I was going through the PHB again recently and read something in the barbarian section that makes me think I've been calculating HP increases wrong when I level up.  I noticed it says:     Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per barbarian level after 1st   Does that mean that, when rolling for HP, I roll 1d12 then add my CON mod multiplied by each level after level 1?  Meaning (At level 6, with +3 CON): HP increase = 1d12 + (3 x 5)
121113
What is giving me trouble is the phrase     + your Constitution modifier per [class] level after 1st.   Does this simply mean I add my CON modifier once each time I level up, or add my CON modifier a number of times equal to my class level?
19115
I was looking at the Player's Handbook and I saw that there are 3 different types for Spell Sniper.   Simply put, does choosing all three of them create an 8 times multiplier?  For example, say that a Level 10 Arcane Trickster rogue were to use the three Ability Score Improvements they had to take three feats instead.   The feats taken (in no particular order) are Spell Sniper (Bard, Sorcerer, Warlock), Spell Sniper (Cleric, Druid), and Spell Sniper (Wizard).  Does the range benefit of each version of the feat stack, multiplying the range of any spell that requires an attack roll by a total of 8?  (I just inputted the values on D&amp;D Beyond, and it seem like they added the multipliers together for 6 times multiplier. Fire Bolt has a range of 720 ft and Thorn Whip has a range of 180 ft. This is increased from 120 ft and 30 ft. Is this correct on their part?)
6463
I'm sure your first thought is, that's perfectly clear.  Unfortunately my group who aren't normally rules lawyers disagree.  Party encounters a  (MM p.211).  It has:     Damage Immunities: bludgeoning, piercing, and slashing from nonmagical   attacks not made with silvered weapons.   My reading of that is if the weapon has to be magical and silvered to hurt it.  So a +1 silver dagger will hurt it, but a +1 regular dagger or a +0 silver dagger won't.  The group's interpretation was that all three of those weapons would hurt and only a +0 regular dagger would be ineffective.    I would also note my interpretation would mean something like blade barrier would also not harm it since you could argue they're magical blades but nothing indicates that they're silvered.    This also appears to be the same wording for some undead so I'm not looking for a lycanthrope specific interpretation but something general for every time that wording is used.    Thanks in advance.
482
If I wanted my party's spellcaster to enhance/enchant a weapon or piece of armor, is there a limit to the number enhancements it can have on it? I haven't read anywhere that there is a limit, but putting an unlimited number on them seems OP. I also remember the game Neverwinter Nights 2 limited you to 4, but it didn't follow the rules 100%.
49539
I'm trying to fill out the skills section on my first character, but when I look at the character sheets in the Starter Set as examples of how to make a character, the skills that are circled have higher modifiers than their Dexterity or Strength or whatever should make them.  I've filled out all skills but those. What do I add to the ability modifier to get those numbers?   My abilities are Strength 13, Dexterity 14, Constitution 11, Intelligence 15, Wisdom 8, and Charisma 8. Proficiencies are Arcana, Athletics, History, Investigation and Stealth. My saving throws are Strength and Dexterity.   I just started D&amp;D and have the Player's Handbook, DM's Guide, Monster Manual, and the Starter Set.
79079
Some class features, monster traits, and feats allow you to take a −5 to your attack roll in order to gain a +10 to your damage roll. At first glance this looks really good, but when will it deal more damage than not using it on average?  For instance if you have a total attack bonus of +8 and you deal 1d12 damage. You have to roll a 7 to hit an AC of 15. If you take the −5 that makes it where you have to roll a 12. That's going to reduce your average damage by a lot.
109683
Based on the table Encounter XP Multipliers from the Basic Rules' DM section, Page 57, when you're building encounters in 5E, you include an XP modifier depending on the number of creatures your PCs will be fighting: 1.5x for a pair, 2x for 3-6 and so on. However, the PCs only get the base XP as a reward.     This doesn't change the actual xp reward ... just your calculations of how difficult the encounter is.   Why is this? After acknowledging that battles vs multiple opponents are more difficult, why not reward them as such?
89383
When creating a character we obviously place our stats where they are needed. What I am wondering is how do those stats effect the character itself from a role playing perspective.  I went back and read through the PHB pages 173-178. There was a bit about how the stats effect some parts of the character, but not what I was looking for. What I was thinking of was something along the lines of a range of a stat determines a bit of how the character is role played.  For instance does low intelligence (e.g. &lt; 6) always mean that the character cannot read?  Or a low charisma mean the character is a jerk?  Are there rules governing this? Or would this be purely governed by the DM and rules agreed on by the group?
62434
I've just recently started playing D&amp;D 4e through the Red Box, and I am confused about how to fill in the power cards.  So, take Nimbus of Holy Shielding for instance. I understand the Target and Hit components as well as the effect, but my question is about the Attack component. It reads:     Attack: Wisdom vs Will.   Does the mean whatever my Wisdom score is, without the modifier, is compared to the Will score of the enemy? Would I then not even have to roll a d20 to see if it works?
