Can the Rune Knight’s runes only be placed on materials that can be carved?

TCoE’s Rune Knight fighter subclass gains proficiency in smith’s tools (i.e. metalworking), and its first major feature is called Rune Carver, which says:

…you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand.

The association with smithing, the use of the words "carver" and "inscribe," and the specific examples chosen suggest that the runes must be carved into a substance like wood, metal, leather, or stone. However, nothing in the rules’ mechanics seems to truly constrain this. The criterion that the object must be something "you can wear or hold in a hand" is quite broad.

Can you touch an object that’s wearable or holdable but unable to be carved (like a sheet of parchment or a linen shirt) and still cause the rune to be magically "inscribed" on it?

Does Detect Magic make an Arcane Mark placed on an invisible surface glow?

Invisible arcane marks glow when hit by Detect Magic.

Usually, how this works is that someone casts Detect Magic on an item and they see this fluorescent drawing on it, marking it as the belonging of some specific mage.

This time, however, we have a creature that likes turning invisible every time it hears our magus cast True Strike or every time too many people swarm them, and the magus would like to slap an arcane mark on their back so that, when the creature goes invisible, a round 1 Detect Magic causes the glow, marking the square and letting everyone but the Detect Magic caster target the right square.

Does this work?

How do I code access to the built-in UI of a CPT when it’s placed as submenu of another CPT that is protected by role?

I am toying around with WordPress capabilities, and having some difficulty understanding where I am going wrong. Right now, I have an admin menu that appears for all administrators with STUDENTS as a submenu of SCHOOL: each of those link to http://example.com/wp-admin/edit.php?post_type=student. (When the user is in the HEADMASTER role, the link to the built-in UI for TEACHER appears and SCHOOL mimics its link). So far, all is well.

The bump in the road is when a non-HEADMASTER administrator clicks either SCHOOL or STUDENTS, the error “Sorry, you are not allowed to access this page” appears. (As expected, when that same admin accesses http://example.com/wp-admin/edit.php?post_type=teacher, the errors “You need a higher level of permission” and “Sorry, you are not allowed to edit posts in this post type” appear.) The issue is that the STUDENTS built-in UI is not accessible to all administrators. (As expected, there are no problems for HEADMASTERs.) How can this be resolved in such a way as to give all site admins access to STUDENTS and only HEADMASTERs access to TEACHERS while at the same time preserving the layout and functionality of the admin menu and built-in UI?

What I’ve Tried: When the 'show_in_menu' => 'edit.php?post_type=teacher' line is removed from the STUDENTS CPT, everything works as expected but STUDENTS becomes a top-level menu item instead of SCHOOL. I tried putting TEACHERS as a sub-menu item as STUDENTS, but SCHOOL does not change its link when the user is in the HEADMASTER role (also the ordering of TEACHERS and STUDENTS is backwards). I also tried add_menu_page() for SCHOOL and adding the slug returned for the show_in_menu argument of the TEACHERS and STUDENTS register_post_type args, respectively, but that didn’t work because it created a page instead of forwarding to the appropriate built-in UI.

 class School {     public static function init() {         add_action('init', array(__CLASS__, 'register_cpt'));         add_action('init', array(__CLASS__, 'add_role'));         add_action('admin_menu', array(__CLASS__, 'modify_menu'));     }      public static function register_cpt() {         register_post_type('teacher', array(             'labels' => array(                 'name'          => __('TEACHER'),                 'all_items'     => __('TEACHERS'),                 'menu_name'     => __('SCHOOL'),             ),             'show_ui'           => TRUE,             'capability_type'   => 'educator',             'map_meta_cap'      => TRUE,         ));         register_post_type('student', array(             'labels' => array(                 'name'          => __('STUDENT'),                 'menu_name'     => __('STUDENTS'),             ),             'show_ui'           => TRUE,             'show_in_menu'      => 'edit.php?post_type=teacher',         ));     }      public static function add_role() {         if(get_role('headmaster') === NULL) {             $  caps = array();             foreach(get_role('administrator')->capabilities as $  cap => $  tmp) {                 $  pos = strpos($  cap, 'post');                 if($  pos !== FALSE) {                     $  cap = str_replace('post', 'educator', $  cap);                     $  caps[$  cap] = TRUE;                 }             }             add_role('headmaster', 'HEADMASTER', $  caps);         }     }      public static function modify_menu() {         global $  submenu;         unset($  submenu['edit.php?post_type=teacher'][10]);     } } School::init(); 

Can Create Bonfire be placed in a way that affects multiple squares?

The Create Bonfire cantrip creates a bonfire which “fills a 5 foot cube”. It deals comparable damage to other cantrips, making one assume it’s meant to only deal it (reliably) to a single target. But, if playing on a grid, is there something actually preventing a character from making the 5 foot cube be placed at an intersection, possibly damaging four creatures?

Can a cart be placed in the Bag of Holding?

My DM said my party could place our cart in the bag of holding, since it only weighs around 200 lbs, whereas the capacity of the bag is 500 lbs and 64 cubic feet. I have my doubts, since the cart just seems too big to fit in the bag’s opening. According to the official rules, is it possible to fit a cart in the bag of holding?

Rigidbody appears to jitter when placed as a sibling to a First Person camera

In my game, the Player can pick up an object (which gets parented to the first-person camera), or the player can push an object (which is parented to the player, but not their first-person camera). Both mechanics use very similar implementations in regards to moving the objects, yet I get a pretty severe amount of ‘perceived’ jitter from Pushing — the object, as far as I can tell, isn’t actually jittering.

(Side note – wasn’t sure where to upload footage so I used mega which can be used merely to view the footage)

Footage of the push, with visible jitter

Footage of the lift for comparison

Footage of the push but parented to the first-person camera

Footage of push frame-by-frame from the side at 0.50 timescale

Footage of the lift frame-by-frame from the side at 0.50 timescale

The object is moved in FixedUpdate and the camera is moved in LateUpdate. You can see pretty clearly that in the side view, the camera moves after the object. Since the object is parented to the camera on Lift, it moves with it and no change is perceived. However on Push it doesn’t move and thus appears to jitter.

I’m not sure how to fix this. I have tried enabling interpolation on the rigidbody, the jitter occurs even if gravity is disabled and the object is lifted off the ground (e.g., not caused by collision with the floor), and I have tried the following code in LateUpdate to sort of nudge it forwards –

protected void CheckCameraPosition() {     if (m_LastCameraPosition == Vector3.zero)         return;      Vector3 newPosition = m_FPCamera.Transform.position;     if (newPosition == m_LastCameraPosition)         return;      Vector3 newOffset = newPosition - m_LastCameraPosition;     newOffset.y = 0f;     Transform.position += newOffset; } 

But the object still jitters and were I to seriously consider the above code I’d be worried about race conditions since the camera movement is executed in LateUpdate as well.

Where is a grappled and carried creature placed when the grappler stops moving?

The Grappled condition states (from the point of view of the grappler):

Moving a Grappled Creature: When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

I have no issue with the dragging portion of moving with a grappled creature but when carrying the creature where does it find itself on the end of your turn?

Can the grappling PC place the carried target down into whichever square in range they choose?

I have some issues with that, namely the ability to pass the grappled creature into a hazard with no difficulty. Imagine moving to the edge of a cliff and simply holding the grappled creature over the edge and then releasing the grapple. It seems too simple.

Other options include holding them in a fire, dropping them into a known trap, etc or simply stating that you’ve lifted the grappled creature over your head and placed them down on the other side of you so your allies can attack it.

None of seems right to me but I find anything to explicitly state how to handle carrying a grappled creature.