How Do “Random Attack” Effects Work Against Characters With Multiple Attacks?

I have a party of 13th level characters, one of which happens to be a fighter who loves to swing her dual hammers at anything within reach. Recently I’ve been experimenting with some custom monsters and they are going to encounter a Gibbering Mouther/Minotaur hybrid, but before they get there I want to clear up a question I had. Gibbering Mouthers have an ability called gibbering, which reads as follows:

The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 15 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

The part I was particularly interested in was the last part, where a creature who rolls a 7 or 8 makes a melee attack against a random creature within range. Given that the fighter has 3-4 attacks normally, not including her action surge which can effectively double that, how many attacks should she be randomly making? Is she effectively using the full extent of her attack action to swing wildly, or would she only make the 1 attack and call it quits?

I’m going to play D&D as twins who had their minds’ merged. Any tips on playing two characters as a singular? [on hold]

So I’m going into a new campaign in D&D 5e as twins who were caught at a young age by mind flayers. Instead of being assimilated, they were found to be immune of the Illithids powers. Long story short, twins play as one character, does anyone have any tips for playing two characters as one in D&D? Advice on character creation is mostly what I need, I have an idea on how to play.

What happens if a characters stats are lowered reducing the number of spells they can prepare?

Say a level 1 cleric has a wisdom score of 18. According to the class rules they can prepare 5 spells (wisdom modifier of 4 + 1 level of cleric). Now say the cleric obtains an Ioun stone of insight and attunes it. They now have a wisdom modifier of 5 so they can prepare 6 spells and do so. What happens if they then unattune the Ioun stone? The rules say they can only prepare 5 spells again, but they don’t indicate that the character automatically loses one prepared spell from what I can see.

In a PvP arena, how can other characters deal with a Rogue with Expertise in Stealth?

I’m running an arena-style fight between a lot of PCs. It’s now getting to the point that there are few enough PCs that they are beginning to take levels to counter one another.

One of the players is a Rogue. At lvl 11, the die roll for ability checks rounds up to 10 when they are proficient – for a rogue with a dexterity of 20 and expertise in Stealth, the minimum Stealth check is 23. Two levels later at 13, it rises to 25, and eventually to 27 at lvl 17.

The first situation is difficult enough for opposing characters, but by lvl 17, only Perception-proficient characters who have good Wisdom even have a chance of spotting the Rogue.

I know some of the casters have their own advantages in class features (Hold Person is pretty lethal), but those all require a save at least. The rogue can shoot from hiding every turn and re-hide, dealing several dozen damage and being near-impossibe to find.

Besides staying in open areas without places to hide, what could any other PCs do to have a chance at winning?

Both numerical and strategic considerations are appreciated. No UA or homebrew is allowed as a source, for obvious reasons.

How can player characters, creatures and NPCs heal plants?

I would expect a druid to be able to tend to a damaged or blighted plant using magical means, as at level 1 they are granted the spell Cure Wounds. Also various woodland type magical creatures similar to Dryads that are all about love and healing and protecting the forest.

However, Cure Wounds targets a ‘Creature’. Does a non-magical plant count as a creature for the purposes of the spell? Or is there another way?

Healing a plant would be for example, curing wounds made into a tree by an axe if a person was interrupted while felling the tree, snapped stems, and non-magical disease like blight.

Is there a way to ask in game (i.e. in a non-meta way) what a character’s class is?

Is there a way to ask in game (i.e. in a non-meta way) what a character’s class is? There have been a few times when my character is meeting an NPC (allied combatant) or another PC and it’s bugging me that I can’t think of a non-meta way to ask what their class is.

My goal is to figure out what a character can do. I don’t care (in this context) if, for example, a sorcerer is a bandit (that’s background) — the point is learning that their fighting style is that of a sorcerer.

I’ve had my DM or fellow player tell me to RP finding out.

Anyone have any ideas?

Do characters level too slowly for the storyline in Adventurers League?

I might start as an Adventurers League DM soon and I’m trying to figure out how it all works. I found one page which seemed to have a list of scenarios that I could run one after the other.

Just doing “run the adventures off this webpage, in order” would have been really convenient, but I noticed that the rate at which characters leveled was not consistent with the difficulty curve of the adventures. If I just ran those scenarios one after the next, the group would eventually be level seven in an adventure designed for level ten characters. That seems bad.

I’ve omitted the link to the list-of-scenarios page I found, because it seems to be deprecated.

If I tell my game store that I’m interested in being an Adventurers League DM, what is the most natural progression of adventures that I would run? At what points in this progression would I expect my group to gain levels, and is this consistent with having them always be at an appropriate level for the adventure?

Note that I’m forced to play by the Adventurers League rules if I want to run games in this game store on this day.

What is this RPG system which is based on character’s character not stats?

I read a review of a system to do with the walking dead, last week or so, but I have lost the reference to it.

It was a system which rather than using Strength, Dexterity, etc. used Motivations and Careers and so on.

The example it gave was from the Walking Dead – I have no idea who is stronger between Darryl and Rick but I can tell you what is different between their personalities.

I quite liked this idea and want to include it in a homebrew game, but cannot quite remember the details. Does anyone recognise a game like this or used this mechanic before?