I am planning to build an archer for my next D&amp;D character for Adventurers League. I will be going three levels in fighter to pick up the Battle Master Archetype and from there I am considering multiclassing as a ranger. I have been away from D&amp;D for the better part of 2 years and am unfamiliar with the ruling regarding the revised ranger from Unearthed Arcana in league play. My question is thus: can I use the revised ranger in Adventurers League and if not, is their any point in going ranger otherwise? I remember that the ranger was really underpowered and I know Unearthed Arcana addressed this issue. Also just to note, I am not planning on going beast master.
123864
Are classes and other material from Unearthed Arcana articles legal to use in Adventurers League, or are they a kind of beta phase intended for playtest only before they go official?
107523
Very new player here. Looking at the stat block of a goblin: for a shortbow attack it says +4 to hit and the goblin has a Dex modifier of +2.   Does this mean I add 6 to the d20 roll or just the 4 and ignore the Dex modifier?  Same with using Stealth. It says Skills: Stealth +6. So would I take 6 and add +2 of the Dex modifier or just add 6 to the d20 of the Stealth check roll?  Thank you!
43949
If a character with the Unarmoured Defence class feature casts Mage Armour, what is their AC?  Do they choose which 'base' AC they take, or do they stack somehow?  Is there rules text that explains this conflict?
44168
I’m thinking of trying out a Hexblade Warlock in Adventurers League, which limits players to PHB+1 for character-building.  The problem I have with this is that the Hexblade is from Xanathar's Guide to Everything, but I really want the booming blade cantrip as well from the Sword Coast Adventurer's Guide. Is this legal in Adventurers League play?
101548
First time player in a group figuring out things as we all go.  I just hit level four as a Ranger, and I get to improve one ability score of my choice by 2, or I can increase two ability scores of my choice by 1.  My first thought was Strength, as I've been rocking a score of 11 with a mod of +0 so far. But I read that Rangers use (wisdom mod + 10) for their spell casting modifier. Currently my wisdom is 13, with a mod of +1. If I increase either STR or WIS, will the modifier increase as well? How and why?  A Monk in our party went from 9 CON to 11 during their ability score improvement, and by doing so their modifier went from −1 to 0.  We're all pretty new, so between eight people we're currently sharing one book, and all trying to locate our own copies for later campaigns. That's making it… inefficient for us to learn these things quickly.
80028
Me and my friends are pretty new to D&amp;D and are likely getting the majority of the rules wrong. I believe I understand AC: an AC of 16 means you must roll a die (+modifier) of 16 or greater to deal damage, and anything over that AC is taken as hitpoint damage?  What I was wondering was, at level 1, I believe I have a d10 halberd and a +4 strength modifier. However, the guards we're fighting have an AC of 16, making it completely impossible to even get past their AC. So we played it as if we could group attack, i.e. add up all our attack scores then remove whatever was excess of the AC from HP. Pretty sure we're playing some rules wrong, could anybody shed some light on the subject?  Not sure which version of D&amp;D I'm using. It's the free pdf version released in August:   I have read the armour class section of the rulebook. Is it perhaps that first you roll a d20 (+modififers) to see if you beat armour class, then you do a damage roll?
91125
If a Ranger's Animal Companion independently attacks a target that the Ranger is not also attacking, how do you resolve its success and damage? I am assuming that Animal Companions don't have moves like Hack and Slash, so what do you do?
63483
My DM's saying that since the Help action is found in the actions in Combat in the PHB, he's disallowing use of it outside of combat. It's true that it's found in that part, but I thought you could use it even when there's no fighting happening. Is there a particular ruling for this?
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?
59277
Let's say I'm a multiclass rogue/ranger and I have taken Expertise in survival checks. Now, if a ranger is in their favored terrain it says they double their proficiency bonus in intelligence and wisdom checks relating to you environment. If I am in my favored terrain and use my already doubled survival check, will it double again?
102779
I understand that RAW, features/spells/etc. that require a bonus action (e.g. Bardic Inspiration or Healing Word) cannot be used with a regular action instead (see ).  However, what would be the long-term ramifications and effects on game balance if I were to instead allow PCs to use a regular action for bonus-action features/spells/etc.?  For the sake of narrowing this down a bit; I'm only asking about ramifications when allowing player characters to do this, no need to take NPCs or Monsters into account. I don't use the variant rule of feats either, so no need to consider those as well.
