What are the repercussions of the Sword Coast Adventurers Guide errata to the cantrips Green-Flame Blade and Booming Blade?

In the most recent update to the Sage Advice article, Green-Flame Blade and Booming Blade have received errata to their range and spell text, being altered from

Range: 5 feet


Range: Self (5 foot radius)

Furthermore, the text of GFB and BB have been altered from

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

to the phrase

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you.

How do these changes alter the way that these spells are used, and how they interact with features or feats, such as Spell Snipers effect of doubling a spells range.

What’s the difference between unarmored and adventurer’s clothing?

From the armor table, the only difference I can see between being unarmored and wearing adventurer’s clothing is that the latter imposes a dex cap (+5) while the former does not. Yes, the latter also has the Comfort armor trait, but given that describes armor being sufficiently comfortable that you can rest normally while wearing it, I’d imagine "nothing" is also fairly comfortable.

So what’s the purpose of adventurer’s clothing? Does it have any impact at all on environmental effects? If a monk has a +6 dex modifier, should they just run around in their birthday suits?

Is it only that adventurer’s clothing can have potency runes, while "unarmored" cannot?

Where is Madame Freona’s Tea Kettle in the Tyranny of Dragons (ToD) Adventurers League stories?

I have this map of Phlan:

Map of Phlan

It does not list Madame Freona’s Tea Kettle, however. In Defiance in Phlan, it only describes the Tea Kettle as follows:

Madame Freona’s Tea Kettle (and Freona herself) is a mystery to many. In the tumultuous Phlan, this is a place where people can go to have a drink or meal and escape the tensions of the schemers and the power-hungry. With the Tea Kettle’s reputation as a haven, adventures who can be discreet and behave themselves can often find employment there.

Is there a designated location for the Tea Kettle, or is it up to the DM to place it somewhere?

Is there a plausible explanation for a large number of armed adventurers in a fantasy RPG setting?

I’m working on a Dungeons & Dragons setting. I’m looking for a comprehensive and logical explanation why, in a feudal society similar to Western Europe in the Middle Ages, there might be bands of armed adventurers (both male and female) wandering the country, slaying monsters, and frequenting taverns.

Does it follow that if you introduce magic and monsters guarding dungeons filled with treasure into a historical medieval setting, you’ll see an adventuring class emerge? Have there been any real world analogues to an “adventuring class” (obviously without the monsters and magic)?

In Adventurers League, can you change Full Plate armour into Half Plate?

Playing in AL my barbarian has acquired a set of adamantine full plate armour. As this prevents him from his rage benefits, I was wondering if I could simply use it as adamantine half plate, using the half plate stats?

From the Player’s Handbook:

Plate armour: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Half plate: Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protection beyond simple greaves that are attached with leather straps.

Could you simply decide not to wear the whole set?

If you use “Monstrous Adventurers” from “Volo’s Guide to Monsters” for a PC, do you use a background?

I was looking at “Volo’s Guide to Monsters”, the section on “Monstrous Adventurers”, and wondered whether you include a background when you use that to create a character of one of the species listed there. It doesn’t say in the section, and there aren’t any sample characters. I think that many of the backgrounds listed in the PHB wouldn’t be applicable for some of the species.

Is an Adventurers League DM allowed to adjust an encounter to max out the combat XP reward?

I DM an AL group of four. They agree to create new level 1 characters (they are experienced), but ask me to adjust the combat to give maximum possible XP in an adventure, in case they miss out the non-combat XP reward, so they can advance more quickly.

The easiest to do this is by increasing the number of enemies, especially the less threatening ones, like kobolds, zombies, etc.

I try to search AL DMG and found this part (emphasis mine):

You can also adjust the adventure on the fly, beyond the guidelines given in the adventure, or make other changes as you see fit in order to insure your players have a good time.

AL FAQ (emphasis mine):

Sometimes characters fall behind the adventure’s expected level. In these situations, there are two main methods of supplementing character experience. […]

Random Encounters. You can’t grant players roleplaying experience to make up the deficit; however, they may add random encounters as needed (assuming the adventure provides a list of random encounters). See below for more guidance on random encounters.


The FAQ states that to give more XP to players, you can only use two methods, one of them is giving random encounter, if the adventure has a list of random of encounter.

This makes me think that adding more enemies (or changing the enemies with more XP ones) for the sole reason of guaranteeing maximum XP for each adventure is not in line with the spirit of AL, and wondering if this is ever within the bounds of AL DM “empowered to alter an encounter”.

Is giving more enemies than the guidelines (for very strong) or changing the types, for the reason to guarantee max XP, allowed for an AL DM?

Relevant: What are Adventurers League DMs empowered to do for encounter scaling purposes?

How is PC experience calculated when higher level CR allies help in Adventurers League?

The recent adventure Tomb of Annihilation released by WotC includes allies that can join the party. As an open-world adventure spanning multiple PC levels and Tiers, PCs could potentially gain allies more powerful than themselves such as the NPCs below.


How does one calculate awarded experience when the PCs have allies that are more powerful than themselves in Adventurers League?

We are wondering if there is an official formula – something like:

$ $ \text{Awarded_XP} = \text{Received_XP} \times \frac{\text{Expected CR}}{\text{Actual CR}}$ $

As opposed to the answers to the question Determining "level" of an NPC ally for purpose of budgeting encounter XP, we are looking for official Adventurers League guidance or acceptable practices — not homebrew suggestions.