Journeyman Artisan

JOURNEYMAN ARTISAN


You have completed your apprenticeship under a master artisan and set out on a journey to gain new perspectives on and hone your craft. With no home to care for but with respectable skills, you are free to roam the world before you face the responsibilities of your profession. That is unless you turn your back on your craft and embrace a life of adventuring

Skill Proficiencies: Survival, Persuasion

Tool Proficiencies: One type of artisan’s tools

Languages: One of your choice

Equipment: A backpack, a set of artisan’s tools (your choice), a letter of introduction from your master, a set of traveler’s clothes, a waterskin, a keepsake related to your journeyman’s piece, and a belt pouch containing 10 gp.

MASTER’S BUSINESS

You have learned your craft from a master artisan. You can select your master’s business from the Master’s Business table or roll randomly.

d20

Master’s Business

1

Alchemists and apothecaries

2

Armorers, locksmiths, and finesmiths

3

Brewers, distillers, and vintners

4

Calligraphers, scribes, and scriveners

5

Carpenters, roofers an, and plasteners

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


FEATURE: JOURNEYMANSHIP

Among many crafts, it is customary for those who finished their apprenticeship, to travel from town to town to watch and learn from the work of others. 

To honor this tradition, almost all master artisans will house and feed you. They also grant you access to their tools and facilities (e.g. a forge) free of charge.

FEATURE: ASPIRING MASTER

Almost all journeymen set out to become masters and join a guild themselves. Depending on their trade. the journeymanship is either mandatory or seen as an opportunity to gain the necessary experience and inspiration for their masterpiece.

Work with your DM to specify the condition for your mastership. At the very least, all guilds require you to submit an excellent piece of work related to your craft.

Once you become a master and join a guild, swap out this feature and Journeymanship for the Guild Artisan background’s Guild Membership feature.

Suggested Characteristics

Journeymen are generally fairly young and have not gathered much life experience yet. As such, they often are somewhat naive.

Most of these youths are proud of their craft and want to prove their worth. However, while some of them humbly consider every chance to learn a gift, others feel like they already outgrew their masters and just bide their time until inspiration for their masterwork strikes.

d8

Personality Trait

1

I seize every opportunity to learn from my superiors, and not just in my craft.

2

I view my master as an authority on everything and often quote his wisdoms. 

3

I let my adventures inspire my craft, sometimes with silly results.

4

I nitpick at objects that I did not personally create and that relate to my craft.

5

I am overly critical of myself and often interpret praise as sarcasm or pity.

6

I take comfort in holding the tools of my trade.

7

I like to talk at length about my profession.

8

Now that I am on my journey, I do not want to stay in one place too long.

d6

Ideal

1

Form follows function. As long as something (or someone) fulfils its purpose, its looks do not matter. (Neutral)

2

Fundamentals. We should follow the wisdom of our ancestors, built by generations. (Lawful)

3

Creativity. The world is in need of new ideas and bold action. (Chaotic)

4

Generosity. I share my talents with the world as much as I can. (Good)

5

Greed. I’m only in it for the money. (Evil)

6

Aspiration. I work hard to be the best there is at my craft.

d6

Bond

1

I owe my life to my master for taking me in.

2

There is a fierce rivalry between one of my fellow apprentices and me.

3

I am in love with my master's child.

4

I despise my master and will only return to show her how much better than her I have become.

5

The workshop where I learned my trade is the most important place in the world to me.

6

I started my apprenticeship to get away from my hated family.

d6

Flaw

1

I overreact to any sort of criticism.

2

No one must ever find out that I cheated for my journeyman’s piece.

3

I’ve got a paralyzing fear of responsibility.

4

I'll never accept a subordinate role to anybody again.

5

I get awfully nervous when I don’t have my tools with me to spend me comfort.

6

I will advocate the most terrible plans as long as they involve me crafting something.

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