How does the receptacle power actually work?

This is actually several questions, but closely related enough I felt they should be asked as one question. If the community disagrees, I’m happy to split them up.

The 2nd Edition Complete Psionics Handbook actually has a number of issues where it seems like the writers failed to consider there might be more people in the world besides a single psionicist and their target, to be honest. But one of the places this is most apparent is the receptacle power – it only indicates that the psionicist who creates the receptacle can then draw the stored PSPs from it, but never specifically indicates whether other psionicists (or even psychically active monsters) can draw those PSPs out as well.

Additionally, it indicates that to create a receptacle from an empowered object, you don’t need to give it powers using empower, but doesn’t indicate you cannot do so. So, my questions about this power:

  1. Can another psionicist use a receptacle that wasn’t created by them? 1a) If so, does that also extend to monsters with "natural psionic ability" or only true psionicists?

  2. Can you use an empowered object that was given powers as a receptacle? 2a) If so, can the object itself access the additional PSPs stored in it by the receptacle power to pay for its own powers, or are they only accessible by others?

What does Psionic Mastery actually do?

This is part of the Psionic Mastery description from the Unearthed Arcana Mystic rules:

Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature.

I think this explanation is lacking, and I didn’t find clarifications around.

When I use my action to activate this new type of psi points, do I also choose the disciplines I want, and they take effect altogether? Or do I need one turn to activate this ability and then another turn to use one discipline, etc. until I finish this pool? Finally, Disciplines are a block of several options, what does it mean when I choose to use these bonus points; is the entire block unaccessible with regular psi points?

Is the Echo of a Echo Knight actually a creature?

I’ve always been certain that the echo created by an Echo Knight fighter using their 3rd-level feature Manifest Echo is not defined in game terms as a creature, since the description of the echo never explicitly tells it is a creature. But the presence of people believing the echo to be a creature in lieu of the fact that it is immune to all conditions and might make saving throws (game characteristics typically associated with creatures only) brought this doubt to my mind.

This tweet from Jeremy Crawford implies it is just an image and not a creature, further confirming that the feature should tell you, but this other tweet implies that the echo is an object whilst the feature doesn’t explicitly say so.
(Included for reference and insight, since tweets are not eligible as official ruling)

Is the echo a creature?

what can actually awake a naturally sleeping creature by RAW?

I had a table discussion about how to handle waking up naturally sleeping creatures. I looked here and found this really good [answer][1] but I feel it is not RAW. I will explain what I mean here and will mark answered the one that will address my concern. thank you.

  1. natural sleep is considered unconscious by XGE p.77

    While a creature sleeps, it is subjected to the unconscious condition

    and as suggested in DMG p.248

    if a character is in a state such as sleep, that lacks consciousness, you can say the character is unconscious.

  2. Unconscious condition states that you incapacitated and you are unaware of your surroundings in the Conditions description of PHB p.292

  3. Incapacitated PHB p.290 states you can’t take actions or reactions

  4. Wisdom (perception) is defined in PHB p.178 by this

    Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.

This in itself by the rule means you can’t make a perception check while sleeping (incapacitated) and your passive perception does not work (unaware of your surroundings where perception measures your awareness of it) Now, XGE p.77 adds that you can break the unconscious condition by waking up the sleeping creature through

  1. Sudden loud noise (continual loud noise, like trying to sleep next to a large waterfall, won’t stop you from sleeping nor wake you up)
  2. someone uses an action to shake or slap you
  3. someone speaks at normal volume while the environment is silent (not even crickets sounds) and the passive perception of the sleeping creature is 15 or more
  4. someone whispers (so, speech at low volume but you can adjudicate it as you which since this is not written, as long as the someone says he is whispering) within 10′ of the sleeping creature who has a passive perception of 20
  5. the sleeping creature takes any damage

As the previous answer I linked above suggests, the discussion goes about being able to perceive any sound. The rule as written specifies that only speech or whisper with each their condition would wake up a sleeping creature and that the creature is still unconscious and unaware of its surroundings so can’t use a passive perception skill other than the exception marked by the said rule. Which also would mean that only damaging spells can wake a sleeping creature as PHB of.204 under Targets state the following

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

since you are unaware of your surroundings and perception is its measure which allows you to be aware of perceptible things/effects, you can’t ever perceive it. Thus someone casting cure light wounds on you in an environment that is not silent and you don’t have a passive perception of 20 (since the spell is touch and thus within 10′) won’t wake you up.

