Crafting- Leatherworking

When players have downtime between, or even in the middle of campaigns, it will be the case from time to time that they will want to use their skills to create something, either for themselves, or to sell and turn a profit while they wait out their next big adventure. The rules here are designed to provide a more comprehensive method for crafting items, as well as provide the DM with some ability to more precisely gage the value of certain magical items they might provide to their players within their adventures. This supplement will also detail option rules as to what materials a character might find, as well as how to find them and where.

Many crafts interact with each-other, and as such, there is some overlap between different crafts where noted.

Leatherworking

Leatherworking is the process of turning hides and scales of wild beasts into armor, boots, cloaks, and other items, such as Tents, Blankets, upholstery for furniture etc.

While Leatherworking does not make enchanted items, it does make items that hold natural properties similar to enchantments. In addition, all enchanted items are made from rare materials, and masterwork crafters, thus a Leatherworker may not make Enchanted Armor, but an Enchanter would need a Leatherworkers work to do so. Carpentry is also useful for building homes, ships, and other vehicles.

First we will detail the the process of Leatherworking, and then we will go through some of the various items that you can craft(at your DM's discretion).

Tanning

Tanning is the process of treating skins and hides of animals to produce leather. A tannery is the place where the skins are processed.

Tanning hide into leather involves a process which permanently alters the structure of skin, making it more durable and less susceptible to decomposition, and also possibly coloring it.

Before tanning, the skins are unhaired, degreased, desalted and soaked in water over a period of 6 hours to 2 days. This process is considered a noxious and typically relegated to the outskirts of town.

Tanning uses tannin, an acidic chemical compound from which the tanning process draws its name. Before Tanning Hides are typically also cured with Salt, and Lyme in order to prevent the decay of the hides.


Leatherworking Rules

In order to successfully craft an item, a Leatherworker rolls his Proficiency Bonus+ Dexterity, against a DC set by the Created Item DC+ Tools Modifiers +Material Modifiers.

One roll is usually all that is made for a single item. The final score may have varying results depending upon the Leatherworker's Roll. Critical Successes and Critical Failures are both possible, and are detailed in a chart later in this supplement.

As a Character levels up they gain more access to the types of things they can craft, the types of tools they can use, and the types of hides and scales they can use.

Hides and Scales are measured in Bundles.

Leatherworking
Level Proficiency Bonus Features
1st +2 Novice Leatherworking, Novice Tools, Hide Shaping
2nd +2
3rd +2 Hide Armor Crafting
4th +2
5th +3 Apprentice Leatherworking, Apprentice Tools
6th +3 Scale Armor Crafting
7th +3
8th +3
9th +4 Journeyman Leatherworking
10th +4
11th +4
12th +4 Master's Tools
13th +5 Master Leatherworking Technique
14th +5
15th +5
16th +5 Master Leatherworking Technique
17th +6
18th +6
19th +6 Master Leatherworking Technique
20th +6

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Novice Tools

You are proficient with Basic Artisan's Tools. In addition, you are proficient with working a Basic Tannery.

Novice Leatherworker

You've learned to Tan, cure and craft using Lesser Hides, and Lesser Scales.

Requires: Basic Tannery

Hide Shaping

You are capable of creating the basic components for most items that a Leatherworker would make. These include padding for Medium and Heavy Armors. Hide Shaping allows a Leatherworker to make the following; Sets of Padding, Tents, Blankets, Cushions, and other similar works.

In a day, a Leatherworker can make 2 Sets of Padding, 1 Tent, 2 Blankets, 2 Cloaks, 1 Backpack, 2 Waterskins, or 3 Cushions.

Time Required to Craft 1 day(2 Training Points)

Requires: Basic Tannery

DC= 10

Cost= 5 SP

Bundles of Hides Required= 2

Hide Armor Crafting

A Leatherworkers main purpose is crafting basic armors. At 3rd Level a Leatherworker learns to make Armors out of the Hides of various beasts and animals. The Leatherworker can Craft Leather Armor, Studded Leather Armor, and Hide Armor out of Bundles of Hides.

Time Required to Craft 1 Week(10 Training Points)

Requires: Basic Tannery

DC= 14

Cost= Half the Cost of the Armor

Bundles of Hides Required= 5(Studded Leather Armor requires 1 Set of Studs.)

Apprentice Leatherworking

At 5th Level you learn more advanced techniques. As an Apprentice Leatherworker you've learned to work a wider variety of Hides and from strong beasts. You may now craft with Minor Hides, Minor Scales, Ankheg Chitin, Darkmantle Hide, Grick Hide, Hell Hound Hide, Winter Wolf Hide, Giant Strider Hide, and Drake Hides.

