Can you interpose an Action Surge Dash between two attacks?

If a fighter has Extra Attack giving them two attacks, and they want to use one attack on one creature, and the next attack on a different creature that is farther than they can move using their normal move speed, can they Action Surge to Dash before using the second part of their Attack action?

For example, suppose the fighter is standing next to one mook. They take the Attack action and with their first attack, they kill the mook. The next mook is 60 feet away, and the fighter has a move speed of 30. The fighter would like to use his Action Surge to Dash up to the second mook, and then finish his Attack action with his second attack on the second mook.

Normally, you can use your movement between attacks. PHB p. 190:

Moving Between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further [than just doing some before and some after, as described earlier in the section] by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet and then attack again.

The fighter’s Action Surge feature says (PHB p. 72)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take an additional action on top of your regular action and a possible bonus action.

The Dash Action is described on PHB p. 192:

When you take the Dash action, you gain extra movement for the current turn. This increase equals your speed, after applying any modifiers.

So, on the one hand Dashing adds to your movement for the turn, and you’re allowed to intersperse your movement, which you now have more of, in between your Attack action attacks. However, it’s unclear to me whether “using the Action Surge feature” is a thing which you can do in between parts of your Attack Action.

Difference in light between Unity 5.5.2f1 and Unity 2019

The lighting is different between Unity 5.5.2f1 and Unity 2019. Please see the attached image.enter image description here

I dislike the way the lighting is done in the 2019 version. Both verions are installed out of the box, without any additions.

What do I need to change / set up inside Unity 2019, in order to have the exact lighting as in 5.5.2f1 version?

WooCommerce sync product stock between products [closed]

In my store, we sell belts and they have a Buckle which is counted in inventory.

The thing is that two belts can have one buckle.

The buckle is a separate Variation product I made.

I was wondering if it’s possible to sync the stock between the belts that use a specific variation of the Buckle.

For example:

If buckle No. 1 is out of stock, all belt using it are automatically out of stock.

Is this possible? I’ve tried chained products, but the problem here is that they still show up in the product catalog.

Specifying statistical models / Equations between Random Variables

I’m new to Mathematica and confused about how random variables work.

Say I have a standard normal random variable $ X\sim \mathcal N(0,1)$ and set $ Y := 2X$ . Then $ \operatorname{Cov}(X,Y) = 2$ . Now if I generate $ N$ -iid. draws for $ X$ , the sample covariance of $ X_1,\dots, X_N$ and $ Y_1,\dots, Y_N$ with $ Y_n := 2X_n$ should be close to $ 2$ .

My question is: how can I compute statistics (e.g. sample covariance) in Mathematica? Naively, I tried

x:=RandomVariate[NormalDistribution[], 5000] y:=2*x Covariance[x,y] 

but the result is clearly incorrect (usually not close to $ 2$ ), because in actuality (I presume) under this model $ Y$ is independent of $ X$ .

What is the most convenient way of achieving the correct result?

Is there a meaningful difference between giving a monster multiattack and giving it multiple turns per round?

I’m creating a CR21 boss for my medium-level party of six players to fight. I know that action economy is a big disadvantage for a single enemy fighting an entire party, so I’m giving the boss the ability to attack 4 times per turn (20-35 damage per most attacks).

I know the most common way to give a creature multiple attacks is to give it Multiattack, an action that allows it to use its attack abilities several times in one go. I’m considering instead rolling initiative for the boss 4 times and giving it a whole turn for each initiative value, giving it 4 separate attacks.

Will this have a significantly different effect on the battle than giving the boss a standard multiattack?


A couple thoughts I’ve had:

  • This allows the boss to use more bonus actions per round. The boss I’m designing doesn’t have any nonstandard bonus actions, so I don’t think this will make a big difference.
  • This allows the boss to move more often. I’ve divided the speed I want the boss to have by the number of turns it gets per round, so its total movement per round will be the same.
  • This gives the boss more reactions. I can see this making it quite a but more difficult. I’m not planning on using many reactions when I play the boss, though.

Differences between Mage Hand, Unseen Servant and Find Familiar [closed]

I’m playing LMoP at the moment as a player and I’m trying to see reasons why a player would choose Unseen Servant over Find Familiar. Related question – what makes Unseen Servant worth taking instead of Mage Hand?

Here’s a small comparison table I’ve created when I was trying to figure it out. I do understand that different DMs can rule things differently, but still I’m looking for opinions.

Mage Hand Unseen Servant Find Familiar
Casting time action action/10 minutes 1 hour
Casting cost 0 gp 0 gp 10 gp
Duration 1 minute 1 hour until killed/dispelled
Command time action bonus action free action
Multiple no yes no
Help action no no yes
Carrying capacity 10 lbs 60 lbs 90 lbs (depends on Str)
Movement 30 ft 15 ft 60 ft
Separate initiative no no yes
Scout no no yes
Drop items in combat yes yes yes
Open doors yes yes no
Delivering spells no no yes
Invisible no yes no

Interaction between Bane and critical hits

The first level spell Bane allows you to curse a creature so that each saving throw or attack roll is reduced by 1d4 for the duration:

Whenever a target [..] makes an attack roll or saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. (PHB 216)

How does this interact with an attack roll of natural 20?

I can see two possible interpretations:

  • Bane is stronger: A target under the effect of bane cannot make critical attacks, because 20 – 1d4 will always be < 20.

  • Critical is stronger: A target under the effect of bane can make crits, since crits occur on a natural 20, and the bane malus is applied after determining crit.

A good answer would include relevant rules text to show how this should be handled.