Need to make sidebar responsive only when screen width is greater than 1024px

I’m new to WordPress and I want to make my sidebar responsive when the screen width is greater than 1024px. currently, the sidebar becomes responsive when the screen width is greater than 768px.

The website in concern is https://worklifeandmoney.com

I want to achieve this through additional CSS. I’m using the NewsUp theme. Any kind of help will be greatly appreciated. Thank you!

Update: I tried to make it work with flex but couldn’t succeed.

/* sidebar responsiveness */ @media (min-width: 1024px) .col-md-3 {     -ms-flex: 0 0 25%;     flex: 0 0 25%;     max-width: 25%; } 

How do Dimension Door and Find Steed / Find Greater Steed interact?

Find Steed has this sentence (and Find Greater Steed has an equivalent one):

While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

Dimension Door has this restriction with regard to taking someone else with you, where the restriction is size is the important bit:

You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity.

Take a medium-sized character (such as a Bard with Magical Secrets) mounted on a summoned a large mount (such as a warhorse), casting Dimension Door:

Is it possible to make Dimension Door affect this mount?

How does moving silently with Greater Invisibility after taking an action work?

This question could be simplified with "How does moving silently away from enemy on same turn after casting Invisibility work", but I’ll present the full scenario in case it makes a difference:

A PC, who does not have special bonus actions, is under Greater Invisibility spell (or other equal effect) which allows actions without breaking invisiblity. At the start of their turn in combat, they are 10 ft (one empty 5 feet square between them on the grid) away from an enemy. They then move 5ft, uses their entire attack action to do a melee attack on the enemy (who does not go down). Then they tell the DM "I want to move back 5 feet, then use rest of my movement silently move away, so the enemy doesn’t know where I actually go."

What should DM respond, by the rules?

The PC can’t use hide action, or any action for that matter, because they already used their action to attack. Movement rules don’t have anything special about silent movement as far as I could find. But it also seems quite unreasonable and suspension-of-disbelief breaking to say "sorry, but you are utterly unable to move silently at this moment".

The reason the PC wants their location to not be known is to prevent the enemy from approaching to melee range and hitting them, in this case. The reason could also be the enemy using a spell like Moonbeam, or PC wanting the enemy to waste a blind ranged attack at PC’s (who could be in full cover now, even) last known location.

It’s of course easy to make a custom ruling here, involving some combination of PC Stealth, enemy Perception, and reduced movement rate, but I’m interested in what the rules say, including any language which supports handling this as part of a custom/improvised action, even though the PC doesn’t have an action to spare.

Greater Power Attack

I’m using a 14th liv two-hand fighter with 5 Mythic tiers that allow him to add the Mythic Feat: Power Attack (Mythic) to Power Attack. When a two-handed fighter makes a full-attack with a two-handed weapon, his damage roll with Strength 32 (mod +11) so reach:

11 x 1.5 = 16 for the first strike and 11 x 2 = 22 for all attacks after the first (due to Backswing) and adding Power Attack: (without consider other feats or abilities or weapon)

11 x 1.5=16 + 4.5 (or 9, or 13, or 18 if using Power Attack maximum) for the first strike and 11 x 2 = 22 + 4.5 (or 9, or 13, or 18 if using Power Attack maximum) for all attacks after the first (due to Backswing)

And what’s happen when he reaches 15° liv and gain Greater Power Attack?

from the text I understand: 11 x 2 =22 + 4.5 (or 9, or 13, or 18 if using Power Attack at max) for all 4 attacks

It’s all correct?

Thank you

How can I get greater coverage using Alarm and can it be cast more than once?

Alarm description says

Choose a door, a window, or an area within range that is no larger than a 20-foot cube… A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. (PHB 211)

If you can be over a mile away, a 20-foot cube is not a very large area. And if you are sleeping, a 20 foot cube only gives you 10 feet max on all sides (which isn’t enough warning if you are being attack by someone with 30ft movement speed, for example).

  • Can a Ranger or Druid cast this multiple times, or does casting a second alarm, cancel the first?
  • Is there any precedence for multiple casts of other, similar spells that could be applied?
  • Can a higher level NPC or PC increase the area of effect?

How does Crown of Stars interact with Greater Invisibility?

Suppose I already have the spell Greater Invisibility cast on me, and then I cast Crown of Stars.

From the description of Crown of Stars:

Seven star-like motes of light appear and orbit your head until the spell ends.

My questions are: Are the motes invisible?

Supposing the motes are visible, do I still get the benefits of Greater Invisibility?

Again, supposing the motes are visible, "real-world" logic would tell me that if someone were to try to attack me, the difficulty of trying to hit an invisible person would be somewhat mitigated by the fact that I could just aim at the motes. Similar logic seems reasonable for someone targeting me with a spell.

However, (my reading of) the in-game mechanics would tell me that I am still under the invisible condition (as nothing has ended Greater Invisibility) and thus I should still get all the benefits.

What creatures can you summon with Summon Greater Demon?

