Is it possible to hit multiple enemies with a two-handed weapon?

My players want to hit multiple enemies with two handed weapons, like cleave, but I can’t find anything in the rules. The most I’ve given them so far is on a critical roll; They can hit the enemies if they are close enough to each other i.e. shoulder to shoulder. This seems fair on smaller targets like kobolds. I figured maybe Unearthed Arcana guidance might be out there, but couldn’t find any. I’m guessing this was to simplify rules or maybe they will expand it officially later… Any ideas?

If you have Innate Attack and Berserk, do you prefer hand-to-hand for enemies closer than 20 yards?

The definition of Berserk seems to suggest that the berserk character prefers melee hand-to-hand attacks. However, ranged combat is mentioned. If a character with Innate Attack goes berserk, but his enemies are less than 20 yards away, can he choose to use Innate Attack instead of punching people and charging to hand-to-hand distance? If so, I assume he must still use All-out Attack and he cannot aim.

Does Sentinel allow OAs to be provoked when enemies move towards you?

Ok so I was chatting with one of my party mates and we were debating If sentinel allowed me to get an opportunity attack if the enemy is approaching me. The reason I ask this is cause I wanted to use a lance, seeing as how the lance gives me a range of 10ft. Because nothing in the wording of the feat says specifically that it has to be an enemy leaving, do I still get that opportunity attack?

How to prevent enemies from oscillating left and right during chase?

I have a grounded enemy with a simple chase state. When in this state, the enemy moves with constant vel.x toward the player.

If my player jumps directly above the enemy however, the enemy will quickly flip directions back and forth a few times, since each time the vel.x is updated it flips sign. If the player is on a ladder above the enemy, the enemy will just oscillate back and forth indefinitely. Very ugly.

My enemy does have an engaged state where he pauses and then attacks, but my player has a high jump and so can maintain a far enough distance to avoid triggering the enemy to enter this state.

I am wondering what design choices I can make to prevent this ugly oscillation back and forth during chase.

Can a Beastmaster Ranger have its beast chase down and attack enemies?

Somewhat two questions in one and looking for RAW as I play in Adventurer’s League:

Say you are outside —

  1. Can a Beastmaster Ranger command their pet to chase down enemies? Like having a Mastiff chase down a thief?

  2. Can a Beastmaster Ranger in turn command that animal to attack repeatedly?

Say the Mastiff catches up to the thief after a 450 ft chase. You’re no longer in line of sight or close enough. Can the Mastiff attack the thief? Can the Mastiff continue to attack the thief?

Enemies Abound: When to choose a new target?

It’s unclear when/how often an affected creature picks a new target during the spell enemies abound

…On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. (XGE, p 155)

So, let’s say I cast this spell on an enemy and they fail their save. The DM rolls randomly for a target in range. If the caster ends up attacking and killing one of their previous allies, they must roll randomly again to determine their next target. Awesome!

  • But, what if they randomly end up attacking me/a member of the party? Will they just keep going until the target is dead (if so, seems like the variance for this spell’s outcome is really high!)?
  • What happens if they can no longer “see” their target (like the enemy chosen becomes obscured in a fog cloud or Shroud of Moil, or just hides)?
  • What happens if they can no longer “see” any targets (the affected creature ends up inside Hunger of Hadar or a Darkness spell)?

Ideally I want to try and figure out the best way to cast this spell and then, once it’s cast, to try and make it’s effects as helpful/not harmful to the party as possible.

For example, if I hit a creature with Enemies Abound but then it picks a party member as it’s target, I could tell the other character “Just hide and he’ll attack someone else!!”

Does a 3rd-level Wolf Totem barbarian get advantage against enemies when an ally is within 5 feet of the enemy?

The Path of the Totem Warrior barbarian’s 3rd-level Wolf Totem Spirit feature (PHB, p. 50) says:

While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.

Does this benefit apply to the Barbarian as well, if an ally is within 5 feet of an enemy?

Awarding encounter experience when enemies flee/get intimidated/are convinced to help

This is my first time DM’ing and I’m playing DnD 5e’s “Lost Mine of Phandelver” campaign with 3 other players.

The PCs seem to have a trend of encountering a group of enemies, start fighting and then, mid combat, try to either intimidate the enemies and get them to flee or just to persuade their enemies to help them out.

As the DM, I play along: some times the tactic works, other times it doesn’t. But I can’t seem to find a straight answer about how to award experience in these cases.

Let me be more specific: there was an encounter with 4 goblins. After exchanging a couple of blows, the PCs noticed they were getting their asses kicked. They then succeeded in de-escalating the situation: they convinced the goblins not to kill them and to actually help them out instead.

How should I have awarded experience points for that encounter? Originally, the encounter had 4 goblins, each worth 50 XP, totaling 200 XP. But my party didn’t kill them. So how much XP do they get from the de-escalation? All 200 XP?

A small wrinkle

After the de-escalation, some time passed and the PCs started gambling with the goblins. The goblins noticed one of the PCs was cheating, so the goblins started fighting again. At this point, the PCs killed one of the goblins and the other three goblins fled.

How should I deal with the experience this second time? Should I consider it a second encounter worth another 200 XP?

Or should I just not have awarded any XP until I was sure they were done with the goblins (either killing them, making them flee or just convincing them to help out) and just awarded 200 XP once which counted for both encounters?

Or further: should the PCs get less than the expected 200 XP because they didn’t kill all their enemies?

Is there a limit to how many enemies can be attacked using the Hunter ranger’s Volley, Horde Breaker, and the second attack?

From other questions on here, I know that both Horde Breaker and Volley can be used together, as discussed here: Do the Hunter ranger's Horde Breaker and Volley features interact?

Is there any limit to how many enemies you can attack using this combo if they fall into the 10-foot radius of the initial Volley?

Say there is a shield-wall type of formation of enemies, all nicely lined up side by side and multiple rows deep. In theory, based on the phrasing of Volley, you can use Volley to attack every creature in the 10-foot radius, potentially attacking 16 targets – and you can use Horde Breaker on any that are within 5 feet of the point of origin. If the origin is the middle of the group, then possibly 8 additional targets – and then use Volley again for your second attack as a Hunter, making 40 total attack rolls in this situation (assuming they are all lined up nicely). Is this correct?

In my current campaign, we have stumbled into a war-torn region where large armies of Orcs are massing (my preferred enemy), and I’d love to use this loop hole if they end up lining up nicely for me.