Is this recommendation for a fighter to take the Weapon Master feat entirely useless?

Tasha’s Cauldron of Everything includes some recommendations for building a Battle Master fighter. The introduction to the section says:

Below are recommendations for how you might build a Battle Master to reflect various types of warriors.

Each of these builds contains suggested fighting styles, maneuvers, and feats. Those suggestions are from the Player’s Handbook, except for the ones followed by an asterisk, which indicates an option introduced in this book.

Two of these builds (Duelist and Gladiator) list the Weapon Master feat as a recommended feat. Weapon Master says:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

The Proficiencies section of the Fighter class says:

Weapons: Simple weapons, martial weapons

Fighters are proficient in all simple and martial weapons.

Am I missing something here or is the Weapon Master feat a complete waste of an ASI for a fighter? Is there some way that taking the Weapon Master feat as a fighter is not entirely redundant?

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postgres promote hot_standby (archive_command = ‘:’) to master (archive_command = ”)

Assume we have

  1. master server (archive_command = ”)
  2. hot_standby server (archive_command = ‘:’)
  3. pg_receivewal server (from master slot)

What would be the correct procedure to promote hot_standby server to master, change archive_command to ” and change pg_receivewal slot?

My concern is a duplicate wal file mess between all 3 servers if done incorrectly.

Does the Voice of the Chain Master eldritch invocation let me cast a purely verbal spell through my familiar?

In D&D 5e, as a Pact of the Chain Warlock, I can choose an eldritch invocation that lets me speak in my own voice through my familiar called Voice of the Chain Master (PHB 111):

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Healing word is a spell with only a verbal component (PHB 249):

Components: V

[…]

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.

The description of verbal components in the rules of spellcasting (PHB 203) says the sound of my voice alone is what causes the magic of this spell to happen:

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion.

Say my familiar is in another room, no matter how far away. Through my familiar’s eyes, I see a target at 60 feet. From my familiar comes my own magic-infused voice. That particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion that travel to the target and heal it.

Is this possible?

Can you use the Diplomat feat through your Familiar with the Voice of the chain Master?

So the Feat goes:

If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Can a player trigger this effect through a familiar when he speaks through it? I don’t want to deny my player this "because I said so," but it totally breaks any notion of balance for him to (for instance) send his familiar to god knows where, find someone important, pretend to be a great wizard trapped in a pseudodragons body, charm them through diplomat, then make them do god knows what.

Do the Tunnel Fighter UA fighting style and the Polearm Master feat combine to grant indefinite opportunity attacks?


Here’s the scenario:

The character in question has both the Tunnel Fighter fighting style from Unearthed Arcana: Light, Dark, Underdark!, which says:

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.

As well as the Polearm Master feat (PHB, p. 168), the second bullet point of which says:

While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Assuming you hit every target that enters your reach (10 feet, unless you’re using a quarterstaff), could you essentially take out a stampede of kobolds who have no ranged weapons? (Or some other instance of lots of easy-to-hit targets rushing at the player.)

Am I correct in assuming this means all approaching targets are attacked once as they enter my reach? Am I missing something that says otherwise in this scenario?

This combination seems really good to protect the rest of the group from a swarm of enemies and to abuse choke points. It’s almost too good against weaker enemies.

Repmgr : It automatically promotes to new master but other standby stopped

I’m trying to setup postgre with repmgr and here is the rsult

enter image description here

The scenario is,

  1. i tried to spinup 1 primary and 2 standby.
  2. then i stop the primary so the postgres-2 got promoted.
  3. Unfortunately the postgres-3 got disconnected due to some reason but here is the error log enter image description here

It looks like it was able to connect but the postgres restared and didn’t come back. 4. I spin up another standby but the master it was pointing is the old one which is postgres-1 That might be the reason why it is saying !running and still primary even if the actual primary is postgres-2.

