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Tanner

Tanners are skilled artisans who have mastered the craft of working with leather. They are adept at fashioning protective armor, versatile tools, and even deadly weapons from the hides of various creatures. Tanners are not just craftsmen; they are also cunning strategists and fierce combatants, using their knowledge of leatherworking to gain an edge in battle.
hit dice: 1d8
hit points at 1st level: 1d8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Tanner level after 1st
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, shortswords
tools: Leatherworker's tools
saving throws: Dexterity, Intelligence
skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, and Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a shortsword or (b) any simple weapon

  • (a) a leatherworker's toolset or (b) any artisan's tools

  • Leather armor and a dagger

  • An explorer's pack
spellcasting:
None
class features:

Leatherworking Mastery:

You have advantage on all checks made with leatherworker's tools. Additionally, you can create and repair leather armor and leather-based items in half the time it would normally take.  

Leatherbound Defense:

Beginning at 2nd level, while you are wearing leather armor, you gain a +1 bonus to AC.  

Tanner's Instincts:

At 3rd level, your time spent working with leather has sharpened your senses. You gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws, you instead gain proficiency in Intelligence saving throws.  

Archetype:

At 3rd level, you choose an archetype that you emulate in the exercise of your leatherworking abilities: Artisan Crafter or Combat Tactician, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

Ability Score Improvement:

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Expert Leatherworker:

Starting at 5th level, you have mastered the art of crafting with leather. You can now create magical leather armor or leather-based items provided you have access to the necessary materials and facilities. Consult with your DM for specifics.  

Leatherworker's Ingenuity:

At 7th level, you can use your action to improvise a weapon or tool using scraps of leather and other materials. The improvised item functions as a simple weapon or a tool appropriate to the situation, at the DM's discretion.  

Ability Score Improvement:

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Quick Reflexes:

Beginning at 9th level, your reflexes are so fast that you can't be surprised and you gain advantage on initiative rolls.  

Master Tactician:

Starting at 11th level, your combat tactics with leather-based weapons become highly advanced. When you hit a creature with a weapon attack using a leather-based weapon, you can choose to do an additional 1d8 damage of the same type as the weapon. You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain expended uses after completing a long rest.  

Ability Score Improvement:

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Master of Adaptation:

At 13th level, you have become adept at using whatever materials are at hand. You can now create magical leather armor or leather-based items without needing access to specific materials, though doing so requires twice the normal time and gold cost.  

Superior Leatherbound Defense:

Beginning at 15th level, the bonus to AC granted by Leatherbound Defense increases to +2.  

Ability Score Improvement:

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Leatherworker's Resilience:

At 17th level, you gain proficiency in Constitution saving throws. If you already have proficiency in Constitution saving throws, you instead gain resistance to poison damage and advantage on saving throws against being poisoned.  

Master Artisan:

Starting at 18th level, your skill in leatherworking reaches its pinnacle. You can create legendary magical leather armor or leather-based items provided you have access to the necessary materials and facilities. Consult with your DM for specifics.  

Ability Score Improvement:

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Perfect Mastery:

At 20th level, you have achieved the pinnacle of leatherworking prowess. You can now craft magical leather armor or leather-based items without any material cost or time, though the process still requires the use of appropriate facilities.
subclass options:

Artisan Crafter

3rd Level: Master Craftsman

You gain proficiency in one additional artisan's toolset of your choice. Additionally, you gain the ability to quickly identify the properties and craftsmanship of non-magical items. You can spend 1 minute examining an item to determine if it is mundane, masterwork, or has any special properties, such as being finely crafted or of historical significance.  

6th Level: Enhanced Tools

Your proficiency bonus is doubled for any ability check you make that uses leatherworker's tools or the chosen artisan's tools. Furthermore, when you craft non-magical items using leatherworker's tools or the chosen artisan's tools, you can choose to imbue them with a temporary magical essence. For 1 hour, the item gains a minor magical effect related to its function, such as providing dim light in a 10-foot radius for a lantern or granting advantage on Charisma checks for a finely crafted mask.  

10th Level: Artisan's Insight

You have advantage on all Intelligence checks related to crafting and identifying items. Additionally, whenever you complete a long rest, you can choose to gain inspiration from the beauty and craftsmanship of your surroundings. This inspiration lasts until your next long rest and can be used on ability checks, attack rolls, or saving throws.  

14th Level: Master Artificer

You can create non-magical leather armor and leather-based items at twice the speed and for half the cost. Additionally, when you create magical leather armor or leather-based items, you can choose to infuse them with a permanent magical essence. Consult with your DM to determine the specific magical properties you can imbue into your creations, which should be in line with the rarity guidelines in the Dungeon Master's Guide.  

17th Level: Master of Materials

Your understanding of materials has deepened to a profound level. You can now craft items of extraordinary quality, beyond even magical enhancements. When crafting non-magical items, you can choose to imbue them with exceptional properties, such as exceptional durability, lightweight construction, or resistance to certain types of damage. These properties should be discussed with your DM and should not significantly disrupt game balance.  

20th Level: Master of Creations

At 20th level, your mastery over crafting reaches its zenith. You can now create artifacts of legendary power, surpassing even the most renowned masterpieces. When crafting magical leather armor or leather-based items, you can imbue them with unique and potent abilities, limited only by your imagination and the approval of your DM. These artifacts might grant powerful bonuses, abilities, or even legendary properties, shaping the course of history in the hands of those who possess them.  

Combat Tactician

3rd Level: Combat Proficiency

You gain proficiency with martial weapons. Additionally, you can use your Intelligence modifier instead of your Strength or Dexterity modifier for attack and damage rolls with melee weapons.  

6th Level: Tactical Strike

Once per turn, when you hit a creature with a weapon attack, you can choose to deal an extra 1d6 damage of the same type as the weapon. Furthermore, when you hit a creature with a melee weapon attack, you can use your reaction to impose disadvantage on the next attack roll made by that creature before the start of your next turn.  

10th Level: Combat Maneuvers

You learn three maneuvers of your choice from the Battle Master archetype. You can use only one maneuver per attack. Additionally, you gain two superiority dice, which are d8s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.  

14th Level: Deadly Precision

Your attacks with leather-based weapons score a critical hit on a roll of 19 or 20. Additionally, your weapon attacks score a critical hit on a roll of 18–20 if you are wearing leather armor. Furthermore, when you score a critical hit with a weapon attack, you can expend one superiority die to roll additional damage equal to the result of the superiority die.  

17th Level: Tactical Mastery

Your understanding of battlefield tactics has reached its peak. You gain an additional superiority die, which increases to a d10. Additionally, whenever you use a superiority die, you can roll a d4 and add the result to the roll. This bonus represents your keen sense of timing and battlefield awareness.  

20th Level: Battlefield Dominance

At 20th level, you have become a true master of combat strategy and tactics. Once per long rest, you can enter a state of Battlefield Dominance for 1 minute. During this time, your tactical prowess reaches its peak, granting you the following benefits:
  • You have advantage on all attack rolls and saving throws.
  • Your movement speed is doubled.
  • Whenever you hit a creature with a weapon attack, you can choose to apply the effects of a maneuver without expending a superiority die.
  • At the start of each of your turns, you can choose one creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be frightened of you until the end of your next turn.
  • Once you use this feature, you can't use it again until you finish a long rest.

Created by

Morgatron247.

Statblock Type

Class Features

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