; or (B) Studded Leather Armor, 2 Shortswords, Heavy Crossbow, 20 Bolts, Crossbow
Bolt Case, Explorer’s Pack, and 13 GP; or (C) 140 GP

Becoming a Craftsman…

As a Level 1 Character

  • Gain all of the traits in the Core Craftsman Traits table.
  • Gain the Craftsman’s level 1 features, which are listed in the Craftsman Features table

As a Multiclass Character

  • Gain the following traits from the Core Craftsman Traits table: Hit Point Die, Tool Proficiencies, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • Gain the Craftsman’s level 1 features, which are listed in the Craftsman Features table.

Craftsman Class Features

As a Craftsman, you gain the following class features when you reach the specified Craftsman levels. These features are listed in the Craftsman Features table.

Craftsman Features

Level Prof.
Bonus
Features Masterwork
Bonus
Weapon
Mastery
1 +2 Expert Crafting, Weapon Mastery, Masterwork Weapons +1 2
2 +2 Fighting Style, Masterwork Armor +1 2
3 +2 Craftsman Subclass +1 2
4 +2 Ability Score Improvement +1 3
5 +3 Extra Attack, Folded Steel +2 3
6 +3 Customize Armor, Subclass feature +2 3
7 +3 Fortify Arsenal +2 3
8 +3 Ability Score Improvement +2 3
9 +4 Eye for Quality +2 3
10 +4 Subclass feature +2 4
11 +4 Weapon Enchantment +3 4
12 +4 Ability Score Improvement +3 4
13 +5 Armor Enchantment +3 4
14 +5 Subclass feature +3 4
15 +5 Fabrication +3 4
16 +5 Ability Score Improvement +3 4
17 +6 Improved Masterwork +4 4
18 +6 Spellwrought Armor +4 4
19 +6 Epic Boon +4 4
20 +6 Magnum Opus +4 4

Level 1: Expert Crafting

Your experience at crafting items from raw materials grants you the following benefits.

Crafting Tools. You gain a set of Crafting Tools, a combined toolkit that covers a broad range of applications. You can use these tools as any set of Artisan’s Tools. A set of Crafting Tools costs 75 GP.

Instant Crafting. You can take a Utilize action to retrieve a piece of nonmagical gear from your belt, pack, cart, or wherever you keep your tools, even if you didn’t have it in your inventory before. The item’s cost must be no higher than 50 GP. You can’t use this feature to produce a weapon, suit of armor, Shield, or potion. An item retrieved in this way becomes lost in your inventory and vanishes when you finish a Long Rest. You can use this benefit twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Overnight Crafting. When you take a Long Rest, you can craft nonmagical items whose combined cost in GP is no greater than your Craftsman level times 10. If an item’s cost exceeds this number, you can complete it over multiple Long Rests; these rests needn’t be consecutive. You must have normally required tools and raw materials. When you craft a weapon or suit of armor, the item has Resistance to damage it takes.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Craftsman levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Craftsman Features table.

Level 1: Masterwork Weapons

When you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to improve a weapon into a Masterwork weapon. These weapons gain the following benefits.

Masterwork Bonus. The weapon gains a +1 bonus to attack and damage rolls you make with it. This bonus increases as you gain Craftsman levels, as shown on the Masterwork Bonus column of the Craftsman Features table. If the weapon already has such a bonus, like a +2 Longsword, you choose which bonus to use; you can’t use more than one.

Two Masterwork Properties. You can add a second mastery property to the weapon from the “Mastery Properties” section later in this class’s description. The weapon must meet any prerequisite specified for the new property. If you choose the weapon with Weapon Mastery, you can use both of its mastery properties. You can change the second mastery property with a different one for which the weapon meets the prerequisites when you finish a Long Rest.

Other Creatures Wielding Masterwork Weapons. Other creatures wielding your Masterwork weapons gain limited benefits. The creature gains half of the Masterwork Bonus, round up. If the creature can use the weapon’s mastery property, it can use either of its weapon properties, but only one per turn. For example, if a Masterwork Dagger has the Vex property in addition to Nick, a creature can choose to use Vex or Nick on its turn, but not both. If a mastery property has the [Craftsman only] tag, other creatures can’t use that property.

Level 2: Fighting Style

You gain a Fighting Style feat of your choice. Defense is recommended.

