The complete handbook of leather crafting




















Hunter's Leather Shoulderpads. Ranger's Leather Shoulderpads. Hunter's Leather Boots. Ranger's Leather Boots. Hunter's Leather Hood. Ranger's Leather Hood. Hunter's Leather Coat. Ranger's Leather Chestpiece. Hunter's Leather Trousers. Ranger's Leather Trousers. Boots of Celerity. Sniper's Leather Coat. Reinforced Sniper's Leather Coat. Stealth Hunter's Gloves. Stealth Hunter's Boots.

Stealth Hunter's Shoulderpads. Stealth Hunter's Trousers. Reinforced Stealth Hunter's Trousers. Stealth Hunter's Coat. Reinforced Stealth Hunter's Coat. Tripper's Gloves. Tripper's Boots. Tripper's Shoulderpads. Learn to carve scenery that looks realistic, including grass, rocks, trees, mountains, clouds, smoke, fire, water and more. Explains perspective and color dyeing.

Figure Carving Finesse Al Stohlman explains in text and carved examples how to do everything from eyelashes to raindrops. Hundreds of animals are shown with explanations on how to carve skin textures, hair and fur types, and almost anything else you might attempt.

Contains 52 pattern sheets. Leathercraft Tools This complete guide helps you with the proper selection, use and care of tools. Contains usage and sharpening tips for knives, punches, chisels, edgers and many other leathercraft tools. Deerskins into Buckskins Over photos and illustrations bring you step by step from raw skin to velvety soft buckskin and then show you how to create beautiful garments and useful goods. This book is rich with details and teaches brain tanning as a natural process Open 6 days a week Mon.

Includes instructions and photographs for seven projects that become more challenging with each lesson. The techniques are from Australian whipmaking shops, which are recognized for their high-quality work.

Pictorial Carving Shows how to carve animals, birds, flowers and scenery. Step-by-step illustrations for using contour bevelers, modeling tools and other figure and pictorial carving tools. Lucky Seven 17 wallet designs. Includes tracing and photocarve patterns. Braiding and Lacing for Fun An easy-to-follow instruction book on braiding and lacing.

Includes over 40 projects. Learn to Draw Celtic Designs Containing more than original, ready- to-use patterns, this informative book will show you how to draw and decorate in the authentic Celtic style with expert tips and techniques. Learn to draw twists, knots, braids, corners, animals and finials. Sewing Leather Accessories How to make custom belts, gloves and clutches. Patterns and instructions to create classic bags and accessories with a modern flair.

Clear step-by-step instructions for 30 cool bracelets, pendants and more. How To Work With Leather Over 20 classic and contemporary leatherwork projects for both the beginner and advanced leatherworker. Each technique is carefully explained with step-by-step instructions to get you started. Includes everything you need to bring handcrafted leather to your wardrobe and home.

Anyone Can Do Leatherwork Basic to more complex leather projects. South African leather designer Geert Schuiling walks readers through the essentials with photos and explanations of necessary tools, types and cuts of leathers and the beginning techniques of leathercrafting. Forty-four patterns are included so readers can create their own templates for projects ranging from simple coasters and trays to wallets and purses.

Tattoo Art Coloring Book Contains 90 beautifully executed tattoo-inspired designs. From traditional subjects, such as skulls and flowers, to Japanese imagery such as koi and dragons. The designs are the perfect inspiration for your next leather carving project.

The Art of Leather Burning Learn how to use a leather burning tool with confidence. Legendary wood and leathercrafter Lora Susan Irish focuses solely on leather pyrography techniques and projects. Inside you will find step-by-step directions with full-color photographs to help you learn this beautiful craft.

Inside you will find 33 beautiful beaded, knotted and braided accessories that would be at home on the shelves of the most stylish designer boutiques.

LeatherCrafted Learn the secrets behind bold designs with a modern edge. LeatherCrafted teaches you how to cut, punch, sew and rivet leather into one-of-a-kind accessories. Start small with a simple keychain, then build up to a belt, wallet, phone case, messenger bag and more.

