Base Class: Fighter
Hardened Leather
Starting when you choose this archetype at 3rd level, you gain proficiency with leatherworker's
tools and when wearing leather armour gain +1 AC. When you acquire any leather armour you may
spend a long rest to make prothetic alterations without damaging any effect the armour may have.
Public Awareness
At 3rd level, when you are in full leather gear you are treated differently and gain proficiency as well
as advantage in intimidation.
Boning and Lining
At 7th level, you learn how to reinforce your leather armour giving you resistance to
Bludgeoning, Slashing damage and Cold or Fire damage depending on the lining used.
Cooling and Inflammable Silks. You gain resistance to fire damage, and you don’t suffer the
effects of extreme heat, as described in the Dungeon Master's Guide.
Warming Wools. You gain resistance to cold damage, and you don’t suffer the effects of
extreme cold, as described in the Dungeon Master's Guide.
Harness Of Tools
At 10th level, you may make either leather items to use in combat. You may carry multiple of each.
Leather Cuffs. As an action, you may attempt to grapple a creature if successful then you place
these cuffs on the creature and they must make a strength save each turn in an attempt to remove
them or they remain grappled.
Choker. As an action, you may attempt to grapple a creature if successful then you place them in a
choker they may attempt to remove the choker with a CON check against your DC, however, from
when the choker is fitted they are considered choking and has 1 + its CON modifier turns before
it becomes unconscious.
Fill My Special Pocket
At 15th level, you learn how to make Pockets of Holding on your armour. The pockets can hold items up to a 3ft cube in size but they must fit
through the opening of the pocket. Each pocket takes you 12 hours of crafting time to make each.
A Devil In Flesh
At 18th level, you learn to enchant your armour to be more than merely hardened leather. This is
your chosen flesh, it is living as long as you are and heals just as you do.
While you are wearing your personal armour you have additional temporary hp equal to your
fighter level + your AC.
If your armour is taken from you for longer then 48 hours then it will start to die losing 1hp per
hour. While you are wearing your armour, even after it hits 0hp, it will heal 2hp for every hour it is
worn or it recovering fully on a long rest. It takes 48 hours for you to form this link with a new set of
armour.
Hardened Leather
Starting when you choose this archetype at 3rd level, you gain proficiency with leatherworker's
tools and when wearing leather armour gain +1 AC. When you acquire any leather armour you may
spend a long rest to make prothetic alterations without damaging any effect the armour may have.
Public Awareness
At 3rd level, when you are in full leather gear you are treated differently and gain proficiency as well
as advantage in intimidation.
Boning and Lining
At 7th level, you learn how to reinforce your leather armour giving you resistance to Bludgeoning, Slashing damage and Cold or Fire damage depending on the lining used.
Cooling and Inflammable Silks. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide.
Warming Wools. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide.
Cold or Fire Resistance
Choose 1:
Cooling and Inflammable Silks. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide.
Warming Wools. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide.
Harness Of Tools
At 10th level, you may make leather items to use in combat. You may carry multiple of each of the following items.
Leather Cuffs. As an action, you may attempt to grapple a creature if successful then you place
these cuffs on the creature and they must make a strength save each turn in an attempt to remove
them or they remain grappled.
Choker. As an action, you may attempt to grapple a creature if successful then you place them in a
choker they may attempt to remove the choker with a CON check against your DC, however, from
when the choker is fitted they are considered choking and has 1 + its CON modifier turns before
it becomes unconscious.
Level 15: Additional Fighting Style
You gain another Fighting Style feat of your choice.
Fill my special pocket
At 15th level, you learn how to make Pockets of Holding on your armour. The pockets can hold items up to a 3ft cube in size but they must fit
through the opening of the pocket. Each pocket takes you 12 hours of crafting time to make each.
Devil in Flesh
At 18th level, you learn to enchant your armour to be more than merely hardened leather. This is your chosen flesh, it is living as long as you are and heals just as you do.
While you are wearing your personal armour you have additional temporary hp equal to your fighter level + your AC.
If your armour is taken from you for longer then 48 hours then it will start to die losing 1hp per hour. While you are wearing your armour, even after it hits 0hp, it will heal 2hp for every hour it is worn or it recovering fully on a long rest. It takes 48 hours for you to form this link with a new set of armour.
Level 3: Evasive Footwork
You have 3 uses of this ability. These uses reset after a short rest. As a Bonus Action, you can take the Disengage action. You then add your Proficiency bonus to your AC until the start of your next turn.
Previous Versions
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3/10/2026 2:07:17 AM
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