Is this homebrew shortbow unique item balanced? (second version)

Thanks everyone for the insightful advice you offered for the first iteration of this unique artifact for one of my players. If you’d like to read the background and initial considerations on this item, please refer to the previous question: Is this homebrew shortbow unique item balanced?

Changes and considerations

  • Reduced the amount of active abilities in favor of passive ones;
  • Reduced the flat +1/+2/+3 bonus to hit and damage for a lower +0/+1/+2;
  • Reworded and clarified the teleport ability, and made it a bit more "dangerous" to use;
  • Clarified the Freedom of Movement aura ability, and made it shorter-ranged as well so that there’s more risk in jumping in the fray to help out a restrained ally;
  • Changed damage type from force to radiant to stay closer to the theme;
  • The line attack changed from a creature within 120 feet to a point within 80 feet, both to match the range of the weapon and to make it both more versatile to use. Not sure if it’s really relevant or recommended;
  • spread the damage increase across the levels and capped it to 1d10;
  • Fly became passive and permanent instead of limited to 1h;
  • Added a passive ability that would protect the user from conditions that could reduce their agency against manipulative monsters.

Item levels reference points

  • The item is going to be awarded somewhere around character level 6, and it’ll start from Dormant
  • The item is going to be Awakened around level 10 or 11, depending on the roleplay of the user
  • The item is going to be Exalted around level 15, with the same caveat as before.

Eleutheria, The Chainbreaker

Simple weapon, ranged weapon, artifact (requires attunement) 1d6 radiant (80/320 ft.), two-handed

The shortbow is made of an extremely light wood with colors that vary between walnut and cherry. When exposed to dawn or dusk light, it shines with golden reflections. The grip is wrapped in soft, white leather that seems impervious to dust and grime. All along the upper and lower limbs of the bow, there’s a number of empty, unusually shaped grooves and slots.

Sentience: Eleutheria is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 19 and a Charisma of 16. It has hearing and blindsight out to a range of 80 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Sylvan.

Personality: A Curious, incautious and excitable Fey spirit lives within Eleutheria. It has an insatiable appetite for adventure, bold actions, and a very personal sense of justice and hatred for tyrants and bullies. The spirit wishes to learn more about the world and its inhabitants.

Dormant: The shortbow grants the following benefits in its dormant state:

  • You can speak, read, and write Celestial and Sylvan.
  • The attacks of this weapon are considered magical.
  • The shortbow doesn’t need physical arrows when attacking. Translucent arrows of pure energy magically appear as soon as you draw the bow’s string.
  • When you make an attack against an hostile creature using Eleutheria, you can use a bonus action to magically teleport to a space you can see within 15 feet of the target of that attack. You can’t use this property again until you take a short or long rest.
  • While Eleutheria is on your person, you have Advantage on Intelligence (Investigation) checks made for detecting traps and Dexterity checks for attempting to pick locks on cages, manacles, or other restraints in order to free a trapped creature. If you aren’t proficient with Thieves’ Tools, you become proficient when picking locks on cages, manacles, or other restraints.

Awakened: When the shortbow reaches an awakened state, it gains the following properties:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • Your walking speed increases by 10 feet.
  • The base damage die of this weapon becomes 1d8.
  • While holding the shortbow, you can use a bonus action to evoke a gentle, warm (or cool, your choice) breeze to flow around you for the duration. For 1 hour, you and any creature of your choice will benefit from the effects of Freedom of Movement while they’re within 5 feet of you. You can’t use this property again until the next dawn.
  • When you speak its command word, your arrow transforms into a beam of pure radiant energy, forming a line 5 feet wide that extends out from you to a point you can see within 80 feet of you. Each creature in the line, excluding you, must make a DC 16 Dexterity saving throw, taking 5d12 radiant damage on a failed save, or half as much damage on a successful one. This property can’t be used again until the next dawn.

Exalted: When the shortbow reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Your walking speed increases by an additional 10 feet.
  • The base damage die of this weapon becomes 1d10.
  • You can channel the winds around you to support you in your movement. You gain a flying speed equal to your walking speed.
  • While attuned to the shortbow, you can’t be charmed, frightened, petrified, or forced to be prone.

Is this improved Grease spell balanced?

