Does Calm Emotions prevent you from becoming frightened/charmed for the whole duration after it was cast?

Calm Emotions reads :

[…] If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. […]

Initially, my logic is that a spell’s effect takes place when it is cast. Hence, the saving throw is forced upon the spell’s casting. You only apply the effect when the creature fails it’s saving throw.

This leads me to believe that only the effects causing a target to be charmed or frightened at the moment the Calm Emotions is cast are suppressed for the duration the spell. Otherwise, I’d expect the spell to be worded something like "For the duration, any effect that would cause an affected target to be charmed or frightened are suppressed".

However, I’ve seen a few posts and opinions saying that effects initiated after Calm Emotion is cast are suppressed as well…

RAW, which interpretation is correct? Which parts of/ precedent in the rules validate it?

Does the spell Feather Fall prevent damage from falling down stairs?

Inspired by this Q&A: How to handle falling down stairs?

Feather fall says:

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

It has a casting time of 1 Reaction:

which you take when you or a creature within 60 feet of you falls.

In my answer to the above Q&A, I document three (stair) cases where the characters can fall down stairs and take damage.

From Tales from the Yawning Portal:

From Rime of the Frostmaiden:

From Rise of Tiamat:

In the example from Yawning Portal the word "falls" is used to describe our descent of the stairs. In the latter two examples, the word "tumbles" and the phrase "sliding and tumbling" are used instead. As noted in my answer to the linked question, the module guidance for falling down stairs is very similar to the usual rules for falling.

Does feather fall work to prevent falling-down-stairs damage?

Does the Necromancy Wizard’s lvl 10 feature, Inured to Undeath, prevent losing maximum hit points as a result of losing attunement to a magic item?

Inured To Undeath (bolding mine):

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

How does this feature interact with items that temporarily or conditionally improve your maximum HP, either through increasing the character’s CON score or by directly influencing maximum HP?

A similar question was posed with regards to the Aid spell, which had some interesting discussion.

Does the Aid spell permanently increase HP for Necromancy wizards with the Inured to Undeath feature?

But I’m specifically curious on how the feature interacts with Amulet of Health, Belt of Dwarvenkind, and other features that modify the CON score of the user.

Amulet of Health:

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.

If a lvl 10 Necromancer with a CON modifier of 2 attuned to the Amulet of Health, then later in their adventuring career unattuned to the item, would their maximum HP stay at the level of the Amulet or return to its unaltered state?

Does Rage Prevent Divine Smite?

I was reading both of them, and if you had a hypothetical Barbarian Paladin multiclass, would the use of divine smite be prevented by raging? Unlike other smites, it says that it expends a spell slot, but isn’t listed necessarily as a spell. It reads more like a special ability that just happens to cost a spell slot.

Divine Smite:

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Rage: (Relevant portion)

…If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Can a battlemaster use Maneuvering Attack to prevent two creatures from opportunity attacking one ally?

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

If an ally is within two enemies’ reaches, and the battlemaster has extra attack, hits and uses the maneuver on both enemies, and if the ally only uses the movement reaction when the second creature is hit, would that ally still take opportunity attacks from the first one?

Does reading the Book of Exalted Deeds prevent casting non-upcast 5th-level spells into a Ring of Spell Storing?

The Ring of Spell Storing states (emphasis mine):

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

The Book of Exalted Deeds states:

[…] Once you’ve read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. […]

Thus, any 5th-level spell cast using a 5th-level spell slot would count as using a 6th-level spell slot, which cannot be stored into a Ring of Spell Storing. Is this correct? Is there some rule I’ve missed or way around this besides ending the benefits from the Book?

How do I prevent myself from freezing up during the game?

I’m a new DM/player with only a few weeks of experience in playing the game at university. My flatmates and I decided that we should all have a dnd game after I explained the concept to them.

They elected me DM as I’m the only person in this group who has had any experience playing. I decided to look up pre written modules and I tried my best to learn the first chapter in Lost Mine of Phandelver and took notes. After about a week where my players all created their character.

We had our first game. I felt like as soon as I started I forgot every single note I’d made and I kinda kept fumbling my words and repeating statements. I had my players meet gundren in a tavern in neverwinter as he gives them the quest. My nerves got the better of me and I ended up freezing up for quite a bit during the game. I ended the game after the first encounter they had against the goblins about an hour into the game because I felt too embarrassed and awkward and said we’d probably continue the adventure next week.

Is there any way to recover from this mess.

How to Prevent Players from Self Sabatoging?

I feel like my players often self sabotage themselves. Often we’ll experience moments were the session will come to a complete pause as the player characters argue over what to do. At this point I’ve started to continue the events of the session as their player characters are arguing and this usually puts them in a bad way. For example their pcs start arguing loudly to one another in a forest full of enemies that can now locate them since they couldn’t be quiet. My players get along outside of game just fine they tell me they get frustrated too but their pcs view one another with grudges so they can’t just agree its ooc.

When I step in I’m ignored, and one of my players gets so fed up with it they leave their party to go off on their own.

This creates all sorts of conflicts because as DM I will now be creating two different paths that require me to go back and forth between groups. Which leads to lots of pauses as we switch back and forth.

I’ve tried campfire sessions. Sessions where they are forced to rely on one another. I’ve pitted them against a large common enemy and placed them in fun situations to try and build friendship.

I feel like im running out of options and ideas.

Being more assertive seems counterproductive but I get ignored if I am not. And the players don’t appreciate being thrown into events created to try to build their support with one another. They just freeze up and get quiet.

Anyone have some ideas or suggestions?

How do I prevent the page from rendering the header seconds before the content?

Dealing with a rough issue here. Currently have no site optimization configured (that I am aware of) but for all pages on the site, the header loads a significant amount of time before the rest of the page content. This is causing a large issue with CLS on Google, as the page shifts when the body of the page is rendered. Is there any way that I can enforce them to load at the same time? This only became an issue recently.