Turning the Mystic’s Baleful Transposition into a spell; what level should this be?

The UA Mystic can get the Baleful Transposition feature, which states:

As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if of you can’t fit in the destination space.

As far as I could find, this is the only way to actually trade places with an opponent, and that is something I find incredibly interesting. I was wondering then what level this would be if I made it into a spell, something like the following:

Forced Teleport

X-th level some school

Casting Time: 1 action
Range: 120 feet
Components: TBD
Duration: Instantaneous
Classes: TBD

Choose one creature you can see within range to make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if of you can’t fit in the destination space. A willing creature can choose to fail their saving throw.

What level should this spell be?

It doesn’t seem particularly strong to me; it combines moving yourself (like misty step), with moving the enemy (like thorn whip) but both are limited in various ways, though with a much greater range.

Alternatively, if this spell simply shouldn’t exist in D&D 5th edition for some reason, then that would be an acceptable frame challenge.

Aegis customizations after 1st level

As the Aegis gains levels after 1st, they gain more customizations, and some for free so for example at 2nd-level he obtains evasion in astral skin form and flex skin in astral armor form. Does that mean in the morning he must choose whether his astral skin will give him nimble+speed or give him evasion, or does that mean he gets all three effects together? And his astral armor will give him brawn+improved damage or/and flexible suit?

Would a level 18+ Champion Fighter recover HP outside of combat?

At level 18 a fighter with the champion archetype gains the survivor ability which lets them recover HP at the start of each turn provided they have more than 0 HP:

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left.

You don’t gain this benefit if you have 0 Hit Points.

Does this still apply even if they are not currently in combat?

SEO effects of redirecting from top level country domain to subdirectories on gLTD

I am developing a website which has 6-7 translations, the client owns the top level domain (.fr, .de, etc.) and wants to use these domains to direct users to the gTLD subfolder. I will be using Hreflang tags on the pages, but am wondering if there will be negative consequences from the redirects?

What’s the highest damage output for a Level 8 Grave Domain Cleric? [closed]

Assuming I can cast spells like spiritual weapon and spirit guardians in a single turn as well as spells like healing world and guiding bolt, what is the highest damage output in a single turn for me as a Kalishtar 8th level Grave Domain cleric?

All magic items available in Eberron are on the table as options.

Ability score modifiers:

  • STR: 2
  • Dex: 0
  • CON: 3
  • INT: 3
  • WIS: 5
  • CHA: 2

How to translate automaton (Turing machine) into the program of high level programming language?

Every program in high level (“industrial”) programming language can be expresses as some Turing machine. I guess, that there exists universal algorithm for doing that (e.g. one can take the Cartesian multiplication of the domains of all the variables and the resulting space can be the state space of the Turing machine, though the handling of computer-representable floats can be a tricky – is there such general algorithm or system that does that? https://github.com/Meyermagic/Turing-Machine-Compiler is example for the programming language for Turing machine and for the transpiler that translates C programs into the language of Turing machines or see https://web.stanford.edu/class/archive/cs/cs103/cs103.1132/lectures/19/Small19.pdf for some kind of Turing assembler language). But what about the other direction – can Turing machine be rewritten in conscise program in high level programming language that uses functions, compositionality of functions and higher-order functions?

Of course, there can be infinite results to that conversion – staring from the naming of the variables and functions and ending with the data structures, content of functions, etc. But there are metrics for the quality of the software code and maximizing such metrics can result ir more or less unique answer to this stated problem.

Such conversion is very actual in the current context of reward macines for the reinforcement learning (e.g. https://arxiv.org/pdf/1909.05912.pdf) – symbolic representation of the reward function (as opposite to tabular or deep neural represenation). Such symbolic representation greatly facilitates skill transfer among different tasks and it introduces the inference during the learning process and in such way reward machines reduces the need for data and need for learning time.

One can say that the extraction of first order and higher-order functions is quite hard tasks, but this task is being tackled by the higher order meta-interpretative learning, e.g. https://www.ijcai.org/Proceedings/13/Papers/231.pdf.

So – are there research trends, works, results, frameworks, ideas, algorithms about conversion of the Turing machine into program in high level programming language (and possibly back). I am interested into any answer – be it about the functional, logic or imperative programming.

What options exist to improve a low level Sorcerer’s armor class?

I’m creating a character for a new D&D 5e campaign soon. We’ll be starting at level 3 to reduce PC mortality, and I don’t expect the campaign to run long enough for more than a couple level increases. I plan to play a Sorcerer, with a Draconic Bloodline and Bronze ancestry, using mostly electrical/lightning based magic where sensible. This allows an increased maximum hit points, +1 per level, as well as improving unarmored armor class from 10 to 13.

