> [!warning]
> This page is a work in progress. Information on this page is subject to change.
# Leatherworker
## Overview
- **Primary Tool:** Leatherworker's Tools
- **Primary Ability:** [[Abilities#Dexterity|Dexterity]]
- **Available Checks:**
- Assess the quality, tanning method, or origin of a leather piece or garment
- Identify the animal source, regional style, or maker of leather goods
- Detect hidden compartments, reinforced sections, or modifications in leather items
- [[#Performing Leatherworking|Perform a leatherworking check]]
### Creation Types
| **Creations** | **Description** |
| --- | --- |
| Armor & Protection | Leather armor, padded jerkins, bracers, and gauntlets providing physical defense. The most mechanically relevant leatherwork for adventurers. |
| Bags & Containers | Pouches, saddlebags, backpacks, quivers, and sheaths for storing and transporting equipment. |
| Straps & Harnesses | Weapon slings, pack frames, mount harnesses, and climbing rigs. Functional load-bearing goods built for endurance. |
| Clothing & Accessories | Belts, gloves, cloaks, hats, and decorative goods. May be purely aesthetic or incorporate functional features such as hidden pockets. |
| Enchanted Leather Goods | Armor and accessories crafted from rare creature hides or treated with magical agents. May provide resistance, stealth, or environmental protection beyond standard leather. |
### Ingredient Types
| **Ingredients** | **Description** |
| --- | --- |
| 🞛 Tanned Leather | Fully processed, tanned, and finished leather ready for cutting, tooling, and stitching. Sourced from raw hides through curing, soaking, and drying. Thickness and grain are established during this stage. |
| 🞚 Raw Hides & Skins | Untreated hides and skins from a variety of creatures. Must be cleaned, dehaired, stretched, and processed before use. Creature type determines the leather's base properties. |
| 🞜 Tanning Agents, Dyes & Oils | Bark tannins, alum, neatsfoot oil, lanolin, and mordant-fixed dyes. The combination used determines the leather's final durability, flexibility, color, and magical receptiveness. Precise ratios matter greatly. |
### Creation Cost & Time
| **Leatherworker Level** | **Creation Slots** |
| --- | --- |
| Level 0 –<br>Novice | 1 |
| Level 1 –<br>Intermediate | 2 |
| Level 2 –<br>Advanced | 3 |
| Level 3 –<br>Superior | 4 |
| Level 4 –<br>Master | 5 |
All creation slots are utilized over an 8 hour period.
| **Rarity** | **Leatherworking DC** | **Leatherworking Die** | **Slot Cost** |
| --- | --- | --- | --- |
| Common | 10 | 1d4 | 1 |
| Uncommon | 15 | 1d6 | 1 |
| Rare | 20 | 1d8 | 2 |
| Very Rare | 25 | 1d10 | 3 |
| Legendary | 30 | 1d12 | 4 |
### Performing Leatherworking
> [!faq]- Leatherworking Creation Example
> To craft a ***Shadowhide Quiver***, an Uncommon quiver made from displacer beast hide that grants advantage on Dexterity (Stealth) checks when drawing arrows, follow the steps below:
>
> **1. Gather ingredients**
> The ingredients for a Shadowhide Quiver are:
> 🞜 Midnight Dye & Shadowmoss Oil (Tanning Agent)
> 🞛 Treated Displacer Beast Leather
> 🞚 Raw Displacer Beast Hide
> For this example, we'll assume Midnight Dye and Shadowmoss Oil have been sourced from an alchemist or herbalist.
>
> **2. Roll a leatherworking check to determine construction quality.**
> The DC is equal to...
> *the rarity of the creation* — *your leatherworker level* — *your [[Abilities#Dexterity|Dexterity]] modifier* (minimum of 0) — *your proficiency bonus* (only if proficient with Leatherworker's Tools)
> - Upon success, you waste no materials and the quiver is crafted to full specification.
> - Upon [[#Failing A Leatherworking Check|failure]], you waste materials and the process takes longer.
>
> **3. Tan and finish the hide.**
> In this case, you succeed and now need to process ***Displacer Beast Leather*** from raw hide, which costs 1d6 *Raw Displacer Beast Hides* — *Dexterity modifier* (minimum of 0) per quiver.
>
> **4. Add remaining ingredients.**
> All other listed ingredients are consumed at a 1-to-1 ratio unless otherwise stated.
> In this example, 1 application of Midnight Dye & Shadowmoss Oil is consumed.
### Failing A Leatherworking Check
On a failed leatherworking check, roll a *leatherworking die* — *your leatherworker level* to see how many ingredients are lost (resulting in a minimum of 1). You must roll separately for both *tanned leather* and *raw hides & skins*. For time wasted (resulting in a minimum of 1 hour), roll a *leatherworking die* — *your proficiency bonus* (only if you are proficient with Leatherworker's Tools).
## Recipes
Leatherworking patterns are shared through apprenticeship and guild halls. Construction guides include:
- *Hide & Stitch: The Craftsman's Guide* — Standard patterns for armor, bags, and straps.
- *Rare Hides & Enchanted Goods* — Advanced techniques for exotic creature hides and magically enhanced leather goods.