Whenever you gain a Craftsman level, you can replace the feat you chose with a different Fighting Style feat.

Level 2: Masterwork Armor

When you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to improve a suit of armor into a Masterwork version. While wearing this armor, you gain a bonus to Armor Class equal to half your Masterwork Bonus, round up. You can’t use this feature to create Masterwork Shields. If the armor already gains such a bonus, like a +2 Half Plate, you choose which bonus to use; you can’t use more than one.

Other Creatures Wearing Masterwork Armor. Other creatures wearing Masterwork armor gain a +1 bonus to Armor Class. This bonus doesn’t improve as you gain Craftsman levels.

Level 3: Craftsman Subclass

You gain a Craftsman subclass of your choice. A subclass is a specialization that grants you features at certain Craftsman levels. For the rest of your career, you gain each of your subclass’s features that are of your Craftsman level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Craftsman levels 8, 12, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Folded Steel

When you modify a weapon with Customize Weapon, you can also change its damage type to one of the following: Bludgeoning, Piercing, Slashing, Cold, Fire, or Lightning. You can’t change a damage type that is a prerequisite for one of the weapon’s mastery properties.

Level 6: Customize Armor

When you finish a Long Rest, you can use your Crafting Tools to customize a suit of Masterwork armor with one of the following benefits. Any creature that has training with this armor can use this customization. You can replace this customization with another one when you finish a Long Rest.

Cast-Off. You can doff this armor as a Utilize action.

Climbing. While wearing this armor, you have a Climb Speed equal to your Speed.

Diving. While wearing this armor, you have a Swim Speed equal to your Speed and can breathe underwater.

Integrated. You can integrate a Simple weapon, Martial weapon, or Shield directly into your armor when you finish a Long Rest. You can don or doff an integrated Shield without taking an action once on each of your turns. When you draw or don an integrated item, it snaps to your hand, and you can’t be disarmed of it. You can switch which item is integrated when you finish a Long Rest.

Sleek. This armor doesn’t impose Disadvantage on Dexterity (Stealth) checks.

Level 7: Fortify Arsenal

You can spend 10 minutes sharpening weapons and repairing equipment, which can be done during a Short Rest. When you do so, choose one of the following benefits.

Hone Weapons. You can hone up to five weapons. A honed weapon has Advantage on attack rolls. Once a honed weapon deals damage, it is no longer honed.

Reinforce Armor. You can reinforce up to five suits of armor. A creature wearing reinforced armor has Resistance to Bludgeoning, Piercing, and Slashing damage. Once a creature wearing reinforced armor takes Bludgeoning, Piercing, or Slashing damage, the armor is no longer reinforced.

Level 9: Eye for Quality

You can cast Identify and Locate Object without a spell slot or components. When you cast Identify, you also appraise the target item, learning its market value in Gold Pieces.

Level 11: Weapon Enchantment

When you finish a Long Rest, you can place one of the following enchantments on a Masterwork weapon. Only you gain the benefits of this enchantment. The enchantment on the weapon lasts until you use this feature to replace it with a different one.

Blessed. This weapon deals an extra 1d4 Radiant damage on a hit. This extra damage increases to 1d10 if the target is a Fiend or Undead.

Elemental. When you apply this enchantment, choose Acid, Cold, Fire, Lightning, or Thunder damage. The weapon deals an extra 1d6 damage of the chosen type.

Vampiric. This weapon deals an extra 1d4 Necrotic damage on a hit. When you hit an enemy with this weapon, you regain Hit Points equal to the extra Necrotic damage dealt by this enchantment.

Venomous. This weapon deals an extra 1d8 Poison damage on a hit.

Level 13: Armor Enchantment

When you finish a Long Rest, you can place one of the following enchantments on a suit of Masterwork armor. Only you gain the benefits of this enchantment. The enchantment on the armor lasts until you use this feature to replace it with a different one.

Adamantine. While wearing this armor, any Critical Hit against you becomes a normal hit.

Cloaking. While wearing this armor, you can take the Hide action as a Bonus Action. You have Advantage on Dexterity (Stealth) checks you make as part of the Hide action during combat.

Resistance. When you apply this enchantment, choose Acid, Cold, Fire, Lightning, Poison, or Thunder damage. You have Resistance to the chosen damage type while wearing this armor.