Apprentice Tools

At 5th level you have learned to use Steel Tools, and an Advanced Tannery.

Scale Armor Crafting

At 6th Level the Leatherworker has learned to work Scales and Chitin into stronger armors, typically heavier than leather. You may now Craft Scale Mail, Breastplates, Half-Plate, and Splint Mail out of Scales and Chitin.

Time Required to Craft 1 Week(10 Training Points)

Requires: Advanced Tannery

DC= 16

Cost= Half the Cost of the Armor.

Bundles of Scales Required= 10, 1 Set of Padding.


Journeyman Leatherworking

At 9th Level the Leatherworker may now work with rare Hides, Scales and the Chitin of Rare beasts. You may now Craft with Strong Hides, Strong Scales, Behir Scales, Chimera Hide, Demon/Devil Hide, Nightmare Hide, Salamander Hide, and Yeti Hide.

Master's Tools

At 12th Level the Leatherworker is able to utilize rare, and powerful tools and Tannery's to work Hides, Scales and Chitin. The Leatherworker may now use a Masterful Tannery. In addition, the Leatherworker may now utilize Diamond Tipped Tools.

Master Leatherworking Technique

At 13th Level a Leatherworker learns ancient and unique techniques to work with rare Hides, Scales and Chitin. Choose one of the following types of Material, you may then use it in your crafting; Chuul Chitin, Cloaker Hide, Displacer Beast Hide, Dragon Scales, Umber Hulk Chitin, Rakshasa Hide.

A Leatherworker may choose a second Master Leatherworking Technique at 16th, and a third 19th Level.

Using any Master Leatherworking Technique Requires a Masterful Tannery.

Tools of the Trade

A Leatherworker is only so good as his tools are. All Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

Better quality Tools allow a Leatherworker to craft using higher quality materials, and assist in easier creation of simple items.

Tanneries

Different types of Tanneries offer different abilities. A Tannery is supplied with Tannin Acids, and specialized salts for curing, as well as hanging racks to allow Hides, Scales and Chitins to dry.

Different types of Tanneries, their Cost, and the materials they may work may be found here.

Better Tanneries alter the Difficulty Check for crafting items.

Basic Tannery

A Basic Tannery can treat the hides and scales of most normal creatures. Outfitted with a Mild Tanning Acid, it doesnt pose too much of a threat to the Novice Leatherworker.

May work Lesser Hides, Lesser Scales, Minor Hides, Minor Scales, Ankheg Chitin, Darkmantle Hide, Grick Hide, Hell Hound Hide, Winter Wolf Hide, Giant Strider Hide, and Drake Scales.

DC Adjustment= 0

Construction Cost 500 SP

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Advanced Tannery

An Advanced Tannery uses more powerful Tannin acids, and specialized salts for curing tougher hides.

May work: Strong Hides, Strong Scales, Behir Scales, Chimera Hide, Demon/Devil Hide, Nightmare Hide, Salamander Hide, and Yeti Hide.

DC Adjustment= -1

Construction Cost 2,500 SP

Masterful Tannery

A Masterful Tannery contains Volatile Acids that must be handled with the utmost care. In addition, a Masterful Tannery provides the necessary safety equipment to use it.

May work: Chuul Chitin, Cloaker Hide, Displacer Beast Hide, Dragon Scales, Umber Hulk Chitin, Rakshasa Hide.

DC Adjustment= -2

Construction Cost 25,000 SP

Artisan's Tools

Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps. Higher Tier Artisan's Tools are easier to use, and can work more difficult animals. You may use the statistics that follow for Leatherworkers Tools.

Artisan Leatherworkers tools

A simple set of Hardened Iron Tools that even the most basic Leatherworker Requires.

DC Adjustment= 0

Cost to Purchase 5 SP

Steel Tools

A set of Artisan Leatherworker's Tools made out of Reinforced Steel. Typically Steel Tools have sharper blades and sturdier punches, to pierce through the tougher hides of more dangerous beasts.

DC Adjustment= -2

Cost to Purchase 100 SP

Stabilized Tools

Stabilized Tools are crafted out of Meteoric Iron, a metal with a high melting point. Most Leatherworkers will never get a set of tools better than this.

DC Adjustment= -4

Cost to Purchase1,000 SP

Diamoned Tipped Tools

Diamoned Tipped Tools are a pinnacle of perfection. Typically only owned by ancient Grandmaster Leatherworker, a set of Diamond Tipped Tools is often worth killing for according to most Artisans.

