The descriptions of the Swashbuckler rogue’s Rakish Audacity feature in XGTE and SCAG disagree. Which is correct?

In the Sword Coast Adventurer’s Guide (p. 136), the second paragraph of the Swashbuckler rogue’s Rakish Audacity feature description reads:

In addition, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

However, in Xanathar’s Guide to Everything (p. 47), which reprints the Swashbuckler rogue subclass, the description of the Rakish Audacity feature reads:

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

I can’t find any acknowledgement of the text change either; I’d imagine that one or the other would have been subject to errata that makes them have the same wording.

Which wording is correct? I’m assuming SCAG since it was printed later, but would like a source.

Additionally, does the SCAG wording mean that the ability can be used with range attacks? I assume that RAI it should not, but I’m having a hard time interpreting "if no creature other than your target is within 5 feet" as meaning that the target must be within 5 feet.

Are XGtE subclasses compatible with the UA ranger

My games use the UA ranger instead of the PHB variant. The question did not previously come to mind, because until now my players either chose hunter or beast master, both of which have their variant in the UA. Now the question did come up:

Are the XGtE ranger archetypes compatible with the base ranger class from unearthed arcana?

The reason I suspect it might not (at least not as written) is the fact that extra attack got relegated to the subclasses (except for the beast master who now lacks it). I further assume that the XGtE subclasses where created with the original PHB ranger in mind which means they would suddenly be seriously downgraded because they lost the extra attack.

By compatible I mean:

  1. Is it correct that I would need to add extra attack to assure that the class is balanced with other classes?

  2. Are there other differences with a similar high impact that I would need to consider?

Clarification: I want to combine the base class (the part without the subclass which is common to all rangers) from the UA with a subclass from XGtE rather than one which is also from the UA.

Which of the available options for downtime from XGtE would give the most money after one week?

In the "Downtime Revisited" section of Xanathar’s Guide to Everything, pages 123-134, it gives you various suggestions with what to do with a week of downtime. My character is being given a week of downtime and they need to make as much money as they can within this week.

Which of the available options would give the most money after one week?

Some thought/restrictions (although answers can still mention these excluded options alongside the best for my case if they wish):

  • Crime: My character isn’t really built as a rogue, and my DM may well require me to have a relevant background, like Criminal, to qualify for this downtime option, so this one’s out.
  • Gambling: This can go well, or badly (that’s why it’s called gambling), but I don’t have that much money to begin with, so although it’s probably the best option if you have lots to start out with and are happy to risk it (as the amount you can make scales with how much you put down, assuming you win), it wouldn’t really help me much as the risk isn’t worth the reward when I don’t have much to start with.
  • Pit Fighting: Obviously, all PCs can fight, since D&D is a combat-centric game, but I’m not a combative class, I’m a warlock who’s trying to go for more of a "summoner" playstyle, so this probably won’t be my strong suit. Then again, it appears to be "nothing lost, nothing gained" if I lose, so if might be the best one for me, unless the others are better?
  • I was considering just going with the "Work" option, and hoping I roll well enough to get that extra 25gp, but the Pit Fighting option already outpaces that even if I only roll well once out of three times, so I’m guessing that Work isn’t much good after all…

So to clarify: I’m excluding Crime and Gambling as I don’t think they’ll be appropriate, and I’m looking for an option that tops Pit Fighting, which appears to be the best one at a glance for making money quickly.

Are crafted items counted in the magic item progression from XGtE?

The term healing potions in this context refers to the ensemble of {Potion of Healing; Potion of Greater Healing; Potion of Superior Healing; Potion of Supreme Healing}, not to the item Potion of Healing.

"Magic item progression" designates the suggestions about the number of magic items to award, detailed on p. 135 of Xanathar’s Guide to Everything; table at the bottom.

Rules Context

Potion of Healing appears on the table of purchasable goods (PHB p. 150). Furthermore, the descriptions of Potion of Healing and the Herbalism Kit (pp. 153/154) suggest that the latter can be used in the production of the former, which was discussed in this question: How does one craft Potions of Healing?

Xanathar’s Guide to Everything (p. 128) provides rules for crafting magic items, involving the acquisition of a formula. Healing potions, however have simpler rules, without the need for a formula (p. 130).

XGtE further has a suggested magic item progression (p. 135, table on the bottom) detailing the number of magic items that should be gained on average on different levels.

Interpretation and assumptions

The fact that Potions of Healing can be purchased at 50 gp a piece, suggests that they are in fact exempt from the progression. Similarly, the fact that magic items can be crafted in downtime questions the magic item progression. For most magic items, I see no problem, since opportunities to acquire formulae can be restricted in the same manner as opportunities to obtain complete magic items. Healing Potions do not require any formulae, however, and are much easier to craft, which bears the question if they are, in fact, generally exempt from the magic item progression.

