Banker Artisan Specialization

Gnomish bankers are not one to cross. Unlike the friendlier merchants, the Bankers Guild is much more concerned about the retention of funds rather than how to spend it.

And yet gnomish bankers are indisputably responsible for the rise of gnomish society. Thanks to the Bankers Guild, every competition, sale, and transaction is a lucrative opportunity to enrich keygnomes everywhere. It is an affliction of sorts that has permeated every level of society, such that most gnomes are offended by the waste of societies who don’t count every penny.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with jeweler’s and calligrapher’s supplies. If you already have these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.

Appraise Valuable

Starting at 3rd level, you have advantage on Intelligence checks made to reveal information about artwork, gemstones, and jewelry you can see, including determining its value.


At 3rd level, you can access to the Arithmometer blueprint. You create the arithmometer with a clockwork engine and tinker’s tools. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the arithmometer monster entry. In combat, the arithmometer shares your initiative count, but takes its turn immediately after yours. It can use its reaction on its own, but the only action it takes on its turn is the Help action. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it. The arithmometer returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new arithmometer if you have your tinker’s tools with you. If you already have an arithmometer from this feature, the first one immediately perishes.

Fast Math

At 5th level, your ability to add, subtract, divide, and multiply quickly bestows tactical advantages. As an action, you can make a DC 15 Intelligence (Investigation) check to quickly count a group (3 or more) of anything you can see. Thereafter, as a bonus action you can aid an ally in pinpointing a specific creature or object in the group, so long as the ally is within 30 feet and can hear or see you. The ally gains the benefit of the Help action when attacking or using Wisdom (Insight), Wisdom (Perception), or Intelligence (Investigation) checks. The benefits of Fast Math lasts until a Long Rest, after which you need to count the group all over again.


By 9th level, you can request an interest-free loan from your banking institution. You touch a scroll as an action using calligrapher’s tools. You determine the maximum value of the loan, up to 500 multiplied by your artisan level in gold pieces. This loan is recognized by all other bankers and is to be paid back within six months at 10 percent interest.

Letter of Credit

At 15th level, you create a binding document using an action and calligrapher’s supplies. Any creature that belongs to a Progress level 2 society and that can read the language on the document is obligated to respect what is outlined therein. The letter counts as one of your innovations; if you do not switch to another innovation, it lasts a full year. The letter provides the full support of your guild’s resource such that you can borrow a loan in local coinage of up to 1,000 gold pieces per artificer level. This loan has no interest but you are obligated to pay it back at the end of the duration, either a year or earlier if you switch to another innovation (thereby voiding the document). In cases where an individual may wish to violate the rules written on the document, they can make a Charisma saving throw. Failure means the individual (begrudgingly) must adhere to these rules, but can make a new saving throw each day.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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