DC Adjustment= -6

Cost to Purchase May Not be Purchased.


All About Skinning

Hide, Scales, and Chitin are some of the most abundant resources in the world. Typically standarized hides are gathered in the process of butchering standard food, such as cattle, deer, hogs and the like.

Gathering Hides, Scales, and Chitin

Gathering Hides, Scales and Chitin is a straight forward process, find the creature whose Hide you want, kill it, and harvest the Hide. One must be proficient in Survival to gather Hides(But not blood, meat and bone).

In order to Harvest the Hide of a creature, roll an Dexterity+ Survival check, against a DC of 16. If you fail you've ruined the carcass, and nothing can be retrieved. On a success you gain Bones, Servings of Meat(One serving is equivalent to one Ration), and Bundles of Hide(Or Scale) based on the creatures size.

In addition, the Challenge rating of a creature determines the type of bone that it yields; Lesser, Minor, or Strong. Some specific creatures Bones have special properties, and are detailed below.

Types of Hides, Scales, and Chitin
Challenge Rating Hide Type Yielded
0-4 Lesser
5-9 Minor
10+ Strong

Small Creatures

Bundles of Bones Yielded 0

Servings of Meat Yielded 1

Bundles of Hide or Scale Yielded 1/2

Medium Creatures

Bundles of Bones Yielded 1

Servings of Meat Yielded 2

Bundles of Hide or Scale Yielded 1

Large Creatures

Bundles of Bones Yielded 2

Servings of Meat Yielded 3

Bundles of Hide or Scale Yielded 2

Huge Creatures

Bundles of Bones Yielded 4

Servings of Meat Yielded 6

Bundles of Hide or Scale Yielded 4

Gargantuan Creatures

Bundles of Bones Yielded 8

Servings of Meat Yielded 12

Bundles of Hide or Scale Yielded 8

Collosal Creatures

Bundles of Bones Yielded 16

Servings of Meat Yielded 24

Bundles of Hide or Scale Yielded 16

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Lesser Hides

Lesser Hides are typically those of normal creatures, such as Cows, Aurochs, Deer, Hogs and the like.

Cost per Bundle 5 SP

Properties None.

DC Adjustment= 0

Lesser Scales(Chitin)

Lesser Scales are those of scaled creatures that arent quite magical, such as giant lizards and the like.

Cost per Bundle 10 SP

Properties None.

DC Adjustment= 0

Minor Hides

Minor Hides are those of tougher creatures that are typically dangerous to human's in one way or another. Basilisk, Bulette, Blink Dog, Catoblepas, Shadow Mastiff and the like are all examples of animals that give Minor Hides.

Cost per Bundle 20 SP

Properties None.

DC Adjustment= +2

Minor Scales(Chitin)

Minor Scales and Chitin are difficult to work with, but can provide some beautiful pieces of armor when handled by a master craftsman. Examples of creatures that give Minor Scales(Chitin) are; Giant Spiders, Wyverns, and Giant Scorpions.

Cost per Bundle 40 SP

Properties None.

DC Adjustment= +2

Ankheg

An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. These dangerous creatures are covered in a surprisingly durable, but light, Chitin that can be worked into Marvelous suits of Armor.

Cost per Bundle 200 SP

Properties Light. Armor made with Ankheg Chitin weighs half as much. Reduce the Strength Requirement for Ankheg Armor by 1.

DC Adjustment= +4

Darkmantle Hide

Darkmantles are deadly creatures that cling to cavern ceilings, blending in with the stone with near perfection.

Cost per Bundle 200 SP

Properties When Wearing Darkmantle Armor, or wearing a Darkmantle Cloak, a Character gains Advantage on Dexterity(Stealth) checks in caves.

DC Adjustment= +3

Grick Hide

The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Grick hides make for excellent armor and cloaks.

Cost per Bundle 200 SP

Properties Armor and Cloaks made of Grick hide grant the wearer advantage on Dexterity(Stealth) checks made to hide in rocky terrain.

DC Adjustment= +3

Winter Wolf Hide

Large, white wolves infused with cold through magical experimentation in ages long past. A winter wolf is a deadly, rare, and beautiful sight.

Cost per Bundle 500 SP

Properties Armor and Cloaks made of Winter Wolf Hide grant the wearer advantage on Dexterity(Stealth) checks made to hide in snowy terrain.