My question is how can i make other standby not disconnected every time i promoted (automatically due to failure etc.) a new primary?

here is my repmgr.conf

NET_IF=`netstat -rn | awk '/^0.0.0.0/ {thif=substr($  0,74,10); print thif;} /^default.*UG/ {thif=substr($  0,65,10); print thif;}'` NET_IP=`ifconfig $  {NET_IF} | grep -Eo 'inet (addr:)?([0-9]*\.){3}[0-9]*' | grep -Eo '([0-9]*\.){3}[0-9]*' | grep -v '127.0.0.1'`   HOSTNAME='postgres-'$  {my_node}  cat<<EOF > /etc/repmgr.conf     node_id=$  {my_node}     node_name=$  HOSTNAME     conninfo='host=$  {NET_IP} user=repmgr password=repmgr dbname=repmgr connect_timeout=2'     data_directory='$  {PGDATA}'      log_level=INFO     log_facility=STDERR     log_status_interval=300          pg_bindir='/usr/lib/postgresql/10/bin'     use_replication_slots=1          failover=automatic     promote_command='repmgr standby promote'     follow_command='repmgr standby follow -W' EOF 

Also, I’m running using docker extending the official postgres docker image

FROM postgres:10  RUN echo "deb http://apt.postgresql.org/pub/repos/apt/ stretch-pgdg main 10" \           >> /etc/apt/sources.list.d/pgdg.list  # RUN ln -s /home/postgres/repmgr.conf /etc/repmgr.conf  RUN apt-get update && apt-get install wget -y RUN apt-get install net-tools -y RUN apt-get update; apt-get install -y git make postgresql-server-dev-10 libpq-dev postgresql-10-repmgr repmgr-common  #RUN wget -c https://repmgr.org/download/repmgr-5.1.tar.gz -O - | tar -xz  RUN touch /etc/repmgr.conf; \     chown postgres:postgres /etc/repmgr.conf  ENV PRIMARY_NAME=localhost ENV REPMGR_USER=repmgr ENV REPMGR_DB=repmgr ENV REPMGR_PASSWORD=repmgr  COPY postgresql.replication.conf /tmp/postgresql.replication.conf  COPY scripts/*.sh /docker-entrypoint-initdb.d/ 

Lastly, here is how i check if should be register as primary or standby

PGHOST=$  {PRIMARY_NAME}  installed=$  (psql -qAt -h $  {PGHOST} repmgr -c "SELECT 1 FROM pg_tables WHERE tablename='nodes'")  if [ "$  {installed}" != "1" ]; then     echo "Registering as PRIMARY SERVER"     repmgr primary register else     my_node=$  (grep node_id /etc/repmgr.conf | cut -d= -f 2)     is_reg=$  (psql -qAt -h $  {PGHOST} repmgr -c "SELECT 1 FROM repmgr.nodes WHERE node_id=$  {my_node}")      if [ "$  {is_reg}" != "1" ] && [ $  {my_node} -gt 1 ]; then         echo "Registering as STANDBY SERVER"          pg_ctl -D $  {PGDATA} stop -m fast         rm -Rf $  {PGDATA}/*         repmgr -h $  {PRIMARY_NAME} -d repmgr standby clone --fast-checkpoint         pg_ctl -D $  {PGDATA} start &         sleep 1         repmgr -h $  {PRIMARY_NAME} -d repmgr standby register         fi fi 

here is my update for the postgres.conf

 sed -i "s/#*\(shared_preload_libraries\).*/='repmgr'/;" $  {PGDATA}/postgresql.conf sed -i "s/#port = 5432/port = 5432/g" $  {PGDATA}/postgresql.conf sed -i "s/#max_wal_senders/max_wal_senders/g"  $  {PGDATA}/postgresql.conf sed -i "s/#wal_level/wal_level/g"  $  {PGDATA}/postgresql.conf sed -i "s/#max_replication_slots/max_replication_slots/g"  $  {PGDATA}/postgresql.conf sed -i "s/#hot_standby/hot_standby/g"  $  {PGDATA}/postgresql.conf  sed -i "s/#archive_mode = off/archive_mode = on/g"  $  {PGDATA}/postgresql.conf  echo "archive_command = '/bin/true'" >>  $  {PGDATA}/postgresql.conf 

I’m using postgres:10 and repmgr-5.0

hope someone could help me on this. Thanks,

Does the bonus attack from Polearm Master receive the bonus from a magic weapon?

If I have the Polearm Master feat and am wielding a +1 Glaive, the extra bonus attack will use the same modifier as the standard attack (STR). However, does it also receive the +1 bonus from the fact that the weapon is magical?

Personally, I’d think that the full weapon is magical (not only the cutting part), so indeed the bonus attack gets a +1 as well. But in my DnDBeyond character sheet, the bonus attack does not include the magical bonus. So I wonder if this is RAW or a bug in DnDBeyond.

