How to break line / add to ADMIN menu

Disclaimer: This question is not about "frontend" nav menu

I am looking for a way how to break line in a menu item label in WP admin sidebar menu, sidereason is that the custom post type label I am registering is too long for 1 line and I don’t really want to mess with the width of the admin menu.

I tried adding both "\n" and <br> into the custom post type label, but <br> gets escaped and line breaks are not converted.

I tried to look on the Internet, but I mainly found articles how to line break in "frontend" menu items which is not what I am looking for.

Is there some sort of filter or other way to do this?

Note: I would also like to avoid tinkering with anything global or special characters like nonbreaking hyphen, if possible
Note2: I know there is auto linebreak in place, however I need a manually added line break because the term is in some-thing format so it breaks on dash which is unwanted behavior

Does a magic item giving +3 to spell save DC break bounded accuracy?

In Tasha’s Cauldron of Everything p.134, there is a magic item: Rhythm Maker’s Drum. It gives bonus to spell attack rolls and spell saving throw DCs of the user depending on rarity: uncommon +1, rare +2, very rare +3.

Even though the same +X for a magic weapon is normal, and some weapons have specfic extra effects, it seems a dodgy for spells, because that is +X for every spell attack roll, with all their different extra effects covered. But then +3 save DC for "save or suck" spell effects, like 1st level Ray of Sickness or 4th level Polymorph, just seems way out there at any character level.

Question: Am I overreacting, is there something I am not seeing? Or is this drum, and any similar item, just something which a balance-concerned DM should not allow anywhere near their table, or maybe limit it to +1 version and making that very rare or something?


Reminder: I’m not asking for opinions. An answer like "it’s fine" or "it’s broken" must be backed up by facts (other items, rules quotes, sage advice…).

How long would you say it would take to break through this trap?

Here is the description of the trap. I removed module specific details to avoid spoilers.

The stone walls of this corridor are carved to resemble a stack of bamboo-like logs. The passage slopes down from a single door on its western leg, the lintel of which has been crafted to represent a stylized cavern entrance.

If the trap triggers, several of the logs swing out from either wall and buffet the party. Once they swing out, the stone logs don’t swing back and thus effectively block the passage, since they bar the way from ceiling to floor with only a 6-inch gap remaining between the logs.

I don’t want it to be impenetrable. How would you rule PCs breaking through?

Can you break up your Attack action for a bonus action?

You can do it to move:

If you take an action that includes more than one weapon attack, you can break up your movement even further 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. (PHB 190)

It would be necessary for the Great Weapon Master feat:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action

As a level 17 Fighter, if I can not place a bonus action between attacks, there are two possibilities:

  1. I have to wait until I finished all 4 attacks of the action, to make another attack as a bonus action
  2. the bonus action attack is wasted unless the kill or crit happens on the 4th attack

So can I take a bonus action in the middle of the attacks of an action?

How might investigating a prison break be accomplished?

I can’t think of a way to concisely fit my entire question in the title, but here goes.

I’m currently running Dark Heresy 2e for my group, as my second time GMing a game (the first time was short-lived, and hardly counts). They’ve successfully tracked down and captured a recidivist who recently escaped from a prison world, but I intend for them to investigate that prison world next and find that not only was she broken out by an outside force, but that the party in question was hired by a rival Inquisitor with a grudge against the group’s employing Inquisitor.

The planet in question is not yet fleshed out, so the answers to the following questions might help me accomplish that.

With background out of the way, here are the questions:

  1. How might someone break a small group of prisoners out of a penal colony and get them off-world? I want to make it believable that the person who broke them out was a professional, but also make it not too hard to figure out for a group with a couple rookie RPG players at low level. My brain is kind-of bricking right now; I can’t think of something interesting that isn’t too easy or has already been done.

  2. How can I drop hints that it is this rival Inquisitor without making it plainly obvious, so that the party can’t simply take the evidence to a tribunal and have him arrested? Ideally, they find tangential evidence, enough that their Inquisitor is sure that it’s him, but not enough to have a trial, so that it’s up to the party to chase him down.

Any additional advice you could offer is also appreciated.

Does Revivifying Mutagen and Perpetual Infusions break the HP economy?