In addition, if used as padding in Armor that already incorporates a Cold Resistant material(such as White Drake Scale, White Dragon Bone, Cryosium), the wearer will gain Cold Resistance.

DC Adjustment= +5

Hell Hound Hide

Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. Hell Hound Hide is extremely resilient to Fire, and often sought after for its sleek black look.

Cost per Bundle 400 SP

Properties If used as Padding in an Armor in conjunction with another Fire resistant material(Such as Red Drake Scale, Red Dragon Bone, etc), the wearer gains Fire Resistance.

DC Adjustment= +4

Giant Strider Hide

Cost per Bundle 400 SP

Properties If used as Padding in an Armor in conjunction with another Fire resistant material(Such as Red Drake Scale, Red Dragon Bone, etc), the wearer gains Fire Resistance.

DC Adjustment= +4

Drake Scales

A Drake is a reptilian creature created out of Greater Drake(Dragon) scales by means of a bizarre and grisly ritual. Drakes are highly sought after, as they typically retain similar properties to Greater Drakes.

Cost per Bundle 500 SP

Properties When Drake Scale Armor is combined with padding with similar resistances, the wearer gains that type of Resistance.

Black- Acid

Blue- Lightning

Green- Poison

Red- Fire

White-Cold

DC Adjustment= +5

Strong Hides

Strong Hides are those of dangerous, deadly creatures such as Hydra, Peryton, Remorhaz and Slaad.

Cost per Bundle 300 SP

Properties Strong Hides are extremely tough and difficult to pierce. Armor made with Strong Hides reduce physical damage taken by 1.

DC Adjustment= +4

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PART 3 | Leatherworking and Tailoring

Strong Scales

Strong Scales are typically found on exotic creatures, such as Dinosaurs, and some Giant Lizards.

Cost per Bundle 300 SP

Properties Strong Scales are extremely tough and difficult to pierce. Armor made with Strong Scales reduce physical damage taken by 1.

DC Adjustment= +4

Behir Scales

A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside. Behir Scale Armor is beautiful, and often sought out by Nobles far and wide.

Cost per Bundle 400 SP

Properties Behir Scale Armor, when combined with Lightening aligned padding grants the Wearer Lightning Resistance.

DC Adjustment= +4

Chimera Hide

Chimera are dangerous, deadly beasts with the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures.

Cost per Bundle 400 SP

Properties If used as Padding in an Armor in conjunction with another Fire resistant material(Such as Red Dragon Scale, Red Dragon Bone, etc), the wearer gains Fire Resistance.

DC Adjustment= +4

Demon/Devil Hides

Spawned in the Lower Planes, demons and Devils are the embodiment of chaos and evil, and Law and Evil respectively- engines of destruction barely contained in monstrous form.

Cost per Bundle 600 SP

Properties Anyone that wears Armor made out of Demon/Devil's Skin is permanently shifted towards the Evil Spectrum of Alignment. In addition, anyone that see's a person wearing Demon or Devil skin Armor knows it for what it is, and assumes the individual is up to no good.

Demon/Devil Skin Armor grants a +1 bonus to Armor Class.

DC Adjustment= +6

Nightmare Hide

A Nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature's unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared.

Cost per Bundle 400 SP

Properties If used as Padding in an Armor in conjunction with another Fire resistant material(Such as Red Drake Scale, Red Dragon Bone, etc), the wearer gains Fire Resistance.

DC Adjustment= +4


Salamander Hide

Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces.

Cost per Bundle 400 SP

Properties If used as Padding in an Armor in conjunction with another Fire resistant material(Such as Red Drake Scale, Red Dragon Bone, etc), the wearer gains Fire Resistance.

DC Adjustment= +4

Yeti Hide

Yeti are massive simian beasts with snow-white fur that lets them move like ghosts against the frozen landscape.

Cost per Bundle 500 SP

Properties Armor and Cloaks made of Yeti Hide grant the wearer advantage on Dexterity(Stealth) checks made to hide in snowy terrain.

In addition, if used as padding in Armor that already incorporates a Cold Resistant material(such as White Drake Scale, White Dragon Bone, Cryosium), the wearer will gain Cold Resistance.

DC Adjustment= +5

Chuul Chitin

Chuuls are crustaceans the Aboleths modified and endowed with sentience. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift.

Cost per Bundle 25,000 SP (Unable to be purchased)

Properties A Chuul's Chitin vibrates ever so softly when within 30 feet of magic. Armor made out of Chuul Chitin will alert it's user if there are magical effects in action within 30 feet of them, vibrating and giving a faintly magnetic pull towards the strongest source of Magic within range.

