Can a ranger pick two humanoid races as their favored enemy at level 1, and then two more humanoid races at level 6?

Can a ranger pick two humanoid races as their favored enemy at level 1, and then two more humanoid races at level 6 or level 14?

My reading of the Favored Foe feature is that any time the ranger chooses a favored enemy, be it at Level 1, 6 or 14, the ranger may alternately choose two humanoid races instead of one non-humanoid creature type. However, D&D Beyond does not allow a player to choose two more humanoid races at level 6 or 14 if they have previously chosen two humanoid races at level 1 or 6.

Is my interpretation of the Favored Foe feature incorrect, or is D&D Beyond’s implementation incorrect?

Note: My question is similar, but not a duplicate, to this one. That question is about a scenario where a ranger chooses a non-humanoid creature type as their favored enemy at level 1, and then wants to choose two humanoid races at level 6. My question is about a ranger who chooses two humanoid races at level 1, and wants to choose two more humanoid races at level 6.

Monk Level Advancement Combat Competitive Advantage


Question

Is there a fair way to give a character monk an advantage in the monk’s combat to advance a level in AD&D 1st edition? What has worked for you?

Definition

A Fair Competitive Advantage would be some inherently, built-in advantage like more hit points than the opponent. Or it could be an unarmed combat choice of skills per attack. But it does not allow a magic item which would violate the Lawful code of the Monk’s combat.

References

  • Unearthed Arcana (UA) describes Vanquishing as non-lethal combat on p109.
  • Dungeon Master’s Guide (DMG) describes Pummeling Grappling Overbearing on p72-73. It states,

"Monks: Even if grappled, pummeled, or overborne, monks are able to conduct open hand combat normally until stunned or unconscious."

  • The Player’s Handbook (PB) pages 30 to 32 PHB says
    • strictures 6)

    "The monk must find and defeat in single combat, hand-to-hand, without weapons or magic items…" "The loser of these combats loses enough experience points to place him or her at the lowest number possible to attain the level just below the new level."

    • stunning

    "the monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the monk’s ‘to hit’ die score exceeds the minimum number required by 5 or more."

Combat table

The combat tables show a 15% to 25% chance of stunning from levels 8 through 17. By level 9, a monk attacks twice per round or more. A monk could stun and then attack the stunned opponent up to 12 times at level 9 . This means the winner is effectively decided by the first one to stun.

Options

Things I thought of as a Fair Competitive Advantage so far are:

  1. The character has a 16 CON, but the NPC has <= 14 CON. The character would get 2 extra HP per level. But any NPC that made it through 2 or more combats would likely have a 16 CON anyway.
  2. Module X2 Castle Amber has encounters that reward a chance for permanent +d4 hit points or a permanent bless ( +1 hit +1 damage +1 save ). This is not enough to overcome an unlucky stun or 2 stuns.
  3. Some combination of pummel, grapple, overbear and monk hand to hand. Does a monk get multiple pummel, grapple, overbear attacks per round as the monk advances levels? For example, do you overbear once and then attack hand-to-hand the rest of the combat?
  4. Oriental Adventures (OA) The book contains differentiated martial arts styles, damage and AC. This question is about advantages or style differences not in the OA. It’s fine if that is the best solution, just wanted to know about other alternatives too.
  5. Is there some ability, module, monster, or encounter that provides a permanent Save vs Paralyzation when stunned instead of automatic stun?
  6. Can a monk self-heal (Special Ability E) while stunned?
  7. Something else you have used.

Context

Without an advantage, the monks have the same probability of hit points, same AC, same to-hit, and same damage. The winner is a coin toss, effectively doubling the experience needed for a monk to advance beyond level 8. What have you tried that allowed you to advance a monk through the higher levels?

Can an Aberrant Mind and Clockwork Soul Sorcerer replace two spells at level up?

All sorcerers are allowed to replace one spell they known when they level up:

Additionally, when you gain a level in this class, you can choose one of the Sorcerer Spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have Spell Slots.

Moreover, the Clockwork Magic feature let the Clockwork Soul Sorcerer replace one of their spell known at level up:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Same for the Psionic Spells feature of the Aberrant Mind Sorcerer:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

My question: can the Clockwork Soul Sorcerer and the Aberrant Mind Sorcerer swap two of their spells at level up, as long as one is from their "normal" list and one is from their origin?