76484
A friend and myself were having a discussion and we had a small disagreement about a rule. He says that if he has a high base attack bonus, say 20/15/10/5, and has a special ability that is activated as a standard action that he can use it 4 times on his round similarly to a full attack action. My argument is that the high base attack bonus only applies to attacks. He says that since a single attack is a standard action the 4 attacks can be replaced by standard actions.  More specifically he says that his god character can use the Hand of Death salient divine power 5 times in a round, 4 for base attack bonus and 1 for haste.  Which one of us is right?
90627
Forgive me for not being good at game terminology, but there is one concept that I simply have been unable to fully grasp after reading the core rulebook.  In the book, there are mentions of Character Level, Class Level and Level (just being mentioned as level or "your" level).  Are we talking character level or class level when I'm asked "What's your level?"  Could anyone make a solid explanation that I can remember? The rest of my party are rules- and character-building nuts, and they often get sidetracked with potential combinations when trying to explain even simple things.
102218
My question is about magic and monster CR. I was building a CR 10 Cleric with capabilities of healing himself and others, but I don't see any rules about calculating CR for a monster that expends his action healing, so I made a guess and ended up with a CR 10 guy. This is the statblock:   AC 16 (Scale mail)  HP 188 (25d8+75)  Speed 30 ft. STR 14 (+2) DEX   12 (+1) CON 16 (+3) INT 10 (+0) WIS 18 (+4) CHA 12 (+1) Damage resistance Lightning Saving throws Wisdom +8, Charisma +5 Legendary resistance (1/day) Magic resistance.  Brute.  Spellcasting. 10th Spellcaster, Wisdom (DC 16, to hit +8)   Cantrips (at will): Light, Sacred Flame, Thaumaturgy 1st level (4 slots): False Life, Cure Wounds, Detect Magic, Sanctuary 2nd level (3 slots): Hold person, Spirit Weapon, Prayer of Healing 3rd level (3 slots): Magic Circle, Spirit Guardians, Dispel Magic 4th level (3 slots): Banishment, Guardian of Faith, Freedom of Movement 5th level (2 slots): Flame Strike, Mass Cure Wounds   Actions   Multiattack. 2 attacks Quarterstaff. Melee weapon attack, +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) Breath Weapon (Recharge 5-6) 30 ft line, 35 (10d6) Lighting damage, Dex saving throw (DC 15)    Normally she has pre-cast Spirit Guardians, Guardian of Faith and 4th level False Life (21 hp). In combat she casts Flame Strike on the first round, Breath Weapon on the second round, recasts Guardian of Faith (it's probably spent at this point).  That's my idea of her first 3 rounds and there's actually no room for healing. Of course on later rounds she will start to spam heals, specially Prayer of Healing and Mass Cure Wounds will make a difference as long as she is not alone in the encounter.  I can't come up with a simple answer to this.  Maybe I should change her rating based on the group she's into, or recalculate the effective hit points of each monster in the encounter to match the Cleric healing. Giving her increased effective hitpoints seems odd to me, because she can't "heal and attack", therefore she's just delaying the inevitable.
52142
In D&amp;D3e, if you successfully hit a target you always did at least 1 point of damage (before applying Damage Resistance), even if you had a Strength penalty.  I can't find any mention of that rule in the 5e PHB.  Does the rule no longer apply, or did I just overlook it?
119883
Old 1E player now getting back into 5E.  What are HIT DICE?  I understand hit points and a 3rd level player has rolled 3 times for HP ( I do like the MAX at first level and then roll option)  but what are Hit dice and why do they matter?
54016
I can't seem to find information in the Monster Manual for how to design an opponent with class levels of an appropriate challenge for my 7th-level party. Perhaps this appears in the DMG? I want to make a human assassin entirely using class levels, rather than using the premade assassin in the back of the book. What is the CR/XP vs. character level relationship for creating opponents in 5e?
36122
I'm a pretty new player, and I'm building a bard in D&amp;D 5e. I understand how saving throws work in general, but I am a little confused about one thing. Say I cast Blindness/Deafness on a humanoid. They must then make a Constitution saving throw. My question is: what value do they have to roll in order to make the save? Does their roll (plus their constitution modifier) have to beat my constitution (plus my modifier)? This is more of a general player question than one specific to the Bard or that spell.
50997
I'm new to DnD, though not new to rpgs in general.  I'm a bit confused on the damage of spells. For example, the Fireball deals 8d6 fire damage on a failed saving throw, and half as much on a successfull one.  What exactly is "half as much" in this case?  Is it 4d6 (half the number of dice)? Do I throw 8d6, add them up and halve the sum? Or do I throw 8d3 (half each die)?