> [!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.