Indian Handcrafts Learn how to recreate authentic Indian handcrafts such as moccasins, lacings, purse nets, wigwams, snakeskin belts and so much more with this amazing book.

The book includes removable templates for all 11 projects, including keychains, wallets, gift boxes and purses. Other: Can be used to craft specific potions, alchemical concoctions, and magic items such as a brazier of commanding fire elementals. Armor: While wearing clothing or a hide armor made with ellond hide, fire damage you take is reduced by 3. Harvested ellond hide from a CR 9 or higher creature can be used to craft a hide armor of fire resistance.

Hippogriffs, Rocs, giant eagles and other flying creatures have beautiful feathers used to show their majesty. Other: Harvested monster feathers from a CR 9 or higher creature can be used to craft a Quaal's feather token. Harvested monster scales from a CR 13 or higher dragon can be used to craft a dragon scale mail.

This black semi-transparent silk is carefully made by underground spiders and spider-like creatures. Harvested shadowsilk from a CR 13 or higher creature can be used to craft a cloak of arachnida. Weapon: When you hit an object with an adamantine weapon or piece of ammunition, the hit is a critical hit. Armor: Used to craft an armor of necrotic resistance metallic armor only. Weapon: Used to craft necrotic damage dealing weapons, such as the sword of life stealing. This iron is worked entirely while cold, known for its effectiveness against fey and demonic creatures.

Weapons: When you hit a fey or a fiend with a cold iron weapon, you can roll the damage again and use either result. A darkened blue metal that only forms in areas affected by thunderstorms, known for having that energy inside of it.

Armor: Used to craft an armor of lightning resistance metallic armor only. Weapons: Used to craft lightning damage dealing weapons, such as the javelin of lightning. Other: Used to craft lightning damage dealing magic items, such as the wand of lightning bolt. This marble-like ore is used by dwarves to create their ceremonial armor for the defenders of their cities, even though is heavier and bulkier than other metallic armors.

A blood red metal found in the infernal planes which is very resistant and captures the hot and flames. Armor: Used to craft an armor of fire resistance metallic armor only or a demon armor. Weapon: Used to craft fire damage dealing weapons, such as the flame tongue.

Other: Used to craft fire damage dealing magic items, such as the staff of fire. Weapon: Two handed weapons made with mithral lose the heavy property and all the other weapons gain the light feature.

Armor: Used to craft an armor of force resistance metallic armor only. Other: Used to craft anti-magic items, such as the ring of mind shielding.

Weapon: Used to craft poison damage dealing weapons, such as the dagger of venom. Other: Used to craft poison damage dealing magic items, such as the staff of the adder. A white bright metal, soft on touch but very resistant, known for being used by celestial beings.

Armor: Used to craft an armor of radiant resistance metallic armor only. Weapon: Used to craft radiant damage dealing weapons, such as the sun blade. Weapon: You can use your Dexterity modifier for attacks and damage made with an aerocrystal weapon. While wearing a medium or heavy armor non hide made with coral, you speed while swimming increases by 10 feet. Weapons: Any melee weapon made with coral doesn't have disadvantage on the attacks rolls while underwater. This cold white-blue block of ice resist high temperatures, being unable to melt in normal conditions.

Weapon: Used to craft cold damage dealing weapons, such as the frost brand. Other: Used to craft cold damage dealing magic items, such as the staff of frost. Armor: Used to craft an armor of fire resistance leather or studded leather. Other: Used to craft the boots of elvenkind and the cloak of elvenkind. Armor: While wearing a medium or heavy armor non hide made with obsidian, when an enemy tries to grapple you, it takes 1d4 slashing damage.

