Shops & Vendors

Leatherworker Shop

Hard Sell (daily) at 500 gp (Cheap: 375 gp, Expensive: 750)
Selling Cap (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500 gp)



unofficial submissionDenotes unofficial or user created items. Check with your DM first.

Low Cost Multiplier:
High Cost Multiplier:
Item
Cost
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Cost
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Cost
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WeightWt
Limited
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Rural
Locale
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Locale
Armor
Light Armor
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 10 lb.
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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Cost: 45 gp
Cheap: 36 gp
Expensive: 90 gp
Weight: 13 lb.
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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Medium Armor
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 12 lb.
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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Shield
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 6 lb.
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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Weapons
Simple Ranged Weapons
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight:
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A sling is a projectile weapon typically used to throw a blunt projectile such as a stone, clay, or lead "sling-bullet". It is also known as the shepherd's sling. Proficiency with a sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Adventuring Gear
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 5 lb.
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A waterskin can hold 4 pints of liquid.
Tools and Kits
Artisan's Tools
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 5 lb.
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Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.

Cobbler's tools consist of a hammer, an awl, a knife, a s hoe stand, a cutter, spare leather, and thread.

Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.

Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.

Maintain Shoes: As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.

Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.

DC 10 - Determine a shoe's age and origin
DC 15 - Find a hidden compartment in a boot heel
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 5 lb.
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Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.

Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.

Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.

DC 10 - Modify a leather item's appearance
DC 20 - Determine a leather item's history
Musical Instruments
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 6 lb.
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A woodwind instrument using enclosed reeds fed from a constant reservoir of air in the form of a bag.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 6 gp
Cheap: 5 gp
Expensive: 12 gp
Weight: 3 lb.
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A musical percussion instrument consisting of a hollow, usually cylindrical, body covered at one or both ends with a tightly stretched membrane, or head, which is struck with the hand, a stick, or a pair of sticks, and typically produces a booming, tapping, or hollow sound.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 6 gp
Cheap: 5 gp
Expensive: 12 gp
Weight: 3 lb.
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A double-headed skin drum fitted with handles along its side.

DC 10 - Identify a tune
DC 20 - Improvise a tune


Adapted from tables created by jrobharing for reddit.com/r/DnD users


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