Enter the Catacombs
Loot Generator

Click "Generate Loot" to roll for treasure

Custom Item Creator

Design your own items by selecting base equipment and customizing with prefixes, suffixes, or rare properties.

Item Preview

Select options to preview your custom item

Potion Table

Tier Name Property Action Value (gp)

Weapon Table

Tier Name Quality Class Damage Weapon Properties Proficiency Requirement Strength Requirement Dexterity Requirement Prowess Bonus Value (gp)

Armor Table

Tier Name Type Armor Class (AC) Dex AC Bonus Proficiency Requirement Strength Requirement Dexterity Requirement Prowess Bonus Value (gp)

Spell Table

Spell Level Name Value (gp)

Prefix Table

Tier Name Property

Suffix Table

Tier Name Property

Cursed Prefix Table

Tier Name Property

Cursed Suffix Table

Tier Name Property
Name Bonus Gear Type

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
1st40042
2nd64084
3rd1464176
4th1766216
5th271463210
6th321463810
7th3817144512
8th4417145212
9th5727146614
10th6427177414
11th7332178421
12th7332178521
13th8338279621
14th8338279721
15th94442710921
16th94443211021
17th107573212428
18th114573213228
19th123643814228
20th133643815328
Spell Point Costs
Level SP Cost
1st2
2nd3
3rd5
4th6
5th7
6th9
7th10
8th11
9th13

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 HitYour 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 HitDamage 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 HitDeal Glancing Damage.A longsword attack (+6) result of 13, target AC of 14. 1d8 Damage.
6 or more below
(≤-6)
MissThe 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.