These are easy to use crafting rules for d20 and other TTRPGs. It is based on a standard to low gold economy present in many fantasy games.
SagaBorn Crafting
Crafting is used to repair or make new items. Crafting is tied to skills from the Core Game. Each character can know one crafting skill per 3 levels.
- Alchemy – making potions, poultices, and chemicals.
- Artificing – creation of magic items.
- Blacksmithing – creation and repair of arms and armor.
- Carpentry – creation of wood objects and items.
- Cooking – creation of food which gives small benefits.
- Leather Working – creation and repair of leather items.
- Poisoner – creation of basic poisons.
- Tinkerer – creation of tool kits,traps, and adventuring gear.
How to craft items
Crafting has a base cost of materials, time investment, crafting station, and a crafting skill requirement. Some items may have a rare crafting material or level requirement. When a character spends one week of downtime crafting, they make 150 gp worth of goods for half the price. If the crafter’s room is of masterwork level, the discount is 60%. Items made with kits have no discount.
The week is spent sourcing and purchasing materials as well as crafting.
Skill | Crafting Station Requirement | Time | Retail Cost of Goods Made | Craftable Items |
Alchemy | Alchemy Lab | 1 Week | 150 gp | Alchemical substances |
Artifice | Mage Lab | 1 Week | 150 gp | Imbued items |
Blacksmithing | Smithy | 1 Week | 150 gp | Metal items, weapons, and armor |
Carpentry | Woodworker’s Bench | 1 Week | 150 gp | Armor, bows, arrows, furniture |
Cooking/Brew | Kitchen or Brewery | 1 Week | 150 gp | Food and drink |
Leatherworking | Leatherworker’s Room | 1 Week | 150 gp | Any leather item |
Poisoner | Poisoner’s Room | 1 Week | 150 gp | Any basic poison |
Tinkerer | Tinker’s Pack, Tinker’s Room | 1 Week | 150 gp | Kits and traps |
Alchemy
Alchemy allows for the crafting of any alchemical substance at 50% retail cost. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.
Alchemical Substances | ||||
Item | Retail Price | Cost to Make | Weight | Effects |
Acid | 10 gp | 5 gp | 1 lb | |
Alchemist’s Fire | 20 gp | 10 gp | 1 lb | |
Antitoxin | 50 gp | 25 gp | — | |
Black Rock | 40 gp | 20 gp | 1 oz | |
Healing Salve | 30 gp | 30 gp | 1 lb | Heals target 1d4+2 |
Smokestick | 25 gp | 12 gp | 1/2 lb | |
Totem Bag (1 use) | 45 gp | 22 gp | 1.2 lb | |
Universal Solvent | 25 gp | 12 gp | — |
Artifice
Artificing allows for the crafting of any imbued item at a discounted price. The discount is based on the type of crafting room. Imbue item with spells: retail cost is spell mana x40 gp per charge (minimum 20 gp). One item can hold only one spell with indefinite charges. Items can not be used to learn the enchanted spell, but anyone can use the item to cast the spell. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.
Spell Mana | Retail Price | Cost to Artifice |
0 | 20 gp | 10 gp |
1 | 40 gp | 20 gp |
3 | 120 gp | 60 gp |
5 | 200 gp | 100 gp |
7 | 280 gp | 140 gp |
Blacksmithing
Blacksmithing allows for the crafting of any metal item at a discounted price. The discount is based on the type of crafting room. Crafted items can be weapons, armor, tools, or other mundane items. Special items can be crafted or repaired based on level.
Level | Items Crafted | Items Repaired |
3 | Cold iron, mundane metal items | All mundane metals, cold iron, silver |
5 | Silver | Amarnium, Aradan steel, metal Legacy items, tritium |
7 | Amarnium, Aradan steel, metal Legacy items, tritium | Metal artifacts |
Carpentry
Carpentry allows for the crafting of any wooden item at a discounted price. The discount is based on the type of crafting room. Crafted items can be weapons, armor, tools, or other mundane items. Special items can be crafted or repaired based on level.
Level | Items Crafted | Items Repaired |
3 | Mundane wooden items | Mundane wooden items |
5 | Elfwood, wooden Legacy items | |
7 | Elfwood, wooden Legacy items | Wooden artifacts |
Cooking and Brewing
Cooking is a craft that can be done at home or on the road.
If spending a week cooking in your Stronghold or a kitchen, a hero can craft 7 days worth of food. On the road, a cook may try and craft a single days meal per rest period but must succeed at a DC 15 Survival check to cook any food with a Bonus. The cost to cook one of these meals is 1 gp.
All food cooked in advance of an adventure is made to last and has a 14 day shelf life. Any bonuses gained from the food last 24 hours.
Food | Bonus |
Black Coffee Cake | +1 Awareness |
Trail Sausages | +1 Saga Point |
Adventurer’s Bread | +1 to Fort Saves |
Jerky | +1 Reflex Saves |
Cabbage Soup | +1 Will Saves |
Brewing creates drinks that give small bonuses. While some brewed drinks can easily be crafted on the road, others, such as beer or liquor, require a brewery. Any bonuses gained from the drinks last 24 hours. A hero may only have one bonus from food and/or drink.
