Vampire: The Masquerade 5th Edition skill
Craft
Craft is a skill in Vampire V5: Making, repairing, and faking physical things, from furniture to forged documents.
Last reviewed
Key facts
- Category
- physical
Overview
Craft is the skill of making and fixing objects with your hands: woodwork, metalwork, tailoring, electronics, sculpture, and the forgery that sits quietly at the end of that list. It is not art appreciation, which lives closer to Academics, and it is not computers, which is Technology. It is the ability to produce a physical thing that works. For Kindred, Craft solves problems money cannot. Repairing a haven's security door at four in the morning, building a coffin that survives a house fire, faking the papers your Mask needs, restoring a painting an elder wants back. Immortality also makes Craft unusually deep: a vampire who has been a cabinetmaker for two centuries is better than any living one.
How it works
Common Rolls:
- Dexterity + Craft: Fine detail work, precision crafting
- Intelligence + Craft: Complex designs, technical projects Time: Craft is usually an extended project rather than a single roll. A repair takes hours, a serious piece takes weeks or months, and the Storyteller sets how many successes the work needs. Specialties: Woodworking, Metalworking, Painting, Sculpture, Electronics, Forgery
Tips and playstyle
Character Concepts: Restorer, luthier, gunsmith, tailor, forger, an artist Embraced for their talent and kept for it. Synergies: Forgery pairs with the Mask background, Craft plus Larceny builds and beats security, and a Toreador with high Craft has a way into any court that values art.
Frequently asked questions
Does Craft cover art or appreciating it?
Craft makes the object. Recognizing a forgery, placing a period, or discussing a movement intelligently is Academics, and performing is Performance.
Can I use Craft to make weapons?
Yes, within reason. Stakes, blades, and modified firearms are all Craft projects. A modern firearm from scratch needs a workshop, time, and a Storyteller who agrees.
Is Craft worth taking?
It is a specialist pick. Take it if your concept is a maker or a forger, because it turns downtime into equipment and gives a coterie an answer to problems no roll otherwise solves.