What are the restrictions on the use of Slayer’s Prey?

In the recent book Xanathar’s Guide to Everything, there are some subclasses/archetypes added for Rangers, among them the Monster Slayer (p. 43), which gives some specific helpful features.

Hunter’s Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

The limitations on use are clearly spelled out.

Slayer’s Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

So from this, I would interpret it as it being able to switch from creature to creature at will, but there is no guidance as to what happens if the creature under the mark dies, or if you can carry it (so to speak) from encounter to encounter.

Is there a limitation on the use of Slayer’s Prey in the wording that I am missing? Or is this a basically a multiple use feature? (i.e., you can designate any creature as a bonus action, with no limitations on uses per day)?

The extra d6 seems a little overpowering at lower levels, and somewhat meh at higher levels.

FWIW, the GM basically allowed it as multi-use for the session, and was going to also try to find clarification.

How can someone work around a Sha’ir’s spell duration restrictions?

The Sha’ir (Dragon Magazine 315) is a infamously fiddly and obtuse class to use, made worse by a dispute in how it’s even meant to work. First i feel like i need to point out the Raw issues here. The Sha’ir keeps the ability to cast a prepared spell for a number of hours equal to it’s class level. The rules say that the power to cast the spell remains in the Sha’ir’s mind until the spell is cast or until a number of hours pass at which point the power to cast the spell "dissipates harmlessly".

People can’t seem to agree as to if the spell slot can be refilled afterwards or if it’s wasted and disappears as if you had cast it. The argument for the "Sha’ir Shuffle" is that the spells don’t follow the typical preparation rules and never explicitly make a connection between the number of spells that can be cast per day and how many spells can be retrieved. The argument for people that say that spells disappear point out that the retrieved spells section makes reference to how a wizard’s prepared spells work and thus should disappear.

Needless to say that spells vanishing and being unusable makes the class nearly worthless at low levels and a worse wizard at high ones. It means that you need to stay in the class for 8 levels or more before jumping into a prestige class, and that you’ll probably never be able to use all of your spells during the day. Granted the versatility of the class makes it ideal for dungeon delving gameplay, but being unable to keep spells for any extended period of time means that any other kind of game will render you into a commoner most of the time.

While i would be interested to hear any arguments for which version is more mechanically accurate, i’m mostly trying to find a way to extend the usefulness of spells past their expiration date. Assuming that spells do vanish as if they were cast, what official means are available to salvage this class’s spell casting mechanics?

Some methods i had considered are the Echoing Spell feat (SoX) which causes a cast spell to return to you 1 hour after casting at the cost of being 2 Caster Levels lower. While it’s a bit ambiguous as to what would happen to it, i would assume that this would mean that you could cast a spell that’s about to expire and get it back 1 hour later for the same duration, though this likely runs afoul of the Retrieved vs Preparation issue. Meaning that this feat possibly couldn’t be applied to Sha’ir spells at all.

I had also considered the Runesmith (Races of Stone) Prestige Class as an option. The sha’ir makes mention of spells remaining set in the Sha’ir’s mind until cast or until a number of hours pass. While the section explaining how spells vanish only makes mention of how spells can only be used for a number of hours before dissipating, one could argue that storing a spell through a alternative method, such as in a rune, would allow you to dodge this. Again this has problems. The Sha’ir arguably doesn’t prepare spells, and even if they did its not obvious that this would prolong the spell’s shelf life. Though my next consideration might help.

The Alacritous cogitation (complete mage) and Arcane Preparation (PGtF) feats allow you to effectivly count as both a prepared and a spontaneous caster. Alacritous cogitation, though only usable once a day, allows you to cast a spell you know with a empty spell slot. Arcane preparation allows you to use spell slots to prepare spells, and taking Alacritous cogitation lets you qualify. This debatably lets you prepare your known spells ahead of time in a way that dodges the expiration while letting you leave some open to spontaneously cast spells once a day and send a Gen to fetch the situational ones. This in conjunction with Runesmith could make for a powerful combination, assuming that any of my assumptions work and let you bypass the restrictions of the class. However this is pretty steep, this strategy effectively costs 3 feats and a dip into a martial class as well as using a race that has a -2 in your casting stat to function at all, and that same effort could make a wizard that’s substantially more powerful.

So i’m left wondering if there’s any way to salvage this class short of begging to use the "Sha’ir Shuffle". This class has a lot of interesting mechanics but to even be usable you need to spend way to long in the class proper and can’t take advantage of how it synergies with a lot of interesting prestige classes.

How can a Sha’ir avoid spells vanishing so soon after preparation?

Are there any spell level restrictions, above 3rd, for an Arcane Trickster Rogue without multi-classing?

When leveling a pure bread (non-multi-classed) Rogue, at 3rd level you can chose the Arcane Trickster Archetype; and you are only allowed to choose 1st level wizard spells.

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spell casting table shows when you learn more wizard spells ‘of 1st level or higher’. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Per the PHB at 7th level you can only choose a 1st or 2nd level spell. There is no mention of being able to choose a 4th (or higher) level spell. The confusion I am having is in the wording much like this question:

What spells can an Arcane Trickster Rogue choose from when gaining levels?

"Higher Levels" is mentioned multiple times however it is not clear if they are referring to higher character levels or higher spell levels.

It states here:

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

With no restrictions as to what spell level as long as it’s a Wizard spell.

