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FISHERMAN

Workstation: Barrel|16 trades across 5 levels

Buys fish and string, sells cooked fish and campfires. Can sell enchanted fishing rods at higher levels.

Last checked
11 August 2026
Java Edition
26.2, 16 of 16 rows found
Bedrock Edition
1.26.30.5, 15 of 16 matching
Edition differences
none, 1 rolled price aside

What is the Fisherman?

The Fisherman is one of Minecraft's 13 working villager professions, and an unemployed adult villager takes the job the moment it claims a Barrel, the block that doubles as its job-site marker. Place that barrel within range of a jobless villager and it will path to the block, change into fisherman clothing, and open its Novice-tier offers. Remove the barrel before any deal is struck and the villager drops the profession again.

Across its 5 career tiers this villager exposes 16 distinct trades in total, and it is primarily an emerald sink that buys your surplus materials. It will take string, coal, raw cod, and raw salmon, among other items, off your hands for emeralds, and in return it sells bucket of cod, campfire, and enchanted fishing rod. The Fisherman is not biome-specific, so the same trade pool appears no matter which biome the village generates in.

For players farming currency, the Fisherman's quickest route to an emerald is handing over 1 oak boat at the Master tier, which is worth keeping in mind when you decide whether to build a trading hall around this profession.

Fisherman trades at Novice level
InputOutputEmeraldsUsesVillager XPJava 26.2Bedrock 1.26.30.5Notes
1x Emerald
1x Emerald162same in Bedrockverifiedverified
3x Emerald
3x Emerald161same in Bedrockverifiedverified
1x Emerald
1x Emerald162same in Bedrockverifiedverified
6x Emerald
1x Emerald161same in Bedrockverifiedverified
4 trades at Novice level

The game draws 2 of the 4 offers this tier can hold, so any one of them is on 50% of novice fishermans, and a specific one takes about 2 rolls to turn up. Bedrock lands on the same chance from its own table. Counted from the game's own draw sizes. How that check works.

Curing a zombie villager is worth 125 reputation, taken off the first thing you hand over. The discount is capped by the price, so here it runs from 2 on the bucket of cod (3 to 1) up to 6 on the coal (10 to 4). No cost ever drops below one.

The string offer pays the villager 2 XP a use and the raw cod for cooked cod offer pays 1, so the 10 XP from Novice to Apprentice is 5 trades one way and 10 the other. That fits inside the 16 uses the offer holds, so one stock run covers it. Read out of each trade's own file. How that check works.

All 4 trades on this page were read out of the trade files Minecraft Java 26.2 ships in its own data, checked on against the item, both amounts and the use limit. Bedrock 1.26.30.5 is read as well, and where it disagrees the row says how. Which files, and what is not checked.

Novice to Master: what the climb costs

A Fisherman does not level up on time served, it levels up on trading XP, and each of its offers pays a fixed amount of it. That makes the climb a countable thing rather than a chore: 19 trades take one from Novice to Master if you use the offer that pays most at every tier, and the tiers below say which offer that is.

The fewest trades that take a Fisherman from Novice to Master, tier by tier
ClimbXPOffer that pays mostTradesYou hand overYou get back
Novice to Apprentice10The coal offer, 2 XP a useor the other offer here, which pays 2 too83% of fishermans here show at least one of them550 coal5 emeralds
Apprentice to Journeyman60The raw cod offer, 10 XP a useon 67% of fishermans at this tier690 raw cod6 emeralds
Journeyman to Expert80The raw salmon offer, 20 XP a use452 raw salmon4 emeralds
Expert to Master100The tropical fish offer, 30 XP a use424 tropical fish4 emeralds
Novice to Master250no restock needed1950 coal, 90 raw cod, 52 raw salmon and 24 tropical fish19 emeralds

The bill for the whole climb is 50 coal, 90 raw cod, 52 raw salmon and 24 tropical fish. It pays for itself: 19 emeralds more than you started with by the time it is Master. No offer in the route runs past what its slot holds, so a Fisherman with full stock can be walked all the way up in one sitting.

Counted, not timed. The XP each offer pays is the xp field of its own trade file, the 10, 60, 80, 100 XP between the tiers is VillagerData.NEXT_LEVEL_XP_THRESHOLDS, and the prices and use counts are the table above. Where a tier has more than one offer paying the top rate, the route takes the one any villager can hold, then the one that pays rather than costs, then the cheapest. XP over the line is not lost, it counts toward the next tier, so no trade in the route is wasted. How that check works.

Fisherman trades by tier (Novice to Master)

A Fisherman climbs five career ranks, and each rank it reaches adds a fresh batch of offers on top of the ones below it. The experience gates are fixed: the Novice tier opens immediately with 4 offers, 10 more trade-XP points unlock Apprentice (3 offers), 60 more trade-XP points unlock Journeyman (2 offers), 80 more trade-XP points unlock Expert (1 offer), and 100 more trade-XP points unlock Master (6 offers). The full price list for every rank is laid out below; emerald costs marked as a range roll randomly within that band each time the trade is generated or restocked.

