What common combat actions does the Fascinate status effect block?

The Fascinate status effect says that it prevents a creature from using actions with the Concentrate trait. Casting a spell with a verbal component is included here, which seems to be the most common action a creature might use in combat, so at first glance it seems like Fascinate is primarily useful for disabling spellcasters.

I want to know if it has any other common combat uses apart from disabling spellcasters. It’s rather difficult to catalogue all the other actions with the Concentrate trait, however. From a cursory glance, the Barbarian’s Rage action, as well as the Command an Animal actions both have the concentrate trait.

Are there any other common actions that non-spellcasters might use in combat, which have the Concentrate trait?

Does the Monk need to be aware of a charm effect to use the Stillness of Mind feature to end it?

I’ve done some research on the site and nothing is really concrete on the subject.

Monks’ Stillness of Mind feature states:

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Most charm spells and effects, however, do not inform the character that they are charmed. As a player, I see this as “no matter if I know in character or not, as a player, I can end a charm at the sacrifice of an action.”

My GM rules that “You have to be aware of the charm to end the spell.”

  1. Knowing that you’re charmed is OOC, so it’d be meta-gaming to suddenly use the effect without your character being given any reason to use it.
  2. Your character wouldn’t be using stillness of mind all day every day to avoid charm.
  3. Giving you the ability to end all charms would make charming you pointless
  4. Why doesn’t it just say “immunity to charm?” (which I respond by saying I have to sacrifice an action instead of just not being charmed).

A monk should know immediately if they are being charmed, as their training has developing their mind to detect outside influences and purge them accordingly. The common perception we came to is that “if I act out of character when charmed, I can detect the foreign influence and purge it.” But determining what is out of character in game can become a Meta-gaming issue due to everyone having different perspectives of my character.

Is this rule decided by DM discretion or is there concrete evidence supporting either side that has come to light?

(I’m biased as a player, but I would believe most GMs would not allow a monk to be basically immune to charm because it ruins a lot of clever encounters.)

“Muddled thoughts” from Synaptic Static – magical effect or not? (D&D 5e)

From the spell description:

“You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Can this condition be removed with Dispel Magic?

Does “Magic Resistance” (advantage on saving throws against spells and other magical effects.) gives you advantage against INT saves to remove this effect?

It seems more like a concussion rather than a magical effect from a spell.

Can the nightmare effect of Dream stack?

Let’s say a character casts the spell Dream, and chooses to make the messenger terrifying to cause a nightmare. Then, they deliver their ten words and wake up, and immediately cast Dream again on the same target to give them another nightmare during the same long rest. What happens? Does the target have to make a new Wisdom save for each casting? If they fail both, do they take 6d6 psychic damage upon waking?

Unity Ghosting Effect While Playeing my Game

There is ghosting or motion blur effect on my player while the game is running and I can’t identify why. if I take a screenshot of it there is no ghosting on the image but it is visible while playing the game. I can run my game at 144FPS on a 144hz display but the ghosting still occurs

GhostingScreenShotByExternalPhoneCamera

I was able to take this picture using my phone camera. if I use ShareX on my computer there is no motion bluer to be seen