Revivifying Mutagen is a level 2 alchemist feat that allows you to metabolize the power of a mutagen you’re under and regain HP based on the level of the mutagen in question. It takes an action. Perpetual infusions (if you are either a lvl 7+ mutagenicist or a lvl 8+ alchemist who has taken Perpetual Breadth for a mutagen) allows you to create (relatively low-level, quickly-expiring) mutagens for free, all day long, at a cost of an action per. Drinking the thing also isn’t high-cost. It seems, then, that with that combination, you could rapidly heal yourself back to full from whatever level of damage at no resource cost. What I’ve seen elsewhere in the game suggests that healing is generally a daily or at best hourly resource. Is there something I’m missing here that makes this combination less cheesy than it appears?

Of particular interest because Revivifying Mutagen is only a level 2 feat, and is thus available to basically anyone via the Alchemist archetype for 2 feats (Alchemist Dedication and Basic Concoction). Two feats isn’t nothing, certainly, but if the result is that the party alchemist can rapidly heal everyone up to max after every fight for effectively no cost….

What punishment befalls devils who break their contracts?

In Mordenkainen’s Tome of Foes (p. 10), it is stated that Asmodeus’ Ruby Rod binds all devils to the letter of the law of their contracts. Failure of a devil to keep their end of the bargain in a contract would subject them to an inescapable punishment, but the nature of the punishment is not elaborated upon. I assume it’d be something ironic and debilitating.

The [Ruby Rod]…grants him and his underlings the right to enter into contracts with mortals for their souls but unleashes an inescapable punishment upon any devil that breaches such a contract.

Is there any official clarification on the nature of the punishment? If an answer is not available in 5e, I will accept an answer from other editions.

Does Forced Movment break Grabbed from Grapple/Grab?

It’s the age-old question. The the all-powerful-wizard seems about to be eaten and didn’t prepare a spell to escape. Fighterbro wants to save the fool day by punting grapplemon the grapple monster (or the wizard, he’s not picky).

In Pathfinder 2e, does forcibly moving the enacter and/or subject of Grapple or Grab break the conditions imposed?

Can you use the Telekentic feat from Tasha’s Cauldron of Everything to break grapples?

With the new 5e book, Tasha’s Cauldron of Everything, there exists a new feat: "Telekentic"

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

My idea with this feat is that as a bonus action, you can presumably break your teammates from any grapple. As to the reason I bring up the definition of grapple from the appendix in Players Hand Book.

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

  • The condition ends if the grappler is incapacitated (see the condition).

  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

My interpretation of bullet 3 of Grapple is that if I, a wizard, cast thunderwave/thunderstep/lightning-lure/telekinetic on a teammate, in such a way that, assuming they failed the save, they would be pushed/pulled out of reach of the grappler then grapple would be broken and the grappler has no way of contesting this.

The caveat with telekinetic feat however is that in the final sentence of bullet 3, the person being affected by the telekinetic push/pull can willingly fail. Therefore no check has to be made.


My friend group is in a bit of pickle over this.

I think, as per RAW, the grappler gets no chance to maintain grapple at all and the whether the grapple-e gets moved or not is based purely on if they pass or fail the saving throw of the spell. It’s just in the case of telekinetic they can voluntarily fail.

Some in my friend group believe that the save should be against the grappler, and not the grapple-e. Which then raises the question, does the grappler have to make the save (they arn’t being targeted by the spell, and is unfair to the caster/grappler depending on the saves and modifiers) or does the grappler contest the save by performing an athletics to maintain (this seems ridiculous unfair to the caster).

Furthermore, what if I target the grappler with telekinetic, they fail, do they then get a chance to maintain grapple and pull their grapple-e with them? Or does them holding onto the grapple-e cause them not be moved because moving grapple-e halves your movement and telekinetic moves them a total distance of 5 which is halved to zero.

If grapple-e gets moved with the grappler then it gives an unfair advantage to the caster of the spell as now they’re moving two people for one spell.

I would love to know other’s opinions on this.

My remark:

The grappler has no say in contesting the forced movement of the grapple-e by an external spell. Its purely between the grapple-e, who is being affected by the spell, and the person casting the spell.

Would it break things to allow a Barbarian to cast spells in rage?

If I was to make a homebrew barbarian subclass that allows barbarians to cast spells in rage, or allowed a barbarian that multiclassed into a spellcasting class, would it break anything? It doesn’t seem that it would, because the no spells while raging mechanic has always struck me as mainly mechanic, but I could be wrong.