My Question: What is the highest spell level I can choose at each level for a Rogue Arcane Trickster?

Applied Pi calculus: Evaluation context that distinguishes replication with different restrictions

For an exercise, I need to find an evaluation context $ C[\_]$ s.t. the transition systems of $ C[X]$ and $ C[Y]$ are different (=they are not bisimulation equivalent), where $ X$ and $ Y$ are the following processes:

$ $ X = ( \nu z) (!\overline{c}\langle z \rangle.0)$ $ and $ $ Y= !((\nu z) \overline{c}\langle z \rangle.0)$ $

Intuitively, the difference seems to be that in process $ X$ , all replications of the process output the same $ z$ on channel $ c$ , while in process $ Y$ , all processes output a different $ z$ . Is this correct? And how could this be used to construct an evaluation context such that $ C[X] \neq C[Y]$ ?

“Job” scheduling with skill restrictions

I was given this real life problem and was asked if there would be a way to optimize this, I realize that this is akin to a job scheduling problem, but I can’t seem to grasp how to make it work with the restrictions:

Given:

A list of jobs J = { j1, j2, …, jn } 1 $ \le$ n where each job will have a list of operations O = { o1, o2, …, on } 1 $ \le$ n and each operation will have a skill requirement s, a time to complete t, and a list of required tools RT = { rt1, rt2, …, rtn } 1 $ \le$ n, RT $ \subset$ Tools = { t1, t2, …, tn }. A job is only considered completable if all operations are completable on the same day. An operation is completable if a worker with the correct skill, tools, and time available can be assigned to the operation.

A list of workers W = { w1, w2, …, wn } 1 $ \le$ n where each worker has a skill s, a list of owned tools OT = { ot1, ot2, …, otn } 1 $ \le$ n OT $ \subset$ Tools = { t1, t2, …, tn }, and a fixed 8 hours of time available.

Output:

A list of workers to assigned operations in a day ( a schedule ) with the minimum total time wasted ( defined as the total time not spent on an operation for all workers ).


I’ve tried this from a greedy standpoint so far, but every metric I’ve considered doesn’t seem to guarantee minimum time wasted.

Note: This was a problem I tried my best to translate into a more rigidly defined problem, please let me know if I can further clarify this.

What are the size restrictions of a Clone (from spell)?

Some other players of 5e D&D have suggested that the Clone spell only works with a Medium size body. Putting this into perspective (and putting aside obvious yet possibly reasonable discrimination against creatures such as gnomes, kobolds and halflings), what is the actual RAW on this?

Question: What living creatures can be cloned by the 8th level Clone spell – from what micro-minimum to what absolute maximum in size could this thing be?

Do other powers that mention “ground” have the same restrictions as Earth Meld (Protean)?

I see several powers in V20 Dark Ages that mention “ground” or “soil” in their description (though not always in the System portion of the description).

Protean 4 – Earth Meld (or Inferred in the Earth) requires a Kindred to touch the ground to activate the power (specifically not a stone or wood floor).

I’m thinking of powers like Koldunic Sorcery 2 – Rouse the Molten Rock which causes lava to “boil up through the ground”.

$O(k)$ Algorithm to find the first $k$ pairs of Magic numbers $a$ and $b$ such that $\sum_{i=1}^{a-1} i = \sum_{k=a+1}^b k $, with restrictions

Provide an $ O(k)$ algorithm to find $ k$ – magic pairs of positive integers a and b of type signed int where a magic pair is defined as $ \sum_{i=1}^{a-1} i = \sum_{k=a+1}^b k $ . You can’t use the summation formula $ \frac{N \cdot (N+1)}{2}$ as it would result in an overflow. Even you can’t run sums such as sum1 and sum2, it’s still going to overflow.

Example: (6,8) (35,49) (204,288) are the first three Magic Pairs.
P.C: This was our recent examination question, I am curious to know the algorithm.

How to Bypass Iran intranet Restrictions for google access and international internet access? [on hold]

The government restricted all the international internet connections for almost 70 Millions Iranian people for 7 days at November of 2019!!!

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I have heard the cost of doing this is 1 billion US‌ Dollar for one year by help of DLP Italian communities LCC, SO i think The DLP Engineers must know what can we do now? can we have access to some of liberal similar DLP Company (Any Forum or … )?

How to bypass internet restriction in Iran to get access to to some simple sites like google.

Also if this is not possible how we could be in contact with each other when we don’t have international connection like these days or when the internet totally banned by government?

I found some apps like firechat, Is this possible to be done by block-chain technology?

Is this possible to create some app like torrent by converting every mobiles phone to one server for communication between each other ?

Also i asked this question here (https://meta.stackexchange.com/questions/338946/proper-se-site-to-ask-about-how-to-bypass-irans-internet-restrictions-for-googl) and @Rob said:

From [NetBlocks.org][5], Nov 23, 2019:

“… Current connectivity levels have risen to 64% after earlier flatlining at 5% for several days. Mobile internet remains generally unavailable. …”.

It looks like a hole was found on the 17th, which >was quickly plugged.

Internet shut off, except for a hole that was quickly patched.

So these spikes has been seen at the other country with internet restriction like Iraq (https://netblocks.org/reports/internet-restored-in-iran-after-protest-shutdown-dAmqddA9) as seen here:

enter image description here enter image description here

How this happened and could be done again?

I know asked too question here,you could bold the proper question for helping us.

Thanks for your attention.