Difference between revisions of "Rules Changes . DnD 5E"
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Revision as of 16:20, 14 September 2019
OOC
Armor
The following armor is available to PCs where the tech level is Modern or Future. (It's available in Fantasy Grounds.)
| Armor | Category | AC | Strength | Stealth |
|---|---|---|---|---|
| Undercover Vest | Light | 12 + Dex modifier | . | . |
| Tactical Vest | Medium | 14 + Dex modifier | Str 10 | . |
| Light Military Armor | Heavy | 16 | Str 13 | Disadvantage |
| Heavy Military Armor | Heavy | 18 | Str 13 | Disadvantage |
(This table is partly inspired by http://dnd.wizards.com/articles/features/my-new-d20-modern-campaign)
City Circle Spells
A druid of the Circle of the Land can choose City, and receive these spells.
- Level 3
- Knock
- Pass Without Trace
- Level 5
- Stinking Cloud
- Tongues
- Level 7
- Compulsion
- Fabricate
- Level 9
- Cloudkill
- Passwall
Rules Experiments
We're currently experimenting with "house rules" that include:
- Healing from a potion (or any source other than a direct spell or feature) causes Exhaustion, up to Exhaustion level 2.
- Each PC has Equipment Points to spend on magic items, for more fairness.
- You can spend Inspiration for a reroll.
- We're using a Tactical Formation for loosely-assigned team roles on operations and in combat. (In Fantasy Grounds, search Images for "tct".)