Need Suggestions for a Dexterity Whip-Paladin, Rouge Multiclass Build

Long story short My DM allowed me to swap characters due to some scaling issues with my last character build (Arcane Trickster/Wizard Multiclass). It was by no means terrible but but it lacked noticeable damage in exchange for immense versatility (played as a psuedo-wizard). We have a wizard now so I decided a new tactic.

The goal of this paladin is to serve as a mobile, melee bruiser with access to healing incase my party needs it (alas, I am in a campaign type where combat wise, comp matters to the DM but not to my teammates which is fine overall but somewhat annoying).

For this new character who was already implemented into the story, she is a 5/2 split Paladin(OoV) Rogue who thematically uses whips for their primary weapon. I would like some suggestions on how to progress this build without it gimping later on into the high-levels (like 12-15).

Their stats are Str 14, Dex 20, Con 15, Int 11, Wisdom 11, Cha 18. No feats, Dueling Fighting Style, Changeling.

I understand that I should at least pick up Aura of courage but what are some rogue subclasses that are not redundant to my weapon choice (swashbuckler 3rd level feature is unneeded for example due to my channel divinity and reach weapon).

Essentially what I am asking for is how to proceed with my leveling (I do not need Min-Max damage as smites plus hunters mark are enough, but general combat efficiency).

Thank you all for your replies in advance!

Homebrew Feat: “Whirlwind Sentinel” –critiques and suggestions please

The DM and I have worked it out, so it’s a bit moot, but I’d still like the community’s opinion on whether or not this homebrew feat is balanced for D&D 5e.
Inspiration taken from:
Sentinel (PHB 169)
Slasher (TCE 81)
(Sorry, feats not in the SRD)

This is for my lvl4 halfling barbarian; he has a STR of 17, so I really really want that sweet +4 mod, but taking the attr bonus is ‘boring’ to me. The purpose of this feat is to give him some more battlefield control (a la Sentinel; plus he took the Wolf Totem option at lvl 3), while also limiting the instances he can ‘do the thing’ (a la ‘Slasher’ feat)
Here’s what we came up with:

  • Increase your Strength or Dexterity by 1, to a maximum of 20

When using ONLY a melee slashing weapon* (with or without a shield):

  • When you use your Reaction to hit a creature with an Opportunity attack: if you don’t have disadvantage, roll a second d20– if the second d20 would also hit, reduce the creature’s speed to 0 for the rest of the turn.
  • If a creature you attacked on your most recent turn makes an attack against a target other than you, you may use your Reaction to make an attack against that creature

*we wanted to underline that this feat only works with slashing weapons, but not prevent a flaming axe or shields

course suggestions to learn background for sensor fusion

Specifically what topics in probability would give me the background I need to understand sensor fusion?

I’m looking for a college class that would include these topics, so I’m wondering what the class might be called or what might be in the description.

By any chance do you know of a community college that offers a good class that would cover these topics?

To explain a bit more, I’m a rising sophomore computer science major, but I’m on leave from my university because of the pandemic. I want to take a class in the meantime, and since many community colleges are online at this point, I have many options, but I’m not sure exactly what I should be looking for.

Thanks for your help!

I am looking for suggestions for a permanency spell, weapon enchantment, and constructive critics for my homebrew solution [closed]

I’ve seen various questions on permanency, i am not an online guy(in fact i’m the older brother of this account owner, i have been DMing for more than 2 decades now, mainly in 2E,2.5E[combat and tactics] with my homebrew systems though)Just recently started DMing a 5e game(which is my 3rd experience with the system, systemwise i have no questions),some of players are 3 decade players, and our games are probably seen as technical freakshows to new players mostly(a naval engineer debating with his DM about his ship design, getting angry and actually building a perfect model and design of it irl, in order to prove it’s possible etc). So here is the question; how can i implement permanency spell/effect better into the game? Also these methods are my custom permanency methods, you can use them as you like.