Drink | Bonus |
Hand-pressed Coffee | +1 Awareness |
Fruit Tea | +1 Saga Point |
Steeped Tea | +1 to Fort Saves |
Fermented Tea | +1 Reflex Saves |
Citrus Infused Water | +1 Will Saves |
Small Batch Whisky, Vodka | +1 to Str-based Heroic Actions |
Small Batch Rum | +1 to Persuasion |
Leatherworking
Leatherworking allows for the crafting of any imbued item at a discounted price. The discount is based on the type of crafting room. Crafted items can be armor, clothing, or other mundane items. Special items can be crafted or repaired based on level.
Level | Items Crafted | Items Repaired |
3 | Mundane leather items | Mundane leather items |
5 | Leather Legacy items | |
7 | Leather Legacy items | Leather artifacts |
Level | Items Crafted | Items Repaired |
3 | Mundane leather items | Mundane leather items |
5 | Leather Legacy items | |
7 | Leather Legacy items | Leather artifacts |
Adventurer’s Boot Grips
A set of spiked thick soles, attached via leather straps, giving the wearer the ability to traverse most difficult terrain as normal ground. Single Use. One round to don. Ignore Difficult Terrain for a single encounter.
Climbing Harness Kit
Single Use. Climb at 1/2 your normal speed.
Expert’s Saddle
The Expert’s Saddle gives +2 to any Heroic Actions to resist being unsaddled.
Poisoner
Being a poisoner allows for the crafting of any basic poison at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.
Basic Poisons
Poison | Type | Fort DC | Onset | Effect | Cure | Retail Price | Cost to Craft |
Konk | Ingested, inhaled, injury | 12 | Instant | Fall asleep for 2 minutes | 1 save | 40 gp | 20 gp |
Bloodboil | Ingested, inhaled, injury | 12 | Instant | 1d6 damage | 1 save | 40 gp | 20 gp |
Wooley eye | Ingested, inhaled, injury | 12 | Instant | Dazed for 3 rounds | 1 save | 40 gp | 20 gp |
Harvested poisons (poisons and venoms taken from monsters and creatures) still have a cost to distill and craft, so the 20 gp per dose is still applicable, though they have no further costs.
Example:
Xyla and her friends defeated a wyvere. She spent the time harvesting venom from its tail stingers, which makes a rare poison worth 3000 gp. She can take that venom back to her hideout and craft one dose for 20 gp. She may then keep it for her own use, or sell it for quite a profit. The amount of venom or poison extracted from a beast is up to the SG, which may be one, two, or ten doses.
Tinkerer
Tinkering allows for the discounted crafting of kits and traps. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.
Tools, and Kits | |||
Name | Retail Price | Cost to Craft | Weight |
Climber’s kit | 80 gp | 40 gp | 5 lbs |
Climber’s kit (masterwork) | 320 gp | 160 gp | 5 lbs |
Healer’s kit | 50 gp | 25 gp | 1 lb |
Healer’s kit (masterwork) | 100 gp | 50 gp | 1 lb |
Musical instrument | 5 gp | 2 gp | Varies 1-8 lb |
Musical instrument (masterwork) | 100 gp | 50 gp | Varies 1-8 lb |
Thieves’ tools | 30 gp | 15 gp | 1 lb |
Thieves’ tools (masterwork) | 100 gp | 50 gp | 2 lbs |
Tinker’s kit | 100 gp | 50 gp | 3 lbs |
Basic Traps | |||||
CR | Average Damage | Base Attack | Base Skill DC (Awareness, Thievery) | Retail Price | Cost to Craft |
CR1 | 1d6 | +10 | 16 | 25 gp | 12 gp |
CR2 | 2d6 | +12 | 20 | 50 gp | 25 gp |
CR3 | 3d6 | +14 | 22 | 100 gp | 50 gp |
CR4 | 4d6 | +16 | 24 | 200 gp | 100 gp |
Specialty Items
These are the basic rules for crafting. Crafting other items should be agreed upon between
Player and GM.
An example would be siege weapons. They do not fit in any category, so the adventurers might all team up to build different parts. If three heroes used blacksmithing, leatherwork, and carpentry, they could build a light catapult (500 gp retail cost) in one week. They could build a medium catapult (700 gp retail cost) in two weeks. With an additional two crafter allies, they could build a medium catapult in a single week.
Marketplace
Crafting Materials
The following is the base cost and weight for materials to craft. Most of these materials are common in cities, though in villages some materials may be more scarce. These represent generic items used in the crafting of each trade.
Type | Cost | Weight |
Alchemical Materials | 10 gp | 1 lb per 10 gp |
Artificing Goods | 10 gp | 1 lb per 10 gp |
Blacksmithing Materials | 10 gp | 5 lb per 10 gp |
Carpenter’s Goods | 10 gp | 10 lb per 10 gp |
Leatherworking Supplies | 10 gp | 5 lb per 10 gp |
Poisoner’s Elements | 10 gp | 1/2 lb per 10 gp |
Tinker’s Materials | 10 gp | 1 lb per 10 gp |