Grease is a very underwhelming spell as it currently stands due to its size and shape (10 ft square) and because the effect is easily overcome. I think this could be a great low level control spell that would still be useful even at higher levels, but it needs some changing. Control spells at 1st level that effect multiple targets typically have an additional or stronger effect: Earth Tremor deals damage, Entangle restrains the target instead of keeping them prone, among other spells having similar improved effects. See below for my alternative Grease spell.

Grease
1st level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V S M (A bit of pork rind or butter)
Duration: 1 minute
Classes: Wizard

Slick grease covers the ground in and turns it into difficult terrain for the duration. You make a line up to 5 feet wide, and 30 feet long; alternatively, you can make a square up to 15 feet across.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area, stands up from prone while in the area, or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

The first change her is the spells area of effect. By changing the spell to be a line, this gives the caster the option to force enemies to cross its area; they may not be in the grease for as long, but they are much more likely to spend time in it. Increasing the size of the spell to 15 feet makes it to a creature moving through the terrain with average movement (30 feet) will have to spend all there movement to get from one side to the other.
The second change adds standing up from prone requiring a dexterity saving throw. This makes it much more difficult to overcome the prone feature of the spell, and may mean the effected creature needs to crawl out of the area in order to end its effect.

An additional change I considered, but probably would be too powerful for the spell being 1st level, was the grease being flammable. this is something that a lot of players ask for and DMs I’ve played with typically allow. Here’s my interpretation of how the effects would look:

A creature that falls prone in the spells area is soaked in grease: this makes the creature vulnerable to the next fire damage they take before the spell ends, unless they are already resistant or immune, in which case this has no effect. Any fire damage that is dealt to the grease area or a creature soaked in grease while still within the area causes the entire area to erupt in flame, cancelling out the prone effects of the spell. Any creature in the area must make a dexterity saving throw, taking 1d6 fire damage on a failure. The grease is completely burned up in 1 round.

I think this addition is a bit more complex than most things in 5e, and likely too strong for 1st level. The vulnerability to fire damage would be close to everyone in the area of the spell, which is why the damage is so small. I think boosting the spell to 2nd level be appropriate, and adding concentration to the spells duration.

How long would you say it would take to break through this trap?

Here is the description of the trap. I removed module specific details to avoid spoilers.

The stone walls of this corridor are carved to resemble a stack of bamboo-like logs. The passage slopes down from a single door on its western leg, the lintel of which has been crafted to represent a stylized cavern entrance.

If the trap triggers, several of the logs swing out from either wall and buffet the party. Once they swing out, the stone logs don’t swing back and thus effectively block the passage, since they bar the way from ceiling to floor with only a 6-inch gap remaining between the logs.

I don’t want it to be impenetrable. How would you rule PCs breaking through?

What can be a reason of a “The requested URL / was not found on this server” error in case of an addon domain?

Let’s say I have a site hosted on a.example.com. I’m adding an addon domain to the server (shared hosting): b.example.com and point this domain to the server IP address.

Visiting b.example.com provides the same site as a.example.com, since they point to the same server. That’s OK.

Then I’m adding an other addon domain c.example.com and point it to the server IP. When visiting c.example.com I get the error: The requested URL / was not found on this server.

Can you tell me a reason how this could happen? I don’t get it.

How do I recalibrate this encounter from Red Hand of Doom for 5th Edition D&D?

I’m running D&D3.5e’s Red Hand of Doom updated for 5e. So far it has been effortlessly straightforward. I’ve been keeping the basic combat encounter structures and simply swapping out 3.5e monsters for similarly-named 5e monsters (3.5e hobgoblins for 5e hobgoblins, 3.5e manticores for 5e manticores, etc.). Likewise, I’ve been winging skill checks and other non-combat challenges just by eyeballing how hard the stated 3.5e DCs likely would’ve been and using my best judgment to apply 5e DCs of roughly similar probability given bounded accuracy.

However, the PCs are coming up on a critical encounter with a major non-combat objective that presents special conversion problems. The encounter in question, arising near the end of Part I, is

Because this objective isn’t a monster, I can’t simply turn to stock 5e monsters and assume all the calibration will have been done for me. At the same time, it’s not as simple as a skill check that I can just eyeball. RHoD provides 3.5e combat statistics for the objective (see p. 34-35), but I’m not sure how those statistics translate to 5e. As written, the objective has what I perceive to be an outsize pile of HP, plus additional defensive features (taking reduced damage from certain sources, etc.) arising from how 3.5e treated entities in the nature of this objective. It’s not clear whether, or how, 5e might expect me to recalibrate those statistics and features.

