Arcane Tanner
Arcane Tanners are masters of tanning the hides of powerful creatures to creature arcane leatherwork. They work a variety of leathers into useful clothes and armor with a variety of applications. It is said that an Arcane Tanner draws out the essence of the creature they work as they tan and work their hide.
| Level | Spells |
|---|---|
| 3 | Expeditious Retreat, Identify |
| 5 | Locate Animals or Plants, Misty Step |
| 9 | Haste, Thunder Step |
| 13 | Fabricate, Locate Creature |
| 17 | Far Step, Legend Lore |
| Arcane Leather Product | Feature |
|---|---|
| Boots | Aberrant- Aberrant Boots writhe and crawl on command. You gain a Climbing and Swimming speed equal to your movement speed. Draconic- Draconic Boots are infused with elemental energy. You fall at a rate of 90 ft per round. Fiendish- Fiendish Boots emit fire and appear to smolder. You can use a bonus action to propel yourself forward and double your jumping distances. Monstrous- Monstrous Boots come equipped with large talons. You can use them as a melee weapon that deals 1D6 magical Slashing damage. |
| Hide/Leather Armor | Aberrant- Aberrant Armor has runes and scars that seem to drift and shift. You can use a bonus action to change the look of the armor to change into normal clothing and retain its AC and features. The change lasts for hours up to your INT modifier (Minimum 1) and recharges after a long or short rest. Draconic- Draconic Armor is hard and intimidating. It gives you +1 AC. Fiendish- Fiendish Armor is spiked and hot to the touch. You can cast Hellish Rebuke at second level without expending a spell slot once per long rest. Monstrous- Monstrous Armor is fur lined and fierce and seems to enhance one’s frame. You can use a bonus action to gain advantage on Acrobatic and Athletic checks and advantage on saving throws against being Poisoned for one minute once per long rest. |
| Jacket | Aberrant- The Aberrant Jacket seeks to constantly shift and move as if lurking tentacles move beneath. You can use a bonus action to draw out tendrils from the sleeves or back and use it to make a melee attack with a reach of 5 ft dealing 1D6 magical Slashing damage. The Aberrant Jacket can use this feature once per long or short rest. Draconic- The Draconic Jacket shimmers with inner light and resembles wings. You can use the wings as a reaction to add +2 AC as they flare out to shield you. Fiendish- The Fiendish Jacket is of hardened and blackened leather. You have Resistance to Fire damage. Monstrous- The Monstrous Jacket is made of slick, dark leather. You can use a reaction to have it engulf your arms and legs giving you advantage on STR saving throws. |
| Gloves | Aberrant- Aberrant Gloves are covered in suckers on the palm with an unblinking eye on top of the hand. You cannot be Surprised and have advantage on initiative rolls. You cannot be forced to drop an item you are carrying. Draconic- Draconic Gloves have glistening talons that can be retracted. You can extend and retract the Glove’s talons at will, while your talons are extended your unarmed strikes deal 1D6 magical Slashing damage. Fiendish- Fiendish Gloves are made of dry and cracked blood red hide. You can cast the Burning Hands spell once per long rest without expending a spell slot. Monstrous- Monstrous Gloves are much like the paws of a dire bear or the claws of an umber hulk. When you hit a creature with a melee attack or unarmed strike you can use a bonus action to force the target to make a STR saving throw DC equal to your spell save DC and on a failed save they are knocked Prone. You can use this feature times per long rest equal to your STR modifier (Minimum 1). |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Tools of the Trade
Working leather in many forms is second nature to you. You are proficient with Cobbler’s Tools and Leatherworking Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.
Product Speciality
You learn to craft arcane versions of leather products. Choose one of the following products to work and you create a variation of the product from procured goods. You can modify the composition of the Arcane Leather during the course of a long rest.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn as your hard work tanning leather gives you great strength.
More Products
After long practice and time gathering material you create another Arcane Leather product. You can modify the composition of the product during the course of a long rest.
More Products
Working diligently and gaining more material to work with, you create another Arcane Leather product. You can modify the composition of the product during the course of a long rest.
Hide Master
You can modify the Arcane Leather products you make with additional materials. Upon using the materials of an Aberration, Dragon, Fiend, or Monstrosity of CR 8 or higher during the course of a long rest you change the corresponding product into a superior version that grants you a +1 to all saving throws for each upgraded product equipped to you (Maximum of 4) (For example an Adult Dragon would provide materials to upgrade your Draconic line of products. Therefore in this scenario, if you have Draconic Gloves, Fiendish Boots, and a Draconic Jacket you have +2 to all saving throws).
More Products
Your skills reach a new height of leather mastery, you create another Arcane Leather product. You can modify the composition of the product during the course of a long rest.
Complete Set
You gain a bonus for wearing a complete set of Boots, Armor, Gloves, and Jackets of the same creature type as their arcane powers compliment each other.
Aberrant Set- Your Aberrant Jacket deals an additional 1D8 Psychic damage on a hit with its tendrils and you gain Blindsight 30 ft from your Aberrant Gloves.
You can cast the spell Mislead once per long rest without expending a spell slot.
Draconic Set- Your Draconic Armor Grants you +2 AC and your Draconic Gloves deal an additional 1D6 Acid, Cold, Fire, Lightning, or Poison damage on a hit.
You gain a Flying speed equal to your movement speed.
Fiendish Set- Your Fiendish Boots can also double your movement speed when you activate them with a bonus action. Your Fiendish Jacket gives your Immunity to Fire damage.
You can cast the spell Immolation once per long rest without expending a spell slot.
Monstrous Set- Your Monstrous Boots deal 1D10 magical Slashing damage and your Monstrous Armor give you proficiency with STR saving throws.
You can cast the spell Destructive Wave once per long rest without expending a spell slot.