(I must add we play only in Forgetten Realms, rarely other realms, and even such games start in FR and accesed through planescape/sigil etc, with most games focused on intrigue, economics and politics in detail which would annoy average gamers rather than hack and slash…and we are probably more canon freak than most people including Candlekeep bunch[most of them, not all])

My solution so far; making different permanency recipes(each permanency recipe is compatible with only one or rarely two spells, like bless, fire/cold shield or invisibility for example[not going to into advanced spellcraft recipes etc]) usually making some of them epic level thus causing divine intervention upon casting, eg: Mystra directly gets aware of it since it’s taboo/forbidden by her, and she might respond personally or through her chosens whatsoever. Combination; certain locations and certain dates in Harptos Calendar in which certain materials/spells are used at specific times on items explained in recipes, legendary/epic permanency effects/enchantments can take a year or more(total time spent is no more than week at most though waiting for right periods or reaching the locations and gathering the ingridients/reagents might take a long time) depending on circumstances. I use recipes for permanency rather than turning permanency itself into a spell, however some of these recipes might require rare quest items, materials, artifacts or even epic spells which are really scarce in 5th edition FR. Same ecnhantment(usually low levels) can be acquired through different recipes.

(The following spell can only be cast after Forge of Spells in Wave Echo Cave becomes functional again, after a series of quests my adventurers, move a group of Ironstar Dwarves from distant city of Evereska, through lotsa politics, favors[they ressurect the 3rd dwarf Tharden Rockseeker, by carrying his corpse to Helm’s Hold with a cart after casting Gentle Repose on the corpse] and intrigue, they get full rights to Wave Echo Cave in LMoP, they eventually resurrect the guy eaten by the Notic as well, anyway, through their connections with certain individuals in Waterdeep they get in touch with these Dwarves, as the party’s sage discovers that Ironstar Clan still exists through vigorious research in libraries of Kryptgarden Scrolls(Daggerford) and family archives of scholarly Waterdeep nobles(Eltorchul, Estelmer, Thongolir, Wands etc) aftermath of the campaign, they get in touch with Ironstar Dwarves and give them mining/operating rights of the Cave(major share), they also manage to settle some Ironfist Dwarves from their stronghold and Crossroad Keep into Axeholm along with a dwarf royal[last of his line, they manage to convince him into marrying etc] they’ve met in Skullport, Gyudd, all in the name of their plan of finding a new cosmopolitan state in the future after they clean a certain fascist elven organization which nests in Neverwinter Wood(Eldreth Veluuthra)…Passing further details i’ve already written too much:P Just wanted to demonstrate what kind of game makes such recipes and permanency spells possible)

Darkfire Shield Enchantment: A scroll/recipe that can only be obtained from a specific dwarf[from Ironstar Clan] in Evreska in my campaign it can only be used on certain alloys, mostly on Darksteel another version of this recipe works on Mithral but it requires primordial fire in it’s enchantment process, which makes it a bit more tricky, and that recipe is harder to get anyway(the latter requires no diamond though).

In the middle of Flamerule(midsummer festival) sprinkle a thousand toal(2k gp) worth of ruby dust on a Darksteel Shield just before Tharsun turns to Eventide(around 17.00) at a certain shrine to TharmekhĂ»l infront of which lies a statue with an inscription written in Dethek(Dwarven Alphabet) with "Fire is the Cure" and cast this spell(fireshield), then at the last Highsun(twelve bells, midday/noon) of Tarsakh(Greengrass festival) repeat the spell on the Dumathoin shrine constructed within the Caves/Mines which houses "Forge of Spells" after sprinkling a thousand toal diamond, finalizing the procedure: infront of spell forge, by putting the item on the forge(using the forge like an altar to Moradin rather than using it for it’s original purpose in it’s lore) then blessing the item(preferably by a dwarf, even better a Moradin priest, if the latter, shield gives advantage to saving throws rolled against fire damage, eg:dragon breath, spells etc)

