Character Creation
Ability Scores
At level 1
• Start with 6 ability scores of
10, 10, 10, 10, 8, 8, that can be assigned to any score.
• You then have
14 points you can distribute in any combination, with only 1 score allowed to reach 17.
(NOTE: values are not weighted as you ascend, as with traditional point buy systems).
• You do not get an ancestry or background boost to your ability scores.
Leveling up
• You gain
1 ability point to assign as you wish at every level.
• At levels where your class would normally receive an ability score increase, you instead choose a feat.
(NOTE: D&D5.24 has the "Ability Score Improvement" feat, where you would then gain 3 ability points that level)
Hit Point Calculation
• At level 1:
"Constitution Score + Class hit die max",
• Subsequent levels:
"Constitution Modifier + Class hit die rolled".
• Rolled 1's on hit dice are counted as 2.
Stats & Proficiency
Using and Equiping Gear
• A character can effectively utilyze an item if they have:
• The listed
proficiency or
• The listed
ability score(s).
• If the character has both, they gain the item’s
Prowess Bonus, an extra benefit tied to that weapon or armor.
• All pieces of gear will have an ability score requirement, listed on their respective gear table.
Unmet Requirements Penalties
• You can equip armor and weapons without meeting requirements.
• Weapons do not gain proficiency bonus in attack rolls, but can be used in all other ways.
• Armors grant AC bonuses, but while wearing it, you have
• Disadvantage on attack rolls
• Target creatures have advantage on spell saves against spells you cast.
• Depending on the armor type, you may suffer an additional armor penalty.
• If you do not have either the proficiency or the required abilty scores, you
still gain the enchantment properties from equipped gear.
Additional Armor Penalty per type:
• Light Armor: Cannot add Dex mod to AC.
• Medium Armor: Cannot add Dex mod to AC, disadvantage on stealth, speed –5 ft.
• Heavy Armor: Disadvantage on stealth, speed halved.
Armor Points and AC
Base AC
• Characters’ unarmored AC calculation starts at
8 + Dex modifier (min 0) instead of 10 + Dex mod.,
Torso Armor
• Takes the place of the 5E armors, and allows only 1 torso piece equipped.
Accoutrement Armor
• Each character has 4 Accoutrement Armor slots:
• Head
• Hands
• Waist
• Feet
• Equipping a piece of gear in these slots grants
+½ AC (round down after adding all sources).,
Armor Points (AP)
• A separate pool of expendable hit points.
• Refreshes at the start of each combat.
• Typically granted by gear.
• Distinct from HP and Temporary HP.
Spellcasting
Everyone's a Caster
• Any player character can read any spell scroll or read a spell Book.
• If a character cannot normally cast the spell in the scroll or book, they must make a spell casting check.
Spell Casting Check:
DC = "10 + the Spell's Level".
Check = "1d20 + Spellcasting Modifier".
• If the character does not have a Spellcasting Modifier already, they will use their Intelligence modifier.
• If a character learns a spell, but does not have a natural pool of Spell Points large enough to cast it, they increase their SP to the casting cost of the new spell.
Spell Points (SP)
• Instead of spell slots, casters have a pool of spell points.
• Each spell level costs a set number of points to cast.
• Points refresh on a long rest.
• Sorcerers or other classes that gain access to “Sorcery Points” can add those points into their Spell Point total.
• Warlocks regain their warlock spell points during a short or long rest.
• Half Casters, such as Paladins and Rangers, and Third Casters, such as Eldritch Knights and Trickster Rogues, are both included below.