(emphasis mine for clarity in the argument)

thanks for reading and clarifying what is RAW and if, though a fair ruling of the situation, the linked answer would be RAI. [1]: Perception While Sleeping

Is there any way to actually impose disadvantage (not just cancel advantage) on saving throws against spells for a creature with Magic Resistance?

Many creatures in D&D 5e have a feature called Magic Resistance. One such is the Archmage:

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

So the Archmage has advantage on saving throws against magical effects. Suppose I wanted to weaken the Archmage’s resistance to magic – I use some effect that gives disadvantage on the saving throw for my spell. Normally, this would balance out to a straight roll, as the rules for advantage and disadvantage say:

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

This seems to set a baseline for a straight roll on saves against magical effects, that the Archmage can never roll at disadvantage against magical effects.

But is there a way to get around this? Keep in mind, such an ability must respect the specific beats general rule:

That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

The general rule here is that advantage and disadvantage balance out to a single die roll, so getting around Magic Resistance must either specifically override the rule for advantage and disadvantage, or eliminate Magic Resistance entirely.

Is there any way (e.g. magic item, class feature, spell, etc.) to force a creature with Magic Resistance to make a save against a magical effect with disadvantage?

While writing this up I did find this closed question which asks generally how to combat creatures with Magical Resistance, I intend this to be a (hopefully) more focused version of that question.

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Does the Gloom Stalker ranger’s Dread Ambusher feature apply only when the party actually engages in combat, or when initiative is rolled?

The Gloom Stalker ranger’s Dread Ambusher feature says, in part (XGtE, p. 42; emphasis mine):

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type

If the DM calls for initiative to be rolled earlier than the party could reasonably engage in "combat" (such as a combat happening at the gates of a city far away, or off in the distance), can the ranger still benefit from Dread Ambusher once actual combat starts for the party/ranger?

The class feature itself doesn’t specify that the ranger needs cover, or surprise, and it doesn’t specifically say that the class feature starts on "initiative" but rather on the first turn of combat.

Or is the benefit of Dread Ambusher just gone if the DM decides to call for initiative more than a round before the ranger can engage in combat?

How much security would s3bubble using AWS DRM Protected Video streaming actually be adding?

As the title says, how much security would s3bubble using AWS DRM Protected Video streaming actually be adding?

I watched s3bubble’s tutorial at but I cannot really tell how much safer this makes things. My target audience would be software engineers so assume reasonable technical capability, although the field is not security. Considering the video will still actually play in the browser, how hard is it really to still grab it anyway even if direct download urls will be encrypted. I am not quite getting how this security is applied. Surely they could just reverse engineer the player?

Note simple screen capturing is out of scope.

Are there features that actually specify their own bonus action timing?

The PHB States:

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

I’ve found lots of triggering specifics, but nothing that says WHEN you have to take it.

Are there example(s) where the exact timing of the bonus action is dictated and not just the triggering requirement FOR a bonus action that you then choose when or if to use.

Are a Redcap’s boots actually its feet?

The Redcap described in Volo’s Guide to Monsters is a chaotic evil fey that looks like a demonic garden gnome. They have a strange property – they burst out of the ground wearing heavy iron boots. They are described in VGtM thus:

The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings.

Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react.

Because of these boots, the statblock for the Redcap lists this interesting feature:

Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks.

Why doesn’t a redcap just…take his boots off? Is there any official source material (Fifth Edition preferred) that explains the lore surrounding a redcap and his boots? Are his boots actually just his feet? Is subtlety just so far removed from his nature that even with his 10 intelligence he doesn’t think that maybe barreling through the forest like a tiny freight train isn’t the only option?