What does the entry 3/day mean if several spell-like/psi-like abilities are listed?

I am preparing an encounter involving a psionic Yuan-Ti Abomination. The entry in the XPH lists under the section psi-like abilities:

3/day—body purification (6 points*), psionic charm (all targets, 1 day/level, DC 19*), concealing amorpha, deeper darkness, mind thrust (ML 7th, 7d10, DC 18*), psionic suggestion (four targets, DC 16*); (XPH, p. 218)

Does that mean the Yuan-Ti can manifest

a) each psi-like ability listed here 3/day,

b) a total of three manifestations of abilities in this list, including using the possibility to use one ability three times

c) three abilites out of this list once each

A similar issue arises with the spell-like abilities in the gnome entry in PHB, where it says:

1/day—dancing lights, ghost sound, prestidigitation.

Does this mean gnomes can use each of these abilities once, or only one of these?

Are all other Spell-Like Abilities standard actions?

I’ve seen a lot of questions regarding SLA but regarding actions and casting time – specifically, do you consider "casting time" as the SLA "otherwise noted" part?

A Witch Tree is casting Dominate Person as a: 1 round action or Standard action?

It seems at one point someone added unless otherwise noted in the spell or ability, but is that official?

Are abilities that “Treat the results as a bull rush attempt” modified by feats and abilities that modify your standard Bull Rush?

Specifically I’m looking at the power Wind Blast from the Wind subdomain of the Air domain. The ability reads as follows:

Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

With this and similar abilities, do any bonuses or effects from class abilities, feats, or traits such as Greater Bull Rush apply to the roll or result?

Can a feebleminded creature use spell-like abilities?

Can a creature that’s affected by feeblemind continue using its spell-like abilities?

Feeblemind doesn’t explicitly rule out using spell-like abilities, but normally only creatures that have some intelligence/charisma have spell-like abilities so maybe feeblemind does prevent them? But then again no spell components are necessary for using the abilities.

How does completely decoupling Ability Checks from Abilities affect the game?

The PHB mentions how it is possible to make ability checks based on different abilities, a variant "Skills with Different Abilities" rule.

In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check.

Some answers here in RPG provide a similar solution, and even provide a custom sheet which decoupled those.

I wonder how, in long-running games, implementing this variant rule for all skills (by using the aforemented sheet, for example) affects the game and its pace.

  • Does it slow down the game considerably as all players try and suggest which ability they use for something?
  • Do you end up with players trying to cheese EVERY check to use a specific ability "I climb the wall by leveraging my weight and the above counter-weight and choosing the simplest path, so I can use Athletics (Intelligence)"?
  • Does it encourage players to RP more, which despite the slower game pace, makes the game enjoyable (for tables that like RP)?

Variant: Skills with Different Abilities confuses me

In the 5e PHB, the Variant: Skills with Different Abilities topic confuses the hell out of me.

Your DM might call for a Constitution Check… Your DM might allow you to apply your proficiency in Atheletic and ask for a Constitution (Athletics) check… so you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check.

So does that mean that if I had +4 in Stength, +1 in Constitution and +2 proficiency bonus, then my Atheltics would be +6 with proficiency. If I made a Constituion (Athletics) check, would it be a 1d20 +1(Constituion) +2(Proficiency bonus)?

If so, if I had a +4 Strength, + 1 Charisma and +2 proficiency bonus, then my Intimidation would be +3 with proficency. Does that mean If I made a Strength (Intimidation) check, I would roll 1d20 +4(Strength) +2(Proficency bonus)?

This variant rule confuses me. I know I don’t need to use it but I want to understand it in case I do want use it in the future.

Why metamagic feats for spell-like abilities that Warlocks use are so much stronger than regular metamagic feats at early levels?

Warlock is able to stack maximize and empower spell like abilities as early as level 6 without increasing effective caster level, which is not true for maximize/empower spell feat (for Sorcerers and Wizards)

Warlock is able to maximize and empower their magic items with that boost their eldritch blast such as gloves of eldritch admixture, which adds 4d6 to their total damage, but it doesn’t hold true for regular metamagic feats.

How come there is such a power gap between metamagic feats for spell vs spell like abilities?

What abilities allow me to reroll or replace die rolls?

I am building a “lucky wizard” for my newest campaign.

The concept is to use abilities and features that allow me to reroll (or replace rolls) attacks, abilities, and/or saving throws (such as the Lucky feat). I’m not interested in abilities that allow rerolls on allies’ or enemies’ rolls.

My search so far has yielded a few options, but I am unsure if I’ve missed any.

  • Portent (Divination Wizard)
  • The Lucky feat
  • Lucky (Halfling racial trait)

Are there others?