Is my adaptation of the Battle Master as a Wizard subclass balanced relative to other Wizard subclasses and to the original Battle Master?


Background Motivation

I wanted to create a subclass for Wizard that uses an expendable die resource to augment its magic and benefit its allies, similar to how the Battle Master Fighter expends superiority dice to fuel maneuvers which augments its attacks and benefit its allies.

Design Process

The following were some significant steps and motivations in my design process.

  • I called the subclass the School of Pedagogy because, thematically, a Wizard of this subclass is an academic who studies magic at a theoretical level. I called the equivalent of Battle Master maneuvers “theorems” for the Pedagogy Wizard and the equivalent of superiority dice “savant dice.”
  • I evolved the Pedagogy concept from the Unearthed Arcana Lore Master and School of Invention, but almost nothing from those inspirations remains.
  • I ported the Battle Master subclass features (at 3rd, 7th, 10th, 15th, and 18th Fighter levels) into the chassis of the Wizard (at 2nd, 6th, 10th, and 14th Wizard levels), trying to keep a similar pacing of improvements.
  • I reduced the die size progression and the utility/skill features for the Pedagogy Wizard to include only d8 and d10 savant dice to account for Wizards generally being more powerful than Fighters at higher levels and for Wizards generally having more skills.
  • I ported many of the Battle Master maneuvers directly into theorems with minimal changes to apply the benefits to spells and magical effects. However, not every maneuver was sensible to port, so I excluded some. Then I created original theorems to fill unique magical needs that exist for a Wizard but not for a Fighter.
  • I compared the resulting theorems to all subclass features of other Wizard subclasses to avoid stepping on their toes. Some features and theorems are inspired by class/subclass features from other classes, in which case I tried to avoid impeding on those as well. I specifically avoided duplicating any Sorcerer Metamagic features.
  • For wording all theorems that add or subtract a die on an attack, check, or save, I tried to use wording identical to that used in Battle Master maneuvers, Bardic Inspiration, and the bless and bane spells: if the intent is that you can add/subtract before or after the roll is resolved, it’s explicitly stated; otherwise, you add it when you make the roll.
  • I iterated the subclass many times using feedback from several other DM’s. We will be playtesting the subclass for two Wizard characters in two campaigns (one where I am the DM and one where I play the Wizard), but it hasn’t made it to the table as of this posting.

Text of the Subclass (version 1.0)

The following is the result of my design effort.

Arcane Expertise

At 2nd level, you gain proficiency in the Arcana skill if you aren’t already proficient in it, and your proficiency bonus is doubled for any ability check you make that uses Arcana.

Magical Savant

When you choose this school at 2nd level, you learn magical theorems that are fueled by special dice called savant dice.

Theorems. You learn three theorems of your choice, which are detailed under “Theorems” below. Many theorems enhance a spell or other magical effect in some way. You can use only one theorem per effect.

You learn two additional theorems of your choice at 6th, 10th, and 14th level. Each time you learn new theorems, you can also replace one theorem you know with a different one.

Savant Dice. You have four savant dice, which are d8s. A savant die is expended when you use it. You regain all of your expended savant dice when you finish a short or long rest.

You gain another savant die at 6th level and one more at 14th level.

Theorems

The theorems are presented in alphabetical order.

Applied Studies

When you make an Intelligence (Arcana, History, Nature, or Religion) check, you can expend one savant die to add it to the check. Alternatively, when you or a friendly creature who can see or hear you makes an Intelligence (Investigation) check, you can use your reaction and expend one savant die to add it to the check before or after making the check, but before any effects of the check are applied.

Beguiling Spell

When you cast a spell that forces a creature to make a Wisdom saving throw against being charmed or frightened, you can expend one savant die to make the spell especially beguiling and hard to ignore. Subtract the savant die from that creature’s first saving throw against the condition.

Damping Defense

When a creature damages you with a weapon attack, you can use your reaction and expend one savant die to reduce the damage by the number you roll on your savant die + your Constitution modifier.

Distracting Spell

When you hit a creature with a spell attack, you can expend one savant die to distract that creature, giving your allies an opening. You add the savant die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Dual Strike

When you cast a spell with a duration of Instantaneous and it deals damage to a creature on your turn, you can use a bonus action to direct one of your companions to strike in tandem. When you do so, choose a friendly creature who can see or hear you and expend one savant die. That creature can immediately use its reaction to make one weapon attack against the same target, adding the savant die to its attack roll.