Winged. While wearing this armor, you can take a Bonus Action to have a Fly Speed equal to your speed until the end of your turn.

Level 15: Fabrication

You can cast Fabricate without a spell slot or components.

Level 17: Improved Masterwork

You gain the following benefits.

Improved Enchantment. Each of your Weapon Enchantments deal two extra dice of damage on a hit, instead of one.

Third Mastery Property. You can add a third mastery property to any Masterwork weapon. If you choose the weapon with Weapon Mastery, you can use all three of its mastery properties. Only you can use a weapon with three mastery properties

Level 18: Spellwrought Armor

While wearing Masterwork armor, you can add your Masterwork Bonus to saving throws that you make.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Magnum Opus

You create a Very Rare or Legendary magic item of your choice. You can only craft such an item once. If the item requires Attunement, you are instantly attuned to it and it doesn’t count against the number of items you can attune to. You ignore all attunement requirements for the item. No other creature can attune to it while you are alive.

As long as you are on the same plane of existence as your item, you can take a Bonus Action to call it to your hand or onto your body (as appropriate)

Mastery Properties

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.

If a feature lets you give a weapon a mastery property it doesn’t have normally, that weapon must meet any prerequisite specified for the new property, and you must be of at least the specified Craftsman level.

Level 2+ Properties
Level 5+ Properties
Level 11+ Properties

Level 1+ Properties

The following mastery properties are available to you at Craftsman level 1+.

Bludgeon

Prerequisite: Ranged Weapon

You can treat this weapon as a Melee weapon with the Finesse property. When you hit a creature with a melee attack using this weapon, it deals Bludgeoning damage equal to 1d6 plus your Strength or Dexterity modifier, or 1d8 plus your Strength or Dexterity modifier if the weapon is wielded in two hands.

Cleave

Prerequisite: Melee Weapon, Heavy Property

If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Graze

Prerequisite: Melee Weapon, Heavy Property

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Mounted

Prerequisite: Ranged Weapon, Heavy Property

You can use a Bonus Action to mount this weapon in a fixed position until the end of your turn. While mounted, this weapon can’t be moved and its damage dice increase by one step (d4 → d6 → d8 → d10 → d12, to a maximum of d12s) when the weapon is used to make a ranged attack.

Nick

Prerequisite: Light Property

When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Parry

Prerequisite: Melee Weapon, Finesse Property

When you hit a creature with this weapon and you aren’t wielding a Shield, you gain a +2 bonus to your Armor Class until the start of your next turn. You can gain this bonus only once per turn.

Push

Prerequisite: Heavy, Two-Handed, or Versatile Property

If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Sap

Prerequisite: Versatile Property or No Weapon Property

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Scatter

Prerequisite: Ammunition Property

Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon. This weapon’s range is 20/60 if it were higher.

Shift

Prerequisite: Melee Weapon, Light or Finesse Property

If you hit a creature with this weapon, you can immediately move 10 feet without provoking Opportunity Attacks.

Sighted

Prerequisite: Ammunition and Two-Handed Properties

Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.

Slow

Prerequisite: None

If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Tension

Prerequisite: Ammunition and Two-Handed Properties

When making a Ranged attack with this weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Topple

Prerequisite: Heavy, Reach, or Versatile Property

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Twinshot

Prerequisite: Ranged Weapon, Ammunition Property

If you hit a creature with a ranged attack roll using this weapon, you can make a ranged attack roll with the weapon against a second creature within 10 feet of the first that is also within the weapon’s range. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Vex

Prerequisite: Ammunition, Finesse, or Light Property

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Level 5+ Properties

The following mastery properties are available to you at Craftsman level 5+.

Explode

Prerequisite: Level 5+ Craftsman; Fire Damage, Ranged Weapon [Craftsman Only]

When you take the Attack action, you can replace one of your ranged attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.

Flurry

Prerequisite: Level 5+ Craftsman; Ammunition, Finesse, Light, or Versatile Property [Craftsman Only]

When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. This property is often called Automatic when added to Ranged weapons.

Follow-Through

Prerequisite: Level 5+ Craftsman; Melee Weapon, Heavy Property [Craftsman Only]

When you take the Attack action and hit a creature with a melee attack roll using this weapon, you can forgo an attack later on this turn provided by the Extra Attack feature to perform a heavier swing. You deal 2d12 extra damage to that creature of the same type dealt by the weapon. You can deal this extra damage only once per turn.