Cold version of the recipe works with same metals, different gems, a different shrine(In an old dwarven town built within Spine of the World Mountains/possibly Dorn’s Deep, second step is again Wave Echo Cave, recipe can be obtained from a smith in Mithral Hall after a questline)

I have similar, permanent enchantment recipes, some of them of Elven, Gnomish, Celestial or Abyssal Origin, how do you enchant equipment and locations in your game, do you have any alternative crafting methods that is compatible with game lore(like using alloys to get different effects, using mithral, darksteel and electrum items as base for magical crafting, crafting the hilt and the blade of a sword through very different methods/rituals and materials perhaps)? I would very much to learn your homebrew solutions, also if you are looking for custom recipes for certain spells or effects i can share my stuff.

Sorry for the long read(and possible errors in my spelling), thanks in advance for your constructive comments.

Dragonborn variant (suggestions)

So I tried making my own homebrew variant of the Dragonborn race. Any suggestions or changes you want to add are welcome, but if you think something is overpowered or just plain bad I would appreciate you explaining to me why. I’ll put my reasoning for each part at the bottom. It uses the core racial traits in the PHB along with my changes below:

Ability Score Increase: Con+2, +1 to one other stat

Darkvision: range of 60 feet. You can see in dim light as if it were bright, and grayscale in darkness.

Breath Weapon: you have an elemental breath attack depending on your dragon ancestry. You can use a Bonus Action to make a ranged attack roll, using your Constitution, against 1 creature you can see within 30 feet of you. The damage is 1d10 + your constitution modifier. You can make this attack a number of times equal to your constitution modifier per every long rest.

Developing Wings: you have a pair of wings on your back. Your wings are not fully developed and therefore not strong enough to grant you flight yet. At 10th level you have resistance to bludgeoning damage from falling. At 20th level you have a flying speed of 30 feet. Your clothes or armor must accommodate your wings.


  1. I chose this for the ASI as it better reflects a Dragonborn’s desire to excel at their given talent and to fulfill any role in their clan. Con+2 because of their strong build and a flexible +1 to better assimilate into any class
  2. Dragonborn were born from dragon eggs and dragons have darkvision. Also the Wildemount variants have darkvision. Not sure why the base class doesn’t have it.
  3. The original breath weapon isn’t very practical for the action economy in battle, the damage is not great, and it has extremely limited use.
  4. I know a flying speed is very overpowered on a player race, so I made the benefits very gradual. Tempest Clerics get flying (outdoors) at 17th level, Draconic & Divine Sorcerers get it at 14th, and Storm Sorcerers get a shareable flying speed at 18th level. I feel like this wouldn’t be considered broken.

Fishbowl effect correction in raycasting engine suggestions (pseudo 3d projection)

I’m writing a simple raycaster in golang and I have some problems understanding perspective correction. The code is simple, the main rendering loop is this:

    curVector := playerVector.NewRotated(-curFov / 2)     rotateStep := curFov / float64(screen.Width()) // Angles per screen row     // Traverse each row of our screen, cast a ray and render it to screen buffer     for i := 0; i <= screen.Width(); i++ {         curVector.Rotate(rotateStep)          hit, distance, tile, tileP := rayCast(curX, curY, curVector, viewDistance)          if hit {             // distToHeight is basically linear (screen.Height()/distance)             drawTexturedWallColumn(screen, tile, i, distToHeight(distance, screen.Height()), tileP) // Project walls on screen         }         // drawSpritesColumn(screen, i, curVector, distance) // Project sprites on screen     } 

So I just cast rays with even angle intervals and get this fishbowl effect: enter image description here