Tier 1 · Novice

4 trades · available from the start

Sell to villager: 20 strings for 1 emerald, 10 coals for 1 emerald, and 6 raw cods for 6 emeralds.

Buy from villager: bucket of cod for 3 emeralds.

Tier 2 · Apprentice

3 trades · 10 cumulative XP

Sell to villager: 15 raw cods for 1 emerald and 6 raw salmons for 6 emeralds.

Buy from villager: campfire for 2 emeralds.

Tier 3 · Journeyman

2 trades · 70 cumulative XP

Sell to villager: 13 raw salmons for 1 emerald.

Buy from villager: enchanted fishing rod for 8-22 emeralds.

Tier 4 · Expert

1 trade · 150 cumulative XP

Sell to villager: 6 tropical fishs for 1 emerald.

Tier 5 · Master

6 trades · 250 cumulative XP

Sell to villager: 4 pufferfishs for 1 emerald, 1 oak boat for 1 emerald, 1 spruce boat for 1 emerald, 1 jungle boat for 1 emerald, 1 acacia boat for 1 emerald, and 1 dark oak boat for 1 emerald.

Fisherman trading tips

  • Fastest emerald income: stockpile oak boat and sell it in stacks of 1. This Fisherman buy slot can be used 12 times before it locks, so a single villager returns up to 12 emeralds per cycle before you must wait for it to work its barrel and restock (which it does up to 2 times a day).
  • Best-value purchase: the cheapest thing this villager sells is campfire for 2 emeralds at the Apprentice tier, a reliable sink for spare emeralds.
  • The big one comes early: the priciest thing this villager sells is enchanted fishing rod for 8-22 emeralds, at Journeyman, so you can spend on it long before Master; the tiers above it buy variety, not a better version of that trade.
  • Re-roll the enchantment: the enchanted gear this villager offers is rolled randomly. Until you complete a single trade with it the offers stay unlocked, so you can break and replace the barrel on an unemployed, never-traded villager to reshuffle what it sells. Browse every possible enchantment at enchantments.astroworldmc.com.
  • Cure for permanent discounts: let a zombie infect this Fisherman on Hard difficulty (guaranteed), trap it safely, hit it with a Splash Potion of Weakness, then feed it a Golden Apple. After the 3-5 minute cure every price drops sharply, often to a single emerald even for its priciest goods. See the full method in our zombie-villager discount guide.
  • Leveling up: trading is the only way a Fisherman earns career XP. It needs 10 XP to leave Novice, 70 to reach Journeyman, 150 for Expert, and 250 for Master; a green badge becomes a gold one as it ranks up. The villager must be able to reach its barrel to restock and gain XP. Bedrock asks for the same four numbers: they are written into its own trade table, tier by tier.
  • Locking and resetting: the very first completed trade locks this villager's offers for good. If you want to reset them, do it while it is still Novice and untraded, remove the barrel so it forgets the job, then give it back to generate a new Novice list. Our villager rolling guide walks through it.

Fisherman trading FAQ

What does a Fisherman trade in Minecraft?
A Fisherman buys string, coal, raw cod, and raw salmon from you for emeralds and sells bucket of cod, campfire, and enchanted fishing rod. Its offers are spread across the Novice, Apprentice, Journeyman, Expert, and Master tiers, with the better items unlocking only as the villager ranks up.
What workstation does a Fisherman need?
The Fisherman claims a Barrel. Place that block beside an unemployed adult villager and it becomes a Fisherman; break the barrel before it has traded and the villager goes back to being jobless.
How do you unlock all Fisherman trades?
You trade with it to earn career experience. A Fisherman reaches Apprentice after 10 XP, Journeyman at 70, Expert at 150, and Master at 250 cumulative XP. Each completed trade grants XP, and the villager must reach its barrel to restock between sessions.
How many trades does it take to get a Fisherman to Master?
19, if you use the offer that pays the villager most at every tier: 5 on the coal offer at Novice, 6 on the raw cod offer at Apprentice, 4 on the raw salmon offer at Journeyman, 4 on the tropical fish offer at Expert. That is inside what the slots hold, so one villager can be taken all the way up without waiting for a restock. The climb also pays: you end 19 emeralds up rather than down.
How do you get emeralds from a Fisherman?
The simplest emerald trade is selling 1 oak boat for 1 emerald at the Master tier. That slot can be used up to 12 times before the Fisherman needs to restock at its barrel.
How much does an enchanted fishing rod cost from a Fisherman?
A Fisherman sells an enchanted fishing rod for 8-22 emeralds at the Journeyman tier. Random enchantment Curing a zombie Fisherman drops that price dramatically, frequently to a single emerald.
What is the cheapest trade a Fisherman offers?
The cheapest purchase is campfire for 2 emeralds at the Apprentice tier, which makes the Fisherman a handy way to spend leftover emeralds.