In know that I can ignore or modify the magic item progression, that magic items are completely optional, and that I could hand out e.g Potions of Greater Healing within the boundaries of the progression.

Specific application

This question does not concern a specific game of mine. The following are examples arising as consequence of healing potions being exempt from magic item progression.

I liberally hand out potions of healing, through loot and quest givers. I’m wondering, however, what would happen if extended this to other healing potions. For example, the loot in one of the more dangerous dungeons would contain four potions of greater healing instead of four potions of healing, or I replace half of all potions of healing in loot with potions of greater healing, or I increase the quality of the healing potions given out with tier of play. I usually do not use crafting and I do not plan on doing so.

To clarify, what is meant by liberally handing out potions: Using the table from XGtE p. 135 and a four character party, we get about 1 minor magic item per person and level. Let’s say, we use all these "slots" for items other than *healing potions" but give out the same number of healing potions during the course of the campaign.

My question therefore is: Given the crafting rules on XGtE p. 130 (and potentially other rules that I overlooked), are crafted items, and specifically healing potions exempt from magic item progression?

DnD 5e Adventure’s League (AL) legal, Max starting gold, without using XGtE “This is your life” options

From my understanding of this text:

Prior to the start of any adventure (including your first), characters can sell any of their unwanted equipment for 50% of its listed value, and/or purchase new equipment. New characters can use this rule to sell some (or all) of their starting gear, and use the proceeds toward the purchase of better equipment

The most I can get my hands on from class starting equipment seems to be:

Fighter PHB (option to take 200gp & no other equipment, including any given by background choice)

Selling: 2 hand crossbows (sells for 75gp), light crossbow & bolts (sells for 13gp), Chainmail (sells for 37.5gp), dungeoneer’s pack (sells for 6.15gp)

Class total: 131.65gp

The most I can get my hands on from background starting equipment seems to be:

Detective Rats of Waterdeep: Appendix A (Does NOT count as your +1)

Selling: Magnifying glass (sells for 50gp), Bottle of ink (sells for 5gp), Quill (sells for 0.01gp), Folded parchment notepad, (how many pages..1…10?, sells for 0.1gp if 1), Common clothes (keep), Greatcoat (robe?, sells for 1gp), and hat (trinket?). Also a belt pouch containing 8 gp

Background Total: 64.11gp

Adding both together: 131.65 + 64.11 = 195.76gp

Even selling your common clothes & belt pouch you cant get to the ability of buying Splint armor for 200gp.

Did I miss any way of getting more gp, other than DM rewards and/or XGtE’s “This is your life” options?

I’d be happy to get splint armor, a quarterstaff (pike would be ideal), a sack & 1 day of rations. Under 201gp worth of gear, 5gp more would get me there

What type of content is the XGtE Expanded Racial Feats?

This came out of this question when discussing in the comments what is and is not allowed.

For some context, David Coffron said in the comments of the above question:

[…] Does unofficial, published content (i.e. 3rd party content) count for your question? […]

[… I answered with basically “what even is XGtE Expanded Racial Feats?” …]

[…] It does have WoTC approval (according to the document itself), but I don’t think its considered official. Bit of a weird case. XGtE is an official book, but the expanded feats are not MWICT.

So, does the XGtE Expanded Racial Feats have WotC’s approval, is it considered official or unofficial, 3rd party or what? What is it exactly?

Do the Ranger Archetype spells (XGtE) expend a spell slot when cast?

In XGtE the Ranger Archetypes are awarded additional spells at specific levels.

For example the Monster Slayer archetype receives Protection from Evil and Good at 3rd level. XGtE states The spell counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know, so this would mean the a third level Monster Slayer would know Protection from Evil and Good plus three spells.

Does this mean that they still only have three spell slots to use, they have an extra spell slot, or can they cast Protection from Evil and Good without expending a slot?

The way I interpret the rule is that (in the above example) the Monster Slayer knows three spells plus Protection from Evil and Good, but still only has three spell slots to use.

In AL, due to PHB+1, can a player be barred from XGtE spells? [duplicate]

This question already has an answer here:

  • Do I have to count a book as my single DDAL-legal additional source to use a spell from it? 1 answer

In AL, if I understand correctly, you can only build your character with 2 books, a PHB and another. If you picked VGM to choose, say, a Firbolg race, then you can’t take subclasses from XGtE.

Does that mean that you also can’t take spells from that book? You’d only have access to PHB spells?