So, I understand that the problem is with angle intervals and sphere projected rays with the same length. I found this question How can I correct an unwanted fisheye effect when drawing a scene with raycasting? and tried to implement the same logic:

leftVector := playerVector.NewRotated(90)     // Traverse each row of our screen, cast a ray and render it to screen buffer     for i := 0; i <= screen.Width(); i++ {         progress := float64(i)/float64(screen.Width()) - 0.5 // -0.5 to 0.5         stepX := (playerVector.X + progress*(leftVector.X*2)) // *2 to make 90 FOV         stepY := (playerVector.Y + progress*(leftVector.Y*2))         curVector := Vector{X: stepX, Y: stepY}          hit, distance, tile, tileP := rayCast(curX, curY, curVector, viewDistance)          if hit {             // distToHeight is basically linear (screen.Height()/distance)             drawTexturedWallColumn(screen, tile, i, distToHeight(distance, screen.Height()), tileP) // Project walls on screen         }         // drawSpritesColumn(screen, i, curVector, distance) // Project sprites on screen     } 

But the result is almost the same (FOV variable is not used here but it’s around 90, it’s not important at the moment). The difference is that this one has a more “linear” fishbowl effect because of evenly spaced intervals (progress variable): enter image description here

So, I don’t know how to fix this, I also tried to use perpendicular distance (distance*cos).

Few updates suggestions

Hi! I have few suggestions if added to ser , they will be too much helpful
1) Select verified links based on country. 
Project->right click->show urls->verified->select->links based on country
2)Export unused accounts from projects.
If we upload accounts to a project and run the project but decide to stop the project before all the accounts gets processed. So the leftover accounts can be exported and used in the same or in any other project. It helps in lots of ways. First all of the accounts will be used evenly . Links overwriting will be avoided. Same accounts getting used again quickly can lead to deletions.
3). Add engines selection so that selected engines verified links from the project can only be added,

I hope these can be worked out. Hoping for the best.
Thanks again,

Suggestions for show how many days? Passing the International Date Line

Little background Let’s say you fly from the United States to Japan and suppose you leave the United States on Tuesday morning. Because you’re travelling west, the time advances slowly thanks to time zones and the speed at which your aeroplane flies. But as soon as you cross the international dateline, it’s suddenly Wednesday.

Below image from google flight, which is +2 means taking 2days gap. this +2 doesn’t make a sense for me.

enter image description here

D&D high-difficulty / technical character build suggestions

I have always been a huge fan of D&D style derivatives, but I have never actually played D&D itself. (Baldurs Gate (I & II), Final Fantasy VII+, Magic the Gathering, Oblivion, Fallout 3+).

My friends have convinced me to play my first campaign with them (I don’t know much more than that), I told them I wanted run-of-the-mill D&D (3.5), no cheesy gimics when possible. (I want it to be hard)

I know this is a very open question, with a few parts, so try not to blow up at me after the first sentence(I am only 1/5 through the 3.5 core “manual”):

What are some general character genres that might be typically reserved for mid-high level veterans?

I want a D&D character that is going to give me a hard time, but can achieve functional synergy if played correctly. I don’t want the strongest class, or the most brokenly powerful . I am looking for something that requires careful balance and tactical execution. Doesn’t need to be fun (the harder I have to work, the more fun I have).

After overviewing the manuals, my attention is first drawn to Bards and Rogues. But I start getting lost in the specialization/multiclassing decisions. And while I’m sure I could mash together a crippled Thief/Bard on my own, I don’t want to be an jerk to the other guys.

- I like sneaking - I like traps/poisons/buffing/debuffing - I like micro-managing my strategy and execution at all times 

My favorite playthough in Fallout New Vegas was: sneak, unarmed, and explosives (with lockpicking and science as minors). I ran around naked with a backpack full of mines and a handful of grenades. (even then it was still easier than I had hoped, even with a difficulty modpack!).

My last playthrough of Skyrim was: sneak, alteration/conjuration, and alchemy (with minors in destruction and daggers). Ran slim on armor (so I could swing my dagger while quickly running backwards), using glyphs and summoned creatures to stage my ambushes. Boss battles would require crazy amounts Master Health