How does the Web spell burn away?

The web spell description says:

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

I’m confused with the wording of the flammable part.

Let’s say that on turn 1, I cast web; the web is supported by the floor and the ceiling that is 15 feet up. I catch a Medium creature on it and it fails its saving throw.

On turn 2 I cast fireball engulfing the whole web on its radius.

The wording says that “Any 5-foot cube of webs exposed to fire burns away in 1 round” – so, what exactly happens?

  1. What does “Any 5-foot cube of webs exposed to fire burns away in 1 round” means? Does any area of the web affected by fire will vanish and free whoever was caught on that area after 1 round?
  2. If the answer for 1 is yes, what if I use a single-target spell like fire bolt or chromatic orb, will the creature still free itself?
  3. What does “in 1 round” means? At the start of round 3? At the start of my third turn? At the end of my third turn?

Minimum number of nodes to select such that every node is at most k nodes away

I received this problem on an exam a few months ago, and have kept thinking about how to solve it with no luck.

Given a binary tree where each node in the tree can either be selected or unselected, implement a function k_away() which returns the minimum number of nodes that need to be selected so that every node in the tree is at most k nodes away from a selected node.

So, the nodes simply contain a pointer to the left child, a pointer to the right child, and a boolean marking it as selected or not:

struct Node {     Node *left;     Node *right;     bool selected = false; // starts out false }; 

The problem specifies a constraint of having a time complexity of O(n) and an auxiliary space complexity of O(n).

What I’ve thought of so far:

  • It seems like there are 2^n potential solutions (if I can choose to either select or not select every node and there are 2 of them), so brute force is a bad idea
  • I’ve searched around for similar problems and the closest thing I can find is the Dominating Set problem which seems… impossible to solve at this moment in polynomial time. I doubt this problem was given as an impossible problem.
  • Running DFS to get to the leaf nodes, then counting height as recursion unrolls. Every k away, marking the node as selected. This seems to work on small test cases, but does not return the minimum number away.
  • Running BFS on the root node to find all nodes k away while using another data structure to mark all visited nodes as ‘covered’, and then recursively running the BFS on each k-away node. This also seems to work on small test cases, but again doesn’t return the minimum number away.

What happens if you use two effects/features that push a target away?

Like say using a Battlemaster’s pushing maneuver as well as a Swords bard’s Mobile Flourish on a single creature. Does it push the creature a minimum of 20 feet away from you, stacking both effects, or does it only push the creature the farthest distance of the two? (15 feet in this case, or 17 feet if you have a d12 inspiration)

Does a player wielding whip gain advantage if it is 10 feet away from the target?

We had an episode in combat tonight that I was not sure how to adjudicate.

A player character (PC1) with a whip was 10 feet away from an enemy.

In between PC1 and the enemy was another player character (PC2) that was prone.

On the far side of the enemy was a third player character (PC3).

Does PC1 have advantage in attacking the enemy with the whip? Why or why not?

If PC2 stands, can PC1 still attack the enemy using the whip, and would this affect advantage in any way?

How far away can stone shape affect stone?

Stone shape can affect an amount of stone up to 10 cubic feet + 1 cubic foot per level. If the shape you want to effect is narrow enough, you could get a lot of distance while staying under this volume. For example, a 10th level caster has a maximum of 100 cu. ft. Could such a caster touch the side of a mountain and bore an 8,000-foot-long hole through it if the hole was only 1.5 inches in diameter? The volume of this hole would be π(0.06252²)(8000) = ~98 cu. ft.³. What about reshaping a 4.5-foot cube of stone into a cylinder of similar dimensions?

Unity “scrape away” effect

I am trying to create a effect similar to what is described here How can I let players "scrape away" one texture to reveal another?

I have tried working through this but am confused and hoping someone could provide more info or if there is another way of doing it. Essentially I need to use a laser effect to "burn" or scrape paint from a door to reveal a layer below. Or any object.

Enemy explosion offSet is displaced away from desired point of origin

In the game, when the enemy is hit and explodes the explosion animation appears offset to the bottom right corner of the dead enemy’s center point.

I ran tests to adjust the explosion positioning with no luck. The debugger says that “this.offSet.y” & “this.offSet.x” are -100. I can’t seem to know how to adjust that as well.

Image example:

enter image description here

Here are the code snippets & CSS for bonus:

Explosion JS

class Explosions {     constructor (assetName) {         this.count = 0;         this.offSet = undefined;         this.setOffSet(assetName);      }      setOffSet(assetName) {         let asset = GameManager.assets[assetName];         this.offSet = new Point ((asset.width/2)*-1, (asset.height/2)*-1);     }  createExplosion(position) {     let div = document.createElement("div");         div.classList.add("explosion");         let divId = 'explosion_' + this.count;         div.id = divId;         console.log(position);         div.style.left = (position.x + this.offSet.x) + 'px';         div.style.top = (position.y  + this.offSet.y) + 'px';         $  (GameSettings.gameAreaDiv).append(div);         setTimeout(function() {             $  ('#' + divId).remove();         }, GameSettings.explosionTimeout);          this.count++; }  } 

Explosion CSS

@keyframes explosion {     0%   {background-image: url("../../assets/explosion/smallexplode1.png");}     10%   {background-image: url("../../assets/explosion/smallexplode2.png"); }     20%   {background-image: url("../../assets/explosion/smallexplode3.png"); }     30%   {background-image: url("../../assets/explosion/smallexplode4.png"); }     40%   {background-image: url("../../assets/explosion/smallexplode5.png");}     60%   {background-image: url("../../assets/explosion/smallexplode6.png");opacity: 0.9;}     80%   {background-image: url("../../assets/explosion/smallexplode7.png");opacity: 0.8;}     90%   {background-image: url("../../assets/explosion/smallexplode8.png");opacity: 0.5;}     100%   {background-image: url("../../assets/explosion/smallexplode9.png");opacity: 0.3;} }  .explosion {   width: 100px;   height: 100px;   position: absolute;   left: 500px;   top: 300px;   animation-name: explosion;   animation-duration: 0.8s;   background-repeat: no-repeat;   z-index: 20; } 

Any indication what the cause is?

Let me know if there are any other snippets that needs adding, and if you can please be patient with me since I’m student programmer that is still learning.

Thank you

Does a reach weapon allow you to threaten squares 10 feet away or not?

In D&D 5e, does a reach weapon allow you to threaten squares up to 10 feet away for the purpose of Opportunity Attacks or does it just allow you to attack squares up to 10 feet away?

There is some confusion because PHB p.147 says that a reach weapon adds 5 feet to your reach when you attack with it, which can be interpreted to mean that, if an enemy is 10 feet away on his turn, he isn’t actually in your reach (since you aren’t attacking with the weapon yet) so you don’t get an Opportunity Attack. Is this interpretation correct and you only threaten 5′ away, or does a reach weapon always increase your reach for the purpose of threatening distance?