playermovemt script

using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMovement : MonoBehaviour {      public string playerInput;      [SerializeField]private string H;     [SerializeField]private string V;     [SerializeField]private string F;     void Start()     {         H = "Horizontal" + playerInput;         V = "Vertical"+ playerInput;         F = "Fire1"+ playerInput;     }      [Range(0, 16)] public float speed;      private Vector3 movement;     private Vector3 tryMovement;     public LayerMask whatIsWall;     public float movementCheckDistance = 1;     public Transform transformModel;     void moveIfPossible()     {         if (Physics.Raycast(transform.position, tryMovement, movementCheckDistance, whatIsWall))         {             Debug.DrawRay(transform.position, tryMovement * movementCheckDistance, Color.blue);             while (Input.GetAxisRaw(H) == 0 || Input.GetAxisRaw(V) == 0)             {                 return;             }         }         else         {             movement = tryMovement;             //SetModelRotation(movement);             SetModelRotation();         }     }     /* void SetModelRotation(Vector3 movement)     {         if (movement == Vector3.back)             transformModel.rotation = Quaternion.Euler(0, 180, 0);         if (movement == Vector3.forward)             transformModel.rotation = Quaternion.Euler(0, 0, 0);         if (movement == Vector3.left)             transformModel.rotation = Quaternion.Euler(0, 270, 0);         if (movement == Vector3.right)             transformModel.rotation = Quaternion.Euler(0, 90, 0);     } */       Dictionary<Vector3, int> rotationsEulerY = new Dictionary<Vector3, int>     {         {Vector3.left, 270}, {Vector3.right, 90}, {Vector3.back, 180}, {Vector3.forward, 0},{Vector3.zero,0}     };     void SetModelRotation()     {         //Debug.Log(movement);         transformModel.rotation = Quaternion.Euler(0, rotationsEulerY[movement], 0);     }     void CheckForInput()     {         if (Input.GetAxisRaw(H) == 1 || Input.GetAxisRaw(H) == -1)         {             tryMovement = new Vector3(Input.GetAxisRaw(H), 0, 0);             moveIfPossible();         }         else if (Input.GetAxisRaw(V) == 1 || Input.GetAxisRaw(V) == -1)         {             tryMovement = new Vector3(0, 0, Input.GetAxisRaw(V));             moveIfPossible();         }         return;     }     void FixedUpdate()     {         moveIfPossible();         CheckForInput();         GetComponent<Rigidbody>().velocity = movement * speed;         animator.SetFloat("runningSpeed", GetComponent<Rigidbody>().velocity.magnitude);     }     void OnCollisionEnter(Collision collision)     {         if (collision.gameObject.tag == "Wall")         {             CorrectPosition();         }     }     void OnCollisionExit(Collision collision)     {         CorrectPosition();     }     void CorrectPosition()     {         Vector3 posNow = transform.position;         posNow.x = Mathf.RoundToInt(gameObject.transform.position.x);         posNow.y = Mathf.RoundToInt(gameObject.transform.position.y);         posNow.z = Mathf.RoundToInt(gameObject.transform.position.z);         transform.position = posNow;         movement = Vector3.zero;     }      public GameObject shot;     public float fireRate;     public float shotSpeed;     private float nextFire;     GameObject cloneBullet;     public float shakeDuration;     public AudioSource ShotGunSound;     void ShootIfPossible()     {         if (Input.GetButton(F) && Time.time > nextFire)         {             nextFire = Time.time + fireRate;             cloneBullet = (GameObject)Instantiate(shot, transform.position + tryMovement, Quaternion.identity);             cloneBullet.GetComponent<Rigidbody>().velocity = shotSpeed * tryMovement;             ShotGunSound.Play();         }     }     public Animator animator;     void Update()     {         ShootIfPossible();     }  }  

How to find root cause of effect with multiple distractors

I am writing an app to determine most likely cause of stomache-aches of users. Reducing the problem to its simplest form, for each user I have a multiple lists of ingredients that leads to his/her stomache-ache. For example, the first dish to cause a stomache-ache might have milk, eggs, peanuts. The second dish to cause a stomache-ache might have milk, eggs, lobster, and so on. How can I aggregate these lists of dish ingredients to determine the ingredient(s) most likely to be causing the stomach-ache? Alternatively, is there a way to generate a score/probability of each ingredient causing the stomach-ache? It seems like a simple Bayesian problem, or perhaps a machine learning/clustering problem, but I haven’t quite been able to root down the specifics.

How does the secondary effect of Heat Metal work?

This question is a more straightforward combination of my two previous (hopefully soon to be closed) questions here and here.

heat metal states:

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn…

I am unsure how this disadvantage mechanic functions as a whole. When do you suffer from it and in what ways (if any) can you end it?

For example:
What happens if you fail the save but cannot drop the object? Does dropping the object later, on your own turn, do anything?
What happens if you succeed on the save? Does dropping the object later, on your turn, do anything?

I would like it to be assumed that you cannot willingly drop a weapon when it is not your own turn as shown in This Q/A; however, heat metal can still force you to drop the weapon.

I would also like it to be assumed that the saving throw is not optional as shown in This Q/A.

Can you still use your bonus action and/or reaction when under the effect of a berserker weapon?

When attuned to a Berserker Weapon, if you receive damage and then fail a DC 15 Wisdom saving throw, you go berserk and must use your action to attack the nearest creatures (friend or foe), moving to the next creatures once the nearest ones are defeated. This therefore locks your action and movement.

But what about your bonus action and reaction? Let’s say, for example, that I’m a Level 7 Redemption Paladin in berserk mode but with an Aura of Vitality, could I use my bonus action to heal my ally after the first hit, then use my reaction to take the damage instead of him (Level 7 Redemption Aura) on the second hit ?