Spell Point Pools
| Level |
Full Caster |
Half Caster |
Third Caster |
Sorcerer |
Warlock |
| 1st | 4 | 0 | 0 | 4 | 2 |
| 2nd | 6 | 4 | 0 | 8 | 4 |
| 3rd | 14 | 6 | 4 | 17 | 6 |
| 4th | 17 | 6 | 6 | 21 | 6 |
| 5th | 27 | 14 | 6 | 32 | 10 |
| 6th | 32 | 14 | 6 | 38 | 10 |
| 7th | 38 | 17 | 14 | 45 | 12 |
| 8th | 44 | 17 | 14 | 52 | 12 |
| 9th | 57 | 27 | 14 | 66 | 14 |
| 10th | 64 | 27 | 17 | 74 | 14 |
| 11th | 73 | 32 | 17 | 84 | 21 |
| 12th | 73 | 32 | 17 | 85 | 21 |
| 13th | 83 | 38 | 27 | 96 | 21 |
| 14th | 83 | 38 | 27 | 97 | 21 |
| 15th | 94 | 44 | 27 | 109 | 21 |
| 16th | 94 | 44 | 32 | 110 | 21 |
| 17th | 107 | 57 | 32 | 124 | 28 |
| 18th | 114 | 57 | 32 | 132 | 28 |
| 19th | 123 | 64 | 38 | 142 | 28 |
| 20th | 133 | 64 | 38 | 153 | 28 |
Spell Point Costs
| Level |
SP Cost |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
Healing, Potions, and Resting
Healing Surges
• Healing Surges are a percentage based healing based around your total hit points. 1 Healing Surge is one quarter of your total hit points, rounded down.
• Characters
have 3 + Constitution Modifier (minimum 0) Healing Surges per day.
Healing With Potions
• Drinking a Potion of any kind (regardless of the potion size) expends one Healing Surge.
• Drinking a healing potion without any Healing Surges restores hit points equal to your level, regardless of the potion's size.
Short and Long Rests
• When taking a long rest, you must sleep in town. The cost of a night at the in is
50gp × your character level.
• Resting in the dungeon will always count as a short rest, regardless if you rest longer.
• When taking a Short Rest, characters can expend any healing surges they currently have to regain healh.
Exploration
Light
• Light levels from D&D5E sources are all halved.
Example 1: If you have 60' of darkvision, in EtC you have 30' instead.
Example 2: A torch that sheds 20' of bright light and 20' of dim light, will instead shed 10' and 10', respectively.
Loot
Loot Roll: A single roll using the Enter the Catacombs Loot Roller.
• For every monster defeated, you gain 1 Loot Roll.
• For every chest, barrel, or other container you search, you gain 1 Loot Roll.
• Looting bodies takes time. For every 5 Loot Rolls, you must spend 1 uninterrupted minute looting the area.
Buying and Selling Gear
• When selling an item to a town vendor, you gain GP equal to the item's value.
• Town vendors generate 5 enchanted items per long rest.
(The tier should be calculated as twice the current dungeon level, instead of "dungeon level + character level".)
• Town vendors sell their gear at 4× the item's value.
Combat
New Mechanics
Hit Ranges
When you make an attack, compare your total attack roll to the target’s Defense (DC or AC):
• Major Hit: Your attack roll exceeds the target’s Defense by 10 or more.
• Standard Hit: Your attack roll exceeds the target’s Defense by 1 to 9.
• Minor Hit: Your attack roll misses by 5 or less.
• Miss: Your attack roll misses by 6 or more.
Refer to the following chart for different hit ranges and their effects.
| Attack vs AC |
Hit Type |
Effect |
Example |
10 or more above (≥+10) | Major Hit | Your regular, non-critical damage dice are maximized. | A longsword (+6) attack result of 25, target AC of 14. 19 Damage. |
Matching up to 9 above (+0 - +9) | Standard Hit | Damage Rolls made with listed dice. | A longsword attack (+6) result of 22, target AC of 14. 1d8+5+1d6 Damage. |
5 to 1 below (-5 - -1) | Minor Hit | Deal Glancing Damage. | A longsword attack (+6) result of 13, target AC of 14. 1d8 Damage. |
6 or more below (≤-6) | Miss | The attack has no effect. | A longsword attack (+6) result of 8, target AC of 14. 0 Damage. |
Save Ends
• Effects with a status listed until "Save Ends", occur until a creature makes their save.
• Unless specified, saves against ongoing effects occur at the end of a turn.
Shift
• Use your move action to move 5 feet. This movement does not provoke opportunity attacks.
Terminology
Glancing Damage
• Deal your weapon's base damage dice, without any any modifiers or additions.
• Does not count as "hitting" with a weapon attack.
Bloodied
• A creature with less than half of their total Hit Points is considered "Bloodied".
• Certain effects can occur when a creature becomes bloodied, or whether they are or are not bloodied.