Free object interaction as part of an action – ‘in tandem’

The "free" in "free object interaction" means without cost – the object interactions you are permitted to have without having to spend your action on "Use an Object". In "Other Activity on Your Turn" (PHB190)

Your turn can include a variety of flourishes that require neither your action nor your move…. You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. (emphasis mine)

And in "Interacting with Objects Around You" (ibid)

Here are a few examples of the sorts of thing you can do in tandem with your movement and action: (emphasis mine)

My question here is Rules as Intended, how much emphasis to place on the phrases "as part of" and "in tandem with"?

It could be that you are allowed to interact with one object regardless of your action, and anything of roughly the complexity of everything listed under the second citation above is fair game, regardless of whether it thematically fits your main action.

Or, it could be that your free object interaction can only be used if it "fits" as part of your main action.

So, for example, if I want to draw a sword and attack with that sword, that clearly is part of my attack action and would be allowed under either interpretation.

Likewise, if I wanted to pull out a focus to use in spellcasting, that would be allowed as part of my cast a spell action.

But what if I began my turn with a sword in hand and wanted to put it away so that I had the hand free to perform the somatic component of a spell?

A generous interpretation of the free object interaction would say that "sheathing a sword" is specifically on the list of free interactions, so it is allowed as part of any action.

A more restrictive interpretation would say that sheathing a sword is not, strictly speaking, something that could be considered part of the casting a spell action so that while I could drop the sword (as when I change weapons before an attack), I could not carefully sheathe it.

Aside from the actual PHB rules (which I consider vague), the only guide to interpretation I have found comes from Sage Advice of 3/2015:

[A cleric] likes to wade into melee combat with a mace in one hand and a shield in the other…If [she] casts cure wounds, she needs to put the mace or the shield away, because that spell doesn’t have a material component but does have a somatic component. She’s going to need a free hand to make the spell’s gestures. If she had the War Caster feat, she could ignore this restriction.

Unfortunately "put the mace or shield away" doesn’t provide a lot of guidance on whether this means carefully stowing as part of her cast a spell action.

A good answer will not just rehash the cites I gave above and argue for one specific interpretation of the words over another. Rather, it will find other citations, either in official publications or designer intent tweets and such, and explain how they specifically favor one interpretation over the other.


Related: Drawing and sheathing weapons as one item interaction

3D Object in 2D Unity Project

Is there a way to bring 3D objects into a 2D project that is using the 2D Universal pipeline for rendering light? I have some 3D objects I want to bring in to the project I’m working on, but they just get imported as pure white.

Is there a way to import 3D models into a 2D game, and keep the 2D pipeline for lighting? I’l tried a few different shaders, but if they’re not pure white they’re pink. I would like them to have shading as a 3D object, and still interact with light and rotate on all axis if possible. If it’s impossible to use a 3D object, if there was a way to at least have a 2D sprite taken from a 3D object, but still react to light as if it were 3D, that’d work too I suppose. This is what it looks like,

View post on

I’ve also tried adding 3D lights as well, but to no avail. I’m guessing the issue is because of my 2D lighting renderer, and for the record, this is what this tree looks like in a 3D project.

I have since attached a custom shader graph to it that I made, it looks okay, but it still doesn’t receive shading at all…

Thanks in advance.

Transformation of an object into parameter value on submission of request

Today I saw rather a weird phenomeon, when submitting a request spontaneoulsy.

The URL I typed looked something like below: and when submitted it transformed into

If I correctly perceived that the pro object moved to a value of layout (if not just visually).

It didn’t work for and when submitted should transform into, that didn’t work.

It did only work for the pro object.

Is this a behavior made by developers of the site or could this eventually lead to something interesting?

Can the spell immovable object be used to carry very heavy things?

The spell immovable object from Explorer’s Guide to Wildemount (pg. 187) says:

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. […]

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

The two phrases I am interested in here are:

You … can move the object normally


it can carry up to 20,000 pounds of weight.

Suppose I cast immovable object at 6th level on a thin sheet of plywood. I then proceed to stack 19,999 pounds of gold ingots on top of the sheet of plywood. I then attempt to move the sheet of plywood normally.

Can an object under the effect of a 6th level immovable object spell still be moved normally while it is carrying up to 20,000 pounds?

How do i make a reference to another game manager? Not game object

I made a reference here but the drop down list in script seems to not contain the variables from another script

 [SerializeField] private gm MainPlatform;  public Transform SidePlatform; private Vector3 NextSpawnSidePlatform; void Start() {     MainPlatform = GameObject.FindWithTag("gameManager").GetComponent<gm>();     NextSpawnSidePlatform.x = 30.5f;     StartCoroutine(SpawnSidePlatform()); } 

Can you use your free object interaction while restrained

If a character is restrained, like being in the gullet of a froghemoth, and they attempt to pull out a different weapon, I assume they could drop what they were holding, but since their speed is zero, can they pull out another item for free?

For instance, a character drops a dagger and pulls out a magical wand to use. If they used the dagger, I can see that it was in their hands and the disadvantage imposed would be the crap windup in the stomach of a monster. Can they simply drop the weapon and pull out the wand for free?

Decrypt in chunks a ASE 128 CBC encrypted object

I have an Encrypted object in Minio, encrypted using the ASE 128 bit CBC algorithm.

The object is quite large (~50 MB) so instead of loading it into the memory completely (which may cause out of memory exception), I am retrieving it in chunks of 1MB. I need to decrypt it before use.

Is it possible to decrypt the object in this way (1MB at a time, the whole object was encrypted in one go)? If yes, how can I do it? I have tried decrypting 16-byte chunks which produce the following errors:

javax.crypto.BadPaddingException: Given final block not properly padded

javax.crypto.IllegalBlockSizeException: Input length must be multiple of 16 when decrypting with padded cipher