You are a members of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you become a master in your own right.
- Skill Proficiencies: Insight, Persuasion
- Tool Proficiencies: One type of artisan's tools
- Languages: One of your choice
- Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within the larger realm. Work with your DM (dungeon master) to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.
As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.
| d20 | Guild Business |
|---|---|
| 1 | Alchemists and apothecaries |
| 2 | Armorers, locksmiths, and finesmiths |
| 3 | Brewers, distillers, and vintners |
| 4 | Calligraphers, scribes, and scriveners |
| 5 | Carpenters, roofers, and plasterers |
| 6 | Cartographers, surveyors, and chart-makers |
| 7 | Cobblers and shoemakers |
| 8 | Cooks and bakers |
| 9 | Glassblowers and glaziers |
| 10 | Jewelers and gemcutters |
| 11 | Leatherworkers, skinners, and tanners |
| 12 | Masons and stonecutters |
| 13 | Painters, limners, and sign-makers |
| 14 | Potters and tile-makers |
| 15 | Shipwrights and sailmakers |
| 16 | Smiths and metal-forgers |
| 17 | Tinkers, pewterers, and casters |
| 18 | Wagon-makers and wheelwrights |
| 19 | Weavers and dyers |
| 20 | Woodcarvers, coopers, and bowyers |
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will be provide you with lodging and food if necessary, and pay for your funeral if it needed. In some cities and towns, a guildhall offers a central place to meet the other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a members in good standing. Such connections might require the donation of money or magic items to the guil's coffers. You must pay dues of 5gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
Suggested Characteristics
Actually all the d&d guild artisans are among the most ordinary people in the world until they set down their tools and also take up an adventuring career and of course they can understand the hard work value and also the importance of community but they are vulnerable to the sins of greed and also covetousness.
| d8 | Personality Trait |
|---|---|
| 1 | I believe that anything worth doing is worth doing right. I can't help it – I'm a perfectionist. |
| 2 | I'm a snob who looks down on those who can't appreciate fine art. |
| 3 | I always want to know how things work and what makes people tick. |
| 4 | I'm full of witty aphorisms and have a proverb for every occasion. |
| 5 | I'm rude to people who lack my commitment to hard work and fair play. |
| 6 | I like to talk at length about my profession. |
| 7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. |
| 8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. |
| d6 | Ideal |
|---|---|
| 1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) |
| 2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) |
| 3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
| 4 | Greed. I'm only in it for the money. (Evil) |
| 5 | People. I'm committed to the people I care about, not to ideals. (Neutral) |
| 6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
| d6 | Bond |
|---|---|
| 1 | The workshop where I learned my trade is the most important place in the world to me. |
| 2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. |
| 3 | I owe my guild a great debt for forging me into the person I am today. |
| 4 | I pursue wealth to secure someone's love. |
| 5 | One day I will return to my guild and prove that I am the greatest artisan of them all. |
| 6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. |
| d6 | Flaw |
|---|---|
| 1 | I'll do anything to get my hands on something rare or priceless. |
| 2 | I'm quick to assume that someone is trying to cheat me. |
| 3 | No one must ever learn that I once stole money from guild coffers. |
| 4 | I'm never satisfied with what I have – I always want more. |
| 5 | I would kill to acquire a noble title. |
| 6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. |
Instead of an artisan’s guild, you may belong to the guild of the traders, or caravan masters or else shopkeepers. You do not craft items but yourself but you will earn a living by the buying and also selling the works of any others (or the raw materials artisans need to practice their craft). Your guild might be the large merchant consortium or family with interests across the regions. You might be transported goods from one place to another by using the caravan or wagon or ship or you might be brought them from the traveling traders and also sold them in your personal little shop. In some ways the life of the traveling merchants life lends itself to the adventure far more than the life of an artisan.
Rather than the proficiency with the artisan’s tools, you may proficient with the navigators tools or an additional language too. Instead of the artisan’s tools, you can even start with the mule and also a cart. Had you ever played this 5e guild artisan before then leave a comment about your experience that could be helpful to the newbies.
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