publish: true
aliases:
- Craftsman
created: 2026-03-09T12:15:33.877-04:00
modified: 2026-03-09T12:15:33.877-04:00
published: 2026-03-09T12:15:33.877-04:00
tags: - ttrpg-cli/class/craftsman
- ttrpg-cli/compendium/src/5e/valdaspire24
cssclasses: - json5e-class
obsidianUIMode: preview
Craftsman
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features Masterwork Bonus Weapon Mastery 1st +2 Expert Crafting, Masterwork, Weapon Mastery +1 2 2nd +2 Customize Weapon, Fighting Style +1 2 3rd +2 Craftsman Subclass +1 2 4th +2 Ability Score Improvement +1 3 5th +3 Extra Attack, Folded Steel +2 3 6th +3 Customize Armor, Subclass Feature +2 3 7th +3 Fortify Arsenal +2 3 8th +3 Ability Score Improvement +2 3 9th +4 Eye for Quality +2 3 10th +4 Subclass Feature +2 4 11th +4 Weapon Enchantment +3 4 12th +4 Ability Score Improvement +3 4 13th +5 Armor Enchantment +3 4 14th +5 Subclass Feature +3 4 15th +5 Fabrication +3 4 16th +5 Ability Score Improvement +3 4 17th +6 Improved Enchantment +4 4 18th +6 Spellwrought Armor +4 4 19th +6 Epic Boon +4 4 20th +6 Magnum Opus +4 4

Hit Points
- Hit Dice: 1d10 per Craftsman level
- Hit Points at First Level: 10 + CON
- Hit Points at Higher Levels: add 6 OR 1d10 + CON (minimum of 1)
Starting Craftsman
- Saving Throw Proficiencies: Constitution, Intelligence
- Skill Proficiencies: Choose 2: Arcana, Athletics, History, Investigation, Medicine, Perception, or Persuasion
- Weapon Proficiencies: Simple weapons and Martial weapons
- Tool Proficiencies: All Artisan’s Tools
- Armor Training: Light armor, Medium armor, Heavy armor, and Shields
Starting Equipment: Choose A, B, or C: (A) Chain Mail, Shield, Warhammer, 6 Light Hammer, Explorer’s Pack, and 18 GP; (B) Studded Leather Armor, 2 Shortsword, Heavy Crossbow, 20 Bolt, Crossbow Bolt Case, Explorer’s Pack, and 13 GP; or (C) 140 GP
Multiclassing Craftsman
- Weapon Proficiencies: Martial weapons
- Armor Training: Light armor, Medium armor, Shields

Craftsman
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.
Class Features
Expert Crafting (Level 1)
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 the normally required tools and raw materials. When you craft a weapon or suit of armor, the item has Resistance to damage it takes.
Masterwork (Level 1)
You can modify your equipment into Masterwork weapons and armor, improving their strength and durability.
Masterwork Weapon. You can improve a weapon into a Masterwork version over the course of two hours, which can be done during a Long Rest. 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 gains such a bonus, like a +2 Longsword, you choose which bonus to use; you can’t use more than one. Only you gain this bonus with a Masterwork weapon you create.
Masterwork Armor. You can improve a suit of armor into a Masterwork version over the course of two hours, which can be done during a Long Rest. While wearing this armor, you gain a +1 bonus to Armor Class. 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. Only you gain this bonus with Masterwork armor you create.
Weapon Mastery (Level 1)
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.
Customize Weapon (Level 2)
When you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to modify the mastery property of a weapon. When you do so, you can replace the weapon’s mastery property with another one, give the weapon a second mastery property, or remove a mastery property. A weapon can’t have the same property more than once.
To give a weapon a mastery property that it doesn’t have normally, that weapon must meet any prerequisite specified for the new property. Whenever a creature uses this weapon, they can use the new mastery property instead of the one normally associated with it. For example, if you give a Dagger the Vex property, any creature that can use Daggers with Weapon Mastery can use Vex with the customized Dagger.
Mastery properties are described in the “Mastery Properties” section later in this class’s description.
Your modified weapons use the following rules.
One Mastery Per Attack. You can only use one mastery property for each attack. If a mastery property lets you make extra attacks, you can’t use mastery properties on these extra attacks.
Only You Can Use Two. Once you give a weapon a second mastery property, only you can use its mastery properties.
Only You Use Masterwork. If a property has a Masterwork weapon as a prerequisite, only you can use it.
Fighting Style (Level 2)
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.
Craftsman Subclass (Level 3)
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.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Extra Attack (Level 5)
You can attack twice instead of once whenever you take the Attack action on your turn.
Folded Steel (Level 5)
When you modify a weapon with Customize Weapon, you can also change its damage type to one of the following: Bludgeoning, Cold, Fire, Lightning, Piercing, or Slashing. You can’t change a damage type that is a prerequisite for one of the weapon’s mastery properties.
Customize Armor (Level 6)
When you finish a Long Rest, you can use your Crafting Tools and materials worth 100+ GP to customize a suit of armor with one of the following benefits. You can replace your customization on a suit of armor 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.
Subclass Feature (Level 6)
You gain a feature from your Craftsman Subclass.
Fortify Arsenal (Level 7)
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 damage, the armor is no longer reinforced.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Eye for Quality (Level 9)
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. Intelligence is your spellcasting ability for these spells.
Subclass Feature (Level 10)
You gain a feature from your Craftsman Subclass.
Weapon Enchantment (Level 11)
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.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Armor Enchantment (Level 13)
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.
Subclass Feature (Level 14)
You gain a feature from your Craftsman Subclass.
Fabrication (Level 15)
You can cast Fabricate without a spell slot or components. Intelligence is your spellcasting ability for this spell.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Improved Enchantment (Level 17)
Each of your Weapon Enchantments deal two extra dice of damage on a hit, instead of one.
Spellwrought Armor (Level 18)
While wearing Masterwork armor, you can add your Masterwork Bonus to saving throws that you make.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Magnum Opus (Level 20)
Your crafting expertise has culminated in an object of unparalleled majesty.
You can work for a period of 30 days to 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).