Armor: Used to craft an armor of psychic resistance leather or studded leater. Armor: Replaces the metal of any medium or heavy armor. A medicinal dark blue herb that grows in almost every terrain near water sources like rivers and lakes. This rare mud can be found near oceans, and it reflects the light from any light source, glowing faintly. A purple climbing or ground-creeping woody plant used by animals and humanoids as natural ropes in jungles and forests.

A dried looking woody plant which is smaller than a tree and has several main stems arising at or near the ground. This root have small air bags inside of it, and when the root is squished the air sounds like screams for a few seconds. Small purple brown berries that grows in the center of the spineflower, a rare plant with sharp petals and a stem filled with spines. These yellow leaves are soft to touch and known for never fell from a thundertree because of wind.

A purple gray fibrous plant with straight stems, growing up to 3 feet tall. The leaves are spirally arranged, and they're known for their poisonous properties. A white rough tangled prickly shrub with thorny stems that grows in almost every plain, no matter the temperature. This tiny flower looks like a bright blue dandelion seed head. Even though it looks pretty, the stem is the only usable part for alchemical concoctions.

A beautiful white flower that grows up to 4 feet tall and it have 5 petals, giving it a small star shape. Every non-magical armor or weapon made with special materials have a number of resistance points. If the points are reduced to 0, the piece of equipment is broken and you need to repair it to use it again. Each reduced point also reduces the attack bonus and damage dealt for weapons, and the AC for armors. In the following table you can see how many resistance points have a special material depending on the material value.

A material that replaces any of the materials mentioned in the table uses the resistance of the replaced material for example, a coral armor uses the metal resistance points. If you want to repair a piece of equipment made with a special material, you need to make a tools check using the required artisan tools. Depending on what you're trying to repair, you need to use a number of units of the same material, as shown in the following table.

If you pass the check, the equipment is repaired completely. If you fail the check, you can make another check when you finish a long rest. You can also apply this rules to common materials like iron and wood.

Determine the resistance points using the market value of the items, and for repairing them you will need units of iron, wood, or any other common material. In this section you will find new magic items for your adventures. At the end of this part, you will find some guidelines for creating your own magic items using a modular system to determine the item properties and rarity.

This white leather bag is a variant of the Bag of Holding. The bag can hold up to pounds, not exceeding a volume of 64 cubic feet. When you hit with an attack using this magic weapon, the target takes an extra 1d6 damage. The damage type that is determined by the kind of dragon that provided the bones see the table. In addition,. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor.

This special action can't be used again until the next dawn. When you hit with an attack using this magic weapon, you deal an additional 1d6 necrotic damage and you regain hit points equal to half the total damage dealt minimum 1.

This bow is cursed, ad becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the bow, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Every day you must drink at least a gallon of humanoid fresh blood. For each day you don't drink, you gain 1 level of exhaustion. Finishing a long rest after drinking one gallon of blood reduces your exhaustion level by 1. If you die because of exhaustion, you become a vampire spawn on the next moonlight.

This device looks is a leather bracer with a small syringe on the side. It allows its wearer to extract a creature's essence and store it in an empty glass vial connected behind the syringe. It has 3 charges, and it regains 1d3 expended charges daily at dawn. When you make a check for harvesting a creature, you can extract one unit of the creature's essence. Additionally, if you have a creature part, you can expend 1 charge to transform that part into one unit of the creature's essence.

This spectral blades are carried by ghosts, wraiths and other incorporeal undeads. The weapon weights only 1 pound, and can be sworn only by the creature attuned to it.

A ghost weapon deals necrotic damage instead of its normal damage, and when you hit with an attack using this magic weapon, you deal an additional 2d4 necrotic damage. These leather gloves have a hammer and an anvil embroidered on each palm, and allows it's owner to craft items faster. While you're wearing the gloves, you count as two characters when you craft an item, reducing the crafting time to half rounded up.

While wearing this mask, you can use an action to cast the flesh to stone spell save DC You can cast the spell twice per dawn, and you regain any expended uses daily at dawn. If you throw the spear, it flies back to your hand immediately after the attack. When you hit with an attack using this magic weapon, you deal an additional 1d10 radiant damage. If the target is evil aligned, that creature takes an extra 1d10 radiant damage.