DC Adjustment= +7

Cloaker Hide

Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.

Cost per Bundle 25,000 SP

Properties Cloaks made out of Cloaker Hide grant their wearer advantage on Stealth checks when made in Darkness(No light).

In addition, Cloaker Hides are especially perceptive to illusion magic, lowering the DC to place an Illusion Enchantment on a Cloaker Hide made Cloak or suit of Armor by 2.

DC Adjustment= +7

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PART 3 | Leatherworking and Tailoring

Displacer Beast Hide

This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur.

Cost per Bundle 25,000 SP(Not able to be Purchased)

Properties Displacer Beast Hides take incredibly easily to Illusion magic. Reduce the DC to apply Illusion enchantments to Displacer Beast Hide by 4.

DC Adjustment= +6

Dragon Scales

True dragons are winged reptiles of ancient lineage and fearsome power. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons.

In the Land of Lore only one Dragon exists, instead Dragon like creatures called Greater Drakes exist. Dragon Scales may be harvested from 'Greater Drakes'.

Cost per Bundle Priceless(Not able to be Purchased)

Properties Armor made out of a Dragon(Greater Drakes) Scales grants Resistance based upon its type.

Acid- Black, Copper

Cold- Silver, White

Fire- Brass, Red

Lightening- Blue, Bronze

Poison- Green

In addition, Armor made of Dragon Scales grants a +1 to AC

DC Adjustment= +8

Umber Hulk Chitin

An abominable horror from deep beneath the earth, an umber hulk burrows into cave complexes, dungeons, or Underdark settlements in search of food.

Cost per Bundle 25,000 SP(Not able to be purchased)

Properties Armor made out of an Umber Hulk's Chitin is especially tough. Reduce all nonmagical damage you take by 2 when wearing Umber Hulk Armor.

When wearing a Helmet made out of Umber Hulk Chitin(Made with a suit of Umber Hulk Armor), you gain Advantage on saving throws made against effects that cause Confusion(Such as an Umber Hulks Confusing Gaze attack, or the Confusion spell).

DC Adjustment= +7

Rakshasa Hide

A rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human.

Cost per Bundle 25,000 SP(Not able to be Purchased)

Properties Armor made out of Rakshasa Hide gives advantage to its wearer on all spells of 2nd level and below.

DC Adjustment= +8


Successes, and Failures

When crafting items, there will be successes and failures. A roll of a 1 is not a complete Failure, instead, whatever it is you are crafting suffers a set back, or a flaw.

Failure!

When a Character rolls a 1 on their Crafting Check, roll 1d6. The item you're crafting suffers one of the following failures;

Flaws
Roll Flaw/Setback
1 The Item takes twice as long to make.
2 Warp
3 You break one of your Tools. Must buy new Artisan Tools.
4 Crack
5 Extra Costs- You incur extra costs during the crafting of your item. Your craft uses 2 Extra bundles of Hide.
6 Weakness

Warp

A suit of Armor with a Warp suffers a -1 Armor Class Penalty.

Crack

Armor with a Crack will break when it suffers a Critical Hit.

Weakness

While wearing Weak Armor, a Character takes an extra point of damage from all attacks(But not Spells).

Great Success!

On a natural 20 you always succeed in your craft. Roll 1d6 to determine what sort of Great Success you've achieved!

Great Success
Roll Boon
1 The Item takes half the time to craft.
2 Perfect Geometry
3 You use one less bundle of hides in your crafting(Minimum of 1 Bundle used.).
4 Masterwork
5 Inspiring
6 Masterpiece

Perfect Geometry

While Wearing Armor with Perfect Geometry, the Dexterity Maximum is increased by +1(i.e., A Chain Shirt with perfect Geometry has a Dexterity Modifier Max of 3).

Masterwork

Masterwork Armor gains +1 to it's AC.

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PART 3 | Leatherworking and Tailoring

Inspiring

When a Character crafts an Inspiring item, they gain a point of Inspiration. In addition, anyone that assisted in the creation of this item(apprentices, etc), gain a point of Inspiration.

Inspiring Armor is worth twice what a normal item of that type would be.

Masterpiece

Masterpiece Items are truly one of a kind. A Smith would be lucky if they ever craft a single one in their lifetime.

A Masterpiece item is counted as a +1 enhancement.

Masterpiece items are often told stories about, and can grow to become legends in their own right. The DM is encouraged to work a minor plot point around this item.

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PART 3 | Leatherworking and Tailoring