Jolt

Prerequisite: Level 5+ Craftsman; Lightning Damage [Craftsman Only]

If you hit a creature with this weapon and deal damage to it, the creature can’t make Opportunity Attacks until the start of its next turn.

Numb

Prerequisite: Level 5+ Craftsman; Cold Damage [Craftsman Only]

If you hit a creature with this weapon and deal damage to it, the target can’t take the Dash, Disengage, or Dodge action or have Advantage on attacks until the start of your next turn.

Level 11+ Properties

The following mastery properties are available to you at Craftsman level 11+.

Crush

Prerequisite: Level 11+ Craftsman; Bludgeoning Damage [Craftsman Only]

If you hit a creature with this weapon, that creature has a −3 penalty to AC until the end of your next turn. If the creature is hit more than once by weapons that have this property, the AC penalty doesn’t exceed −3.

Daze

Prerequisite: Level 11+ Craftsman [Craftsman Only]

If you hit a creature with this weapon, that creature has Disadvantage on its next saving throw before the start of your next turn.

Finisher

Prerequisite: Level 11+ Craftsman [Craftsman Only]

If you hit a creature that is Bloodied with this weapon and deal damage, you can deal an extra 1d8 damage to the target. The damage is the same type as the damage dealt by the weapon and you can only deal this extra damage once per turn.

Puncture

Prerequisite: Level 11+ Craftsman; Piercing Damage [Craftsman Only]

If you hit a creature with an attack roll with this weapon and the roll is an 18–20 on the d20, you score a Critical Hit.

Rake

Prerequisite: Level 11+ Craftsman; Slashing Damage [Craftsman Only]

If you hit a creature with this weapon, your next attack roll with this weapon against that creature before the end of the current turn deals an extra 1d6 damage. This damage is the same type dealt by the weapon.

Craftsman Subclasses

A Craftsman subclass is a specialization that grants you features at certain Witch levels, as specified in the subclass.

Craftsman Subclasses
Name Description
Armiger’s Guild Armorsmiths of great renown that wear reinforced steel
Bladeworker’s Guild Weaponsmiths who build innovative implements of war and train in their use
Calibaron’s Guild Gunsmiths who develop advanced firearms and attachments

7 Comments

  • DyProxus says:

    Question: If you were playing in a Dark Matter setting and you had the time and resources to do so, could you use the old active crafting or new overnight crafting feature to build a starship or upgrades for said ship?

  • Bamboozled says:

    You destroyed this class.

    I was wanting to play a Craftsman, but not this abomination. All the flavor, gone! All the fun, gone!

    This went from a 10 to a 0 without leaving the core class trait table!

    • Mike | Mage Hand Press says:

      I’m sorry you feel that way! You might be interested to learn that you can still build and customize weapons from scratch, but that it’s not required in the base class.

      The Craftsman was always our most divisive class, and our audience was really in two camps on this: either they loved the intense customization or they were intimidated by the length and complexity. With the shift in 2024 toward Weapon Masteries as a core element of the weapon system, we took this as an opprotunity to streamline the cruft of the class while keeping as much of the core system as possible.

  • Bamboozled says:

    I can’t recreate the same type of weaponry as before. This class is toast and a complete disappointment.

    Went from Amazing to a word I won’t use on a family friendly site.

    Removing Exotic was a huge mistake. It’s what first drew me to the class and the customizing it could do was what kept my attention.

    I can’t make a Concealable Elegant Exotic Magical Parrying Thrown Returning Shortsword that deals 1d8+1 with the new rules. Nor can I make a similar pair without Thrown and Returning that is Integrated.

    You ruined the base class.

  • Hart Thorn says:

    Minor formatting error in the first Crafting feature. The “Instant Crafting” sub header didn’t get the right markdown.

  • Hart Thorn says:

    My one critique:
    Level 11 ability, the Vampiric, is too good. At least compared to the others. Those are FULL HP, On a class with Extra Attack and guaranteed high attack bonus. If it was Temp HP, I’d be less concerned. Or upping the other option’s die type one to keep them competitive.
    And regardless of the power level, I’d also say it needs a caveat that you can’t life steal from Undead or Constructs, which is standard for most life draining abilities.

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