That is problem enough, but RHoD also goes out of its way to enumerate 3.5e spells that can interact effectively with the objective — most of which are either unavailable or fundamentally changed in 5e. To wit:

  • Soften earth and stone does not exist in 5e.
  • 5e’s version of stone shape restricts the effected area to "no more than 5 feet in any direction," which was not a limitation of the 3.5e version.
  • Stone to flesh does not exist in 5e.
  • Transmute rock does exist in 5e and is substantially more useful in that it applies to any nonmagical rock, rather than only natural, unworked rock as did the 3.5e version. The 5e version could probably deal with the objective in a single turn, whereas RHoD says the 3.5e version just dealt some modest damage if used in a particular way.

Given the different combat mechanics and spell functions between 3.5e and 5e, how do I convert this encounter so it remains an appropriate challenge?

(In case context is helpful, the party is level 5 and comprises a Light cleric, a Hunter ranger, a melee-heavy Battlemaster fighter, and an Abjuration wizard. Despite RHoD being written for 3.5e parties starting at level 6, up to this point these 5th-level PCs have been able to handle the encounters in Part I of the adventure.)

What does this the DH 2e’s Mountain Warrior’s ‘each advance’ mean?


Mounted Warrior

Requirements: Rank 2 (Trained) in any Operate skill or Rank> 2(Trained) in Survival skill, BS 30 or WS 30

Apptitude 1 Weapon Skill / Ballistic Skill

Aptitude 2 Offence

Reduces any penalty for making attacks (Melee or Ranged) from a moving vehicle or mount by 10 for each advance.

I’ve not been able to other sources use similar wordings. Does this mean each rank in all operate and survivor skills gives a +10? Is it just the highest ranked of the 4 skills? Or is it something else?

Is this homebrew shortbow unique item balanced?


Background

One of my players would like a magical bow, but I want something more than simply giving flat bonuses or extra damage/effects. Ideally it should be something that I can tie into her story/background/path, and that evolves and grows with her. I would like it to feel special, and flexible, but not overpowered. I’m fine with this to be a unique object and the center of her upcoming quests.

For who’s familiar with the world of Wildemount, this items follows loosely the format of Vestiges of Divergence, which are artifacts that "level up" with the wielder over time after key events (controlled by the DM) happen in game.

I’m looking for feedback about the power and viability of this item. I’m fine if the item has many cool uses outside of combat, but I want to avoid for it to be exceedingly effective in dealing damage or protecting the wearer compared to what the rest of the party can do. Unfortunately this item has to be a weapon, and has to give at least some basic bonus of combat capabilities, so it’s quite a fine line to walk.

The Item:

Chainbreaker

Simple weapon, ranged weapon, artifact (requires attunement) 1d6 piercing – ammunition (80/320 ft.), two-handed

The shortbow is made of an extremely light wood with a deep brown color which shines golden reflections when exposed to the dawn and dusk light. The grip is wrapped in soft, white leather that seems impervious to dust and grime. All along the upper and lower limbs of the bow, there’s a number of empty nooks and crannies.

Sentience: Chainbreaker is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 19 and a Charisma of 16. It has hearing and blindsight out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Sylvan.

Personality: A Curious, incautious and excitable Fey spirit lives within Chainbreaker. It has an insatiable appetite for adventure, bold actions, and a very personal sense of justice and hatred for tyrants and bullies. The spirit wishes to learn more about the world and its inhabitants.

Dormant: The shortbow grants the following benefits in its dormant state:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • You can speak, read, and write Celestial and Sylvan.
  • While holding the shortbow, you can use a bonus action to speak its Celestial command word, causing a flash of bright light to spark from the bow’s handle. The flash reveals for 1 minute all hidden traps within 120 ft. You can’t use this property again until you take a short or long rest.
  • While holding the shortbow, after you complete an Attack action, you can use a bonus action to magically teleport within 30 feet of the target of your previous attack.