If you cast summon greater demon, it says

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

It says demon, but what creatures qualify? Clearly, it’s not all fiends, because devils are different, but it can’t just be creatures under the demon section of the monster manual.

What is the origin of “Improved”, “Lesser”, and “Greater” in spell names?

In D&D 3rd and 5th edition, many spells have variants that begin with the words "Lesser", "Greater", or "Improved" attached to the name of the basic variant of the spell. Some other less common words are "Minor", "Major", and in Pathfinder, "Communal".

I’ve always thought that was cool and interesting.

But I don’t think I played any other roleplaying game that used these terms; nor any such video game that predates D&D 3.0. I also didn’t see these words in fantasy books or in real life.

In fact, these spell names are probably where I see the word "lesser" the most in all English.

Did the template of names like "Lesser (something)" and "Greater (something)" originate with D&D 3, or is it older?

Does the bane magic weapon property work like greater magic weapon or weapon enhancement for DR

The weapon property bane is a wonderful boost to a weapon on the occasions where its the right bane. One effect is that the weapon enhancement is +2 than what the weapon states, so a +1 bane (human) sword is actually a a +3 weapon against humans. But when dealing with creatures that have DR, the difference enhancement levels matter for overcoming DR, and other sources like magic weapon greater while increasing the enhancement, do not affect DR.

from magic weapon greater

This bonus does not allow a weapon to bypass damage reduction aside from magic.

Since the weapon property doesnt have the same wording as the spell, my thoughts are that it would be effective against higher DR types, but I have nothing to stand on for this.

Disadvantage/adversity dice pool mechanic that knocks dice greater than 1 out of the pool and adds 1s to it

I am working on a dice pool system for skills and actions to be used in a new system.

In this system, any rolls of 1 will negatively affect the outcome of resolving an action using a dice pool.

In this instance, I am trying to model the probability of each outcome when rolling 2d4 with 1d4 disadvantage/adversity by looking at the total of the 2 highest dice rolled (which in this case is the entire 2d4) after disadvantage is calculated.

The way disadvantage is intended to work is:

  • Any disadvantage dice that roll a 1 are added to the pool
  • Any disadvantage dice that roll above 1 will remove the highest die in the pool of equal or lesser value from the pool if that die in question is greater than 1 (the disadvantage die itself is not added)

Since it is not possible to remove elements from sequences, I am trying to build up the sequence DISADVANTAGEPROCESSED while excluding dice that would be removed from the pool so the function can then return the total of the requested number of dice specified in the parameter POSTOOUTPUT calculated from this sequence.

I have worked on code similar to the below for several days and while I have advantage (and passing the dice sequence straight through with no advantage or disadvantage) working, I am still not getting what I believe are the correct results that I have done by manually mapping out the 64 possible outcomes.

The mechanics of adding disadvantage dice that roll 1 to the pool seem to be working, as I have determined by running the code with POSSTOOUTPUT set to {3}.

I have a feeling that I am missing something obvious and will still keep working on it, but any insight or guidance that can be offered would be much appreciated.

LOWMAX: 1 DICESEQ: 2d4 ADVANTAGESEQ: {} DISADVANTAGESEQ: 1d4 POSTOOUTPUT: {1..2}  function: POSITION:s DICEPARAM:s with ADVANTAGEPARAM:s advantage and DISADVANTAGEPARAM:s disadvantage {  ADVANTAGE: 0  ADVANTAGEPROCESSED: {}  DISADVANTAGEPROCESSED: {}  \ Other code omitted due to irrelevance \   if DISADVANTAGEPARAM != {} & ADVANTAGEPARAM = {} \If there is only disadvantage \  {      loop Y over {1..#DISADVANTAGEPARAM}  \ Have also tried loop Y over DISADVANTAGEPARAM and not used the indexing \   {     REMOVED: 0 \ This flag is to be set when a die has been removed from the pool for the current disadvantage die in the sequence \    loop X over {1..#DICEPARAM} \ Have also tried loop X over DICEPARAM, no different \    {   \ Have also tried without the whole loops and just gone with code like if DICEPARAM > DISADVANTAGEPARAM hoping that the mechanics of passing dice collections to the function as parameters that expect sequences will do the job, still no luck \     if X@DICEPARAM>Y@DISADVANTAGEPARAM | X@DICEPARAM <=LOWMAX     {      DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, X@DICEPARAM}     }          if X@DICEPARAM <= Y@DISADVANTAGEPARAM     {      if !REMOVED      {       REMOVED: 1      }      else      {       DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, X@DICEPARAM}      }     }      if Y@DISADVANTAGEPARAM <= LOWMAX     {      DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, Y@DISADVANTAGEPARAM}     }      }   }    COMBINED: [sort {DISADVANTAGEPROCESSED}]   result: POSITION@COMBINED    }  }  output [POSTOOUTPUT DICESEQ with ADVANTAGESEQ advantage and DISADVANTAGESEQ disadvantage] named "[DICESEQ] with [ADVANTAGESEQ] advantage and [DISADVANTAGESEQ] disadvantage" ```