This blue liquid is created using the essence of magic. When you drink this potion, you gain a number of points you can use to regain spell slots you already used. The number of points depends on the potion's rarity, as shown in the mana potions table. In the following table you can see how many points you need to spend for recovering a spell slot. When you use the potion, you must distribute the points immediately. You can recover any number of used spell slots if you have enough points to do so, and every point left is lost.

You can only recover 5th-level or lower expended spell slots. This section gives both players and DMs some guidelines to create custom magic items, which can also be crafted using the previous rules.

The character level determines the recommended levels a character should have to gain access to a specific tier. For example, a 3rd level character should have a tier 1 item, while a 9th level character can have a tier 3 item or lower. Any magic item created using this rules have an item tier, which determines the number and rarity of properties for that item. For more information about uncommon and rarer properties, see the "Item Properties" section, below. A tier 1 item only have a minor property, and tier 2 and higher items can also have one minor property that gives a simple feature or effect to it for free.

In the following tables you can find various magical properties divided by type. It's up to the DM to determine if an item can have the same property multiple times and if its possible to add a property to a particular item.

For example, a character can't add the Armor I property twice to a tier 3 magic armor, and that character cannot add the Weapon II or Vampiric II properties since an armor isn't made for dealing damage.

If an item has the charges or spell properties, the creator must decide which spell wants to add when creating the item. The character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to add that spell to the item.

For items with the Spell property, a character can choose only one spell to add. The spell level is determined by the property rarity. For example, an item that have the Spell III property with the lightning bolt spell, that spell will be casted as a 7th-level spell every time a character uses it. For items with charges, a character can choose to add various spells. The number of spells and the spell level is determined by the rarity of the property, as shown in the following table. Each charge equals to 1 spell slot level.

For example, expending 1 charge allows the character to cast a 1st-level spell the item have, and expending 5 charges allows the character to cast a 5th-level spell the item have. If the DM allows it, a character can craft these items. To do so, determine the item rarity first, then, follow the downtime rules found in the Xanathar's Guide to Everything to set the CR range, workweeks and gold cost for each item. You can use the modular magic item rules for creating an item that will evolve with a specific character.

First, make sure to give something to the item so it makes the character the only one to use it, such as adding a class prerequisite for attuning to the item. You can also link it with the character's story and important events, like being the weapon his father used when he was an adventurer. To evolve an item to a tier, the character must be at least at the minimum level required for each tier to evolve the item.

For example, a 7th level character cannot evolve his or her magic item to tier 3 until reaching 9th level. Additionally, even if a character has level to evolve the item to the next tier, it's up to the DM to determine an additional task or a triggering event to allow the item to evolve.

This requirement gives a bit of background to the item, and also allows the DM to create some special quests to discover the item hidden features.

Here're some sample requirements you can use:. Whenever an item evolves into a new tier, you can upgrade the properties to a rarer level following the same table from the Item Tiers section.

Tier 2. When it evolves to this tier, you can add two uncommon special properties to the item. Tier 3. When it evolves to this tier, you can upgrade the uncommon special properties to rare special properties.

Tier 4. When it evolves to this tier, the item gains an extra uncommon special property and you can upgrade one rare special property to a very rare special property. Tier 5. When it evolves to this tier, you can upgrade one uncommon special property to a rare special property, one rare special property to a very rare special property, and one very rare special property to a Legendary property. Since this rules are based on evolving the weapon properties instead of changing them to other, I don't recommend replacing one property with another at higher tiers, but it's up to you if you want to do so.

A reason for replacing properties could be related with the item background story or a very particular event, such as discovering that the item contains the soul of an evil creature, replacing the "good-aligned" properties when the soul is awakened, like replacing the Light I property to a Damage I property necrotic for a weapon.



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