This is an addon to the 4th edition skills. Read on for a good list of skills that add flavor to your character. Maybe you’ve been trained as a blacksmith or a violinist, worked as a baker or even a lawyer?
At character creation you are eligible to choose either one profession or two crafts. Optionally you can replace one craft with a perform skill. You are trained in these skills, but do not improve by gaining levels. These skills represent your background, your life before you took up adventuring, and your progress as a hero does not improve these skills. They do improve from better ability scores, like other skills.
Cost: Free (or if it gives an unfair advantage in your campaign it can be treated as a feat, “Late-life adventurer”).
Professions (intelligence-based)
- Profession (Apothecary)
- Profession (Boater)
- Profession (Beekeeper)
- Profession (Bookkeeper)
- Profession (Butler)
- Profession (Brewer)
- Profession (Cook)
- Profession (Driver)
- Profession (Farmer)
- Profession (Fisher)
- Profession (Guide)
- Profession (Gambler)
- Profession (Handmaid)
- Profession (Herbalist)
- Profession (Herdsman)
- Profession (Hunter)
- Profession (Investor)
- Profession (Innkeeper)
- Profession (Lawyer)
- Profession (Lumberjack)
- Profession (Miller)
- Profession (Miner)
- Profession (Porter)
- Profession (Rancher)
- Profession (Ratcatcher)
- Profession (Politician)
- Profession (Sawyer)
- Profession (Sailor)
- Profession (Scribe)
- Profession (Siege Engineer)
- Profession (Stablehand)
- Profession (Tanner)
- Profession (Teamster)
- Profession (Undertaker)
Crafts (wisdom-based)
- Craft (Alchemy)
- Craft (Metalworking)
- Craft (Armorsmithing)
- Craft (Basketweaving)
- Craft (Bookbinding)
- Craft (Bowmaking)
- Craft (Blacksmithing)
- Craft (Calligraphy)
- Craft (Carpentry)
- Craft (Cobbling)
- Craft (Gemcutting)
- Craft (Leatherworking)
- Craft (Locksmithing)
- Craft (Painting)
- Craft (Pottery)
- Craft (Sculpting)
- Craft (Shipmaking)
- Craft (Stonemasonry)
- Craft (Trapmaking)
- Craft (Weaponsmithing)
- Craft (Weaving)
- Craft (Woodworking)
Perform (charisma-based)
- Perform (Act)
- Perform (Comedy)
- Perform (Dance)
- Perform (Keyboard Instruments)
- Perform (Oratory)
- Perform (Percussion Instruments)
- Perform (String Instruments)
- Perform (Wind Instruments)
- Perform (Song)
Suggested DCs
The GM will have to decide in each case how complex what you’re trying to do is, and if the circumstances are good or not. Here’s something to use as a rule of thumb:
- 12 — It leaves something to be desired, it’s not quite done right
- 17 — An adequate job, meets expectations
- 22 — Quality work
- 27 — Impressive work
Tags: 4th edition, Rules




July 29th, 2010 at 19:09
Thank you! I had started work on adapting Craft to 4e, and now you’ve gone and done it for me. At first read, those are comprehensive lists, and I like how you make them available to players, while clearly rooting them in the past — where they ought to be. The Artificer might have been a great armorsmith once, but he’s not that anymore — he’s an Artificer, and those armorsmithing chops are going to, naturally, dim in comparison to growing skils & powers directly related to the current job/role/class.
Well done.