Awakened: When the shortbow reaches an awakened state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Your movement speed increases by 10 feet.
  • While holding the shortbow, you can use a bonus action to speak its Sylvan command word, causing a gentle, warm (or cool, your choice) breeze to flow around you for the duration. For 1 hour, you and any creature of your choice within 20 feet of you will benefit from the effects of Freedom of Movement.
  • When you fire an arrow and speak a command word, it transforms into a bolt of pure force, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 5d12 force damage on a failed save, or half as much damage on a successful one. This property can’t be used again until the next dawn.

Exalted: When the shortbow reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +3.
  • You can channel the winds around you to support you in your movement. For 1 hour you gain a flying speed equal to your walking speed. This property can’t be used again until the next dawn.
  • If you target a creature that is grappling or restraining one of your allies, you have advantage on all your attack rolls against that creature.
  • The shortbow doesn’t need physical arrows when attacking. Translucent arrows of pure force magically appear as soon as you draw the bow’s string. The base damage die of this weapon becomes 1d12, and the damage type becomes force.

The theme

This item is an artifact dedicated to a Goddess which values freedom, exploration, open spaces and hates injustice, bindings, and tyrants. I tried to keep it in the theme of the item with abilities for tactical teleport and bonuses when helping out people that are restrained by others. I’m fine with changing anything as long as it can be traced back to the theme.

Possible problem areas

I’m wary of giving out items that increase the effectiveness in combat for a character. I’m aware of the bounded accuracy concept in D&D 5th edition. I would be fine with re-tuning the +1/+2/+3 fixed bonus.

This item has probably too many things going on for a player to actively keep in mind.

How can I write a formula for this houseruled roll in AnyDice?

So here it goes:

  1. The roll is a pool of dice of d6s, d8s, and d10s. The minimum dice pool is 1d6 and the maximum dice pool is 10 dice. It could be 2d6 + 2d8 + 1d10, for example.
  2. Rolling 5+ is a success.
  3. A number of successes is necessary equal or higher than the Difficulty (that ranges from 1 to 10) to have a successful check.
  4. The maximum value of a die explodes: 6 in a d6, 8 in a d8, 10 in a d10. But there’s a limit by the character’s Protagonism (ranges 1 to 10). It’s like the level of the character, so one with Protagonism 3 could not explode any dice more than 3 times. The eventual 4th time counts only as a normal success, even if it has the maximum value again.

I see it can be very difficult to do this, so I thank anyone who may come up with something. Thanks so much!

How to correctly enumerate all the schemes of this hexahedral coloring problem?

Choose several colors from the given six different colors to dye six faces of a cube, and dye each two faces with common edges into different colors. How many different dyeing schemes are there?

Note: if we dye two identical cubes, we can make the six corresponding faces of the two cubes dyed the same by proper flipping, then we say that the two cubes have the same dyeing scheme.

Show[Graphics3D[   Rotate[Cuboid[{0, 0, 0}, {1, 2, 1}], 0 Degree, {0, 0, 1}],    Axes -> True], i = 1;   Graphics3D[   Table[Text[Style[ToString[i++], 15], {x, y, z}], {x, 0, 1}, {y, 0,      2, 2}, {z, 0, 1}]]] 

enter image description here

g0 = Graph[(Sort /@        Flatten[Map[Thread[#[[1]] \[UndirectedEdge] #[[2]]] &,         {{1, {2, 3, 5}},          {2, {1, 4, 6}},          {3, {1, 4, 7}},          {4, {2, 3, 8}},          {5, {1, 6, 7}},          {6, {2, 5, 8}},          {7, {3, 5, 8}},          {8, {4, 6, 7}}}]]) // DeleteDuplicates,     VertexLabels -> "Name"]; ChromaticPolynomial[g0, 6]  poly = CycleIndexPolynomial[DihedralGroup[8],    Array[Subscript[a, ##] &, 6]] 

The result of the above code is 198030, but the reference answer is 230. How to correctly list all the solutions to this problem?

Please, help me with this

Hello everyone,
I created a blog with blogger and used a theme from btemplates. The theme is good for me but I don't know how to add my social links to the social icons that are already on my theme.
Below is a screenshot of the code for editing my social links but I have tried but it didn't work.
Can anyone tell me the format I should use?
Thank You!

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