Or, do these Sorcerers have to pick to either replace a single one of their Sorcerer spells using the general rule, or replace a single of their origin list using the special Clockwork Magic / Psionic Spells rules?

Using some homebrew i created. How to design a level 1 encounter with 7 level 1 characters

Me and my friends decided to play some dnd 5th edition. The issue is, though i am a long term DM i am only well-versed in the rules for 3.5e and Pathfinder 1st, same as Open Legend but it uses a completely different base system than the other ones.

I am essentially playing in a world that has been changed by the invention of Magitek. Technically it was discovered by some ancient ruins by the big empires expedition into the wilderness, though they honed and reverse engineered all that old tech in those ruins.

Right now my adventuring party is about to meet in the common tavern setting. All of those characters are of level 1 and consist of:

-Life Cleric

-Artificer

-Barbarian

-Monk

-The UA Pheonix Sorcerer with a few tweaks.

-A warlock with homebrew. Pact of the Vengeful Spirit as a mounted warlock kind of deal.

-Blood Hunter

Right now i want to make a small adventure playing in a neutral swiss like country, which is outside of the large and political conflicts of this world. To get the characters to bond in a more neutral environment. Since 1 Character comes from the "evil" empire and the other 3 come from it’s natural enemy. So to build up a group i decided to let them start in a neutral environment. Though i would like to introduce that little homebrew i entered into the world.

Magitek Items or rather Items with the Magitek Keyword are like magical items, but require fuel to sustain themselves for a more beneficial effect. What i was thinking of was that a Beast Tribe with enough Intelligence, probably Goblinoids, stole some shipments from the place they are currently situated at and are using that to raid the lands.

Though personally with a relatively balanced lineup of characters and essentially 7 turns in player character action economy. I personally do not know how to make an engaging encounter for them or multiple during this mini-adventure so that the players feel challenged and feel that this is an actual threat if these items get out of control. Obviously i would also not hand my players magitek items early on in the campaign. The Life Cleric is a Kleptomaniac. So should i maybe build in a failsafe ?

I’d require some good help for encounter building against overwhelming action economy in 5e as in 3.5 or pathfinder 1st i can handle it. Though there i feel it is quite confusing. Any advice is helpful here.

Thanks for the help in advance.

Healing Word in a Higher Level Slot — is it still a Bonus Action to cast?

If I prepare healing word in a higher level spell slot, is it still a Bonus Action to cast?

Related context

My DM cites Critical Role as evidence that this is probably not the case because in all the hours he’s watched them play their 5e campaign, they have ruled healing word in higher slots as not a Bonus action.

I’ve not watched Critical Role, so I don’t know if this is even the case in the show.

What Should I Give Level 20 Players [closed]

I really like giving out loot and spells but what should I give to level 20 players. It would be also really nice if someone should tell me what to give to low level players as well. I do own a copy of the DM’s handbook (and it tells me what to give) but should I give the less, more or the right amount. I’m asking about 5 edition dungeons and dragons.

UCEPROTECT level 3 blacklist for a DO Droplet. Has anyone heard of this site before?

I’m working with a group that switched their TLD a year ago. I check their old and new IP’s on MXToolbox. The last search showed their old IP Address was blacklisted by UCEPROTECT L3. I looked further and they noted it was because of a DO Droplet. I’m decent at working with groups like Spamhaus. This site didn’t provide much info, but did say I could get the blacklist removed if I pay for it. That seems not cool. Anyone run in to this issue before?

What level would you give the players a dancing sword?

I am currently DMing a campaign for level 5 players and one of them wants a dancing sword. I know the weapon is labelled as "very rare" but it doesn’t seem all that more powerful than a cleric with spiritual weapon. My question is when would you give the players an item like that and would you add any +1/+2/+3 modifiers? Note: I know about the recommendations regarding awarding magic items in the books. I just want to know if anyone can justify why it has the "very rare" rating and when you might give it out instead?

Adding Incarnum-like capability to my Level 1 Human Vow of Poverty Monk

I wanted to try Vow of Poverty and a monk because I liked the idea of an ascetic melee fighter, but the limitations of vow of poverty about using magic items is tough. I do not want to slow down the party and would like to balance VOP by using magic item alternatives such as incarnum. The master usually doesn’t use house rules, but I could try to be convincing.

How do I add incarnum to my planned 1st-level monk character? The DM has not yet specified how ability scores are going to be determined, but we are using flaws.