This DM has us generate ability scores by rolling 4d6, reroll any 1s, then take the best three, six times and arranged as desired. I arrived at Str 15, Dex 15, Con 14, Int 14, Wis 14, and Cha 17. The human ability increase (+1 to each ability score) in this case gives +3 AC bonus due to Dex, bringing me to AC 16.

The party, however, will be smaller than the “standard” count (two or three PCs — my Sorcerer, likely a Ranger, and possibly a Minotaur of some Fighter flavor), so combat roles can’t be divided in the usual ways. Because of this, I’m concerned about the relative fragility of a Sorcerer in combat, with limited healing and limited protection from other PCs.

As I understand it, Mage Armor won’t be any help for this build, because it can’t be stacked with the Draconic Bloodline armor class of 13 + Dex bonus. How else can I improve the armor class of this low level sorcerer, whether via gaining the ability to wear armor, or otherwise?

What level should this homebrew spell be? (Conjure Insect Swarm)

I’m attempting to design a spell. I think I have the base mechanics mostly covered, I just need to determine what level this spell might be to be balanced.

Primary Question: What level should this homebrew spell be, and why? If you can reference other spells or rules from official source books to back up your answer, that would be helpful.

Commentary: The idea is that this spell can get you a weak, less-stable summon. The fact that it is concentration lets the caster break the spell early if things go south (eg. the insects start attacking the caster’s allies).


Conjure Insect Swarm

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 hour

Description

You summon a Swarm of Insects. The swarm is unnaturally hostile to all creatures, and has no sense of self-preservation.

The DM takes control of the Swarm of Insects. They roll initiative for the summoned insects, which has its own turns. The DM has the swarm’s statistics.

The swarm dissipates and the insects become uninterested when the spell ends.

What happens if you have one class level and are Ability Ripped?

A level 1 bugbear rogue is targetted by the spell ability rip (Serpent Kingdoms 155). What happens? The bugbear has no supernatural abilities, so it should lose 2 class levels, but it only has 1. It has plenty of HD to lose, but those are only used if it has exactly 0 class levels. I’m looking for as strict a RAW answer as possible, even if that answer is absurd, like “it gains a 20 ft fly speed and turns pink”, or unsatisfying, like “there is absolutely no published guidance, even indirectly, that bears on this issue”.

Can you end up with less than 3 talents at License Level 1?

According to page 18 of the Lancer Core Book First Edition PDF, under “LL0” (emphasis mine):

LL0 characters start with the following:

  • A background, which provides bonuses on skill checks (p. 20).
  • Four +2 pilot triggers (p. 25).
  • One +2 mech skill or two +1 mech skills.
  • Three rank 1 talents (p. 90).
  • A license for all General Massive Systems (GMS) gear and weapons, and one mech FRAME – the GMS-SP1 Everest (p. 118).

However, you can also reallocate these talents upon level up, as described later on the same page under the “Reallocating Points” header (emphasis mine):

Every time your pilot’s LL increases, you also have the option to choose one:

  • Reallocate all points from one of your talents to any other talent.
  • Reallocate all points from one of your licenses to any other license.
  • Replace one core bonus with another core bonus for which your pilot qualifies.

If reallocating points from one license to another means your pilot no longer qualifies for a core bonus, you must replace that core bonus with one you now qualify for.

You also gain only 1 rank to an existing or new talent on level up. Per the “Leveling Up” header between those 2 sections (emphasis mine):

When characters complete a mission, whether they succeeded or failed, their LL increases by one and they add:

  • +2 to an existing trigger or a new trigger at +2.
  • +1 to a mech skill.
  • +1 talent rank to choose a new talent or improve an existing one.
  • +1 license rank to spend on mech talents and licenses.

Let’s say my License Level 0 (LL0) character, Taro Oda, starts with 1 rank in each of the Crack Shot, Infiltrator, and Leader talents. He finishes a mission and levels up to LL1, and chooses to improve the Crack Shot talent to rank 2. However, he can also reallocate “all” 1 point from the Leader talent, for instance, removing his only rank in that talent and increasing the Crack Shot talent to rank 3. However, this would leave him with only 2 talents: Crack Shot (3 ranks), and Infiltrator (1 rank).

Obviously, there can be costs to hyper-specialization (you might be better at certain things and worse at others), but I’m primarily just wondering whether I’m missing anything.

Can you end up with less than 3 talents at LL1? Am I correctly interpreting the rules, or am I missing anything in the rules that prevents this from happening?