20873
Introduction  The eldritch knight fighter (EK) in my game is contemplating whether to dip into wizard (Wiz) for more magical versatility in combat.  Spell Slots  The  (PHB p.164/165) say:     You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster archetypes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.   So a EK6/Wiz5 would add up to a 7th level spellcaster (6/3 + 5). A snippet of the mentioned table shows:  \begin{array}{l} \text{level} &amp; \text{1st} &amp; \text{2nd} &amp; \text{3rd} &amp; \text{4th} &amp; \text{5th} &amp; \text{6th} &amp; \text{7th} &amp; \text{8th} &amp; \text{9th} \\ \hline 1 &amp; 2 &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - \\ 2 &amp; 3 &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - \\ 3 &amp; 4 &amp; 2 &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - \\ 4 &amp; 4 &amp; 3 &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - \\ 5 &amp; 4 &amp; 3 &amp; 2 &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - \\ 6 &amp; 4 &amp; 3 &amp; 3 &amp; - &amp; - &amp; - &amp; - &amp; - &amp; - \\ 7 &amp; 4 &amp; 3 &amp; 3 &amp; 1 &amp; - &amp; - &amp; - &amp; - &amp; -  \end{array}  The table implies that the EK spell slots and the Wiz spell slots are simply one and the same pool of spell slots, but I didn't find an explicit mention of this. Or is this table only for the added class through multiclassing?  We’re both unsure of how to interpret this when it comes to expanding spell slots.  Question  Multiclass Spellcaster: do the classes have a shared pool of spell slots? If so, does it matter which class’ spells are cast when expending spell slots?  Our confusion comes from our inexperience with 5e and multiclassing - let alone spellcasters. Are we missing something, or are we just overthinking it?    Related (but without clear answer to this question):
26332
What are some of the rule changes that Pathfinder brings in comparison to D&amp;D 3.5?  I am curious what changes were made so I can explain to my group what it has to offer.
71841
Is there an official ruling or rule that determines whether the spell creation can be used to create a magic item?  I'd like to know if any of the developers have posted a ruling about this, or whether there are other rules somewhere in the game that explicitly specify whether it's possible.
76280
In D&amp;D 5e, the Ranger can choose at first level to have a Favored Enemy of a single broad type (i.e. fiends, giants, aberrations, etc.) or of two different specific humanoids (such as orcs and gnolls). They gain additional Favored Enemies at 6th and 14th level.  At each of those levels, could they opt to pick two humanoid races? Or would the choice be between one type and one specific humanoid?  Relevant text:     Choose a type of favored enemy: aberrations, beasts, celestials,   constructs, dragons, elementals, fey, fiends, giants, monstrosities,   oozes, plants, or undead. Alternatively, you can select two races of   humanoid (such as gnolls and orcs) as favored enemies.   And:     You choose one additional favored enemy, as well as an associated   language, at 6th and 14th level.   (Both quotes from PHB, pg 91.)  Specifically, I'm wondering whether "one additional favored enemy" means one absolutely, or whether the "Alternatively..." sentence means that two humanoid races can be substituted for one type whenever you select a favored enemy.
38721
How can I help combat be more diverse? I'm a player, but I'm open to suggesting things to my DM.  We are a party of 5th-level PCs. What we run into is the classic tactical situation every time: the barbarian and cleric tank, and the ranger (me) and wizard sit back and plink away or get in melee and are, well, making death saves. Another thing that happens is the wizard spell-shaping and just fireballing everything, unless he's in melee combat and trying to just kite and run.  Do I just try and get the DM to throw in more opposing mages and such? I wanna use my ranger kit but still have threats/challenges.  Another way to phrase my problem would be: how to engage more classes in combat?
11171
I made a post recently about Lost Mines of Phandelver (5e), and it's safe to say I'm less experienced than a beginner.  The characters are level 2 and I looked up how to level up, but since then I've watched some videos and there seems to be a lot of different things being done in every video, in a different way.  When we leveled up we rolled for max hit point increases, found out the level 2 attributes and passives, and the wizard got 2 extra spells (also his magic missile gained an extra missile).  Is there anything I have missed? If so, can you please give me a simple step by step on what I need to do when leveling. The adventurers are almost level 3 so I was looking for a heads up for tonights session.  We have the base 4 classes - Fighter, Cleric, Rogue, Wizard