Elemental Flux

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can expend one savant die and choose one of the spell’s damage types from that list to substitute for another type from that list for the spell’s duration. The first time you roll damage for the spell using the substituted type, add the savant die to the damage roll.

Focusing Oration

When a friendly creature that can see or hear you misses with an attack, you can use your reaction and expend one savant die to refocus that creature’s efforts. Add the savant die to the attack roll, possibly changing the outcome.

Galvanizing Oration

When a friendly creature that can see or hear you makes a saving throw to end an ongoing effect on itself or to maintain concentration, you can use your reaction and expend one savant die to add it to the saving throw.

Maneuvering Spell

When you cast a spell with an area of effect, you can expend one savant die to direct one of your comrades to exit the area. Choose a friendly creature who can see or hear you in the area. Before the spell takes effect, that creature can use its reaction to move up to its speed, adding the savant die to its AC until it stops moving.

Mental Agility

When you roll initiative at the start of combat, you can expend one savant die to add it to the roll. When you use this theorem and aren’t incapacitated, you can’t be surprised on your first turn in combat.

Merciful Spell

When you reduce a creature to 0 hit points with a spell and the target isn’t killed outright, you can expend one savant die to hold back some of the spell’s energy and merely knock the target out. The target falls unconscious and is stable. You gain temporary hit points equal to the savant die roll + your Wisdom modifier.

Precision Spell

When you make a spell attack against a creature, you can expend one savant die to add it to the attack roll. You can use this theorem before or after making the attack roll, but before any effects of the attack are applied.

Reactive Cantrip

When a creature misses you with a melee attack, you can use your reaction and expend one savant die to cast a damaging cantrip that targets only that creature and has a duration of Instantaneous. Add the savant die to the cantrip’s damage roll.

Stirring Oration

When you cast a spell with verbal components on your turn, you can use a bonus action and expend one savant die to encourage one of your companions with an insightful speech woven into your spellcasting. Choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the savant die roll + your Charisma modifier.

Swift Spell

When you cast a spell that forces a creature to make a Dexterity saving throw, you can expend one savant die to make the spell especially swift and hard to avoid. Subtract the savant die from that creature’s first saving throw against the spell.

Tough Spell

When you cast a spell that forces a creature to make a Constitution saving throw, you can expend one savant die to make the spell especially tough and hard to withstand. Subtract the savant die from that creature’s first saving throw against the spell. This theorem can’t hinder a Constitution saving throw made to maintain concentration.

Expeditious Research

Starting at 6th level, you can use the Search action as a bonus action.

Improved Magical Savant

At 10th level, your savant dice turn into d10s.

Timely Epiphany

Starting at 14th level, when you roll initiative and have no savant dice remaining, you regain one savant die.

Question

Is this Wizard School of Pedagogy balanced relative to other Wizard subclasses and to the original Fighter Battle Master that inspired it? In other words, can the School of Pedagogy coexist with those other subclasses as a useful, distinct, and coequal option without impinging on their design? Things to watch for…

  • Flawed language with ambiguity or unintended consequences.
  • Features that are not level-comparable with similar features from other classes/subclasses.
  • Features granting benefits that are too powerful relative to existing options.
  • Features that are game-breaking within the game’s existing design.
  • Features that are so niche or unhelpful they would never be chosen or used.

I am not at all concerned with whether the Pedagogy Wizard seems thematically or mechanically similar to the Sorcerer, so any similarity between the concept of theorems and of metamagic isn’t considered to be infringing on the use case of Sorcerers for purposes of my question, unless a theorem directly replicates a particular Sorcerer metamagic option.

(To the best of my ability, I’ve followed the recommendations on Meta for how to present a homebrew balancing question. I’m happy to accommodate actionable suggestions for improvement of the question. However, if I need to iterate the subclass design again after reviewing the answers, that will be done in a separate question. Finally, sorry for the wall of text. I hope it’s easy to follow.)

Teleporting a polearm master

I have a character that can swap locations with another via teleportation as an action. Another has the equivalent of the Polearm Master feat. If the Teleporter swaps locations with the Polearm Master on the Teleporters’ turn, and an enemy is within range, does the Polearm Master get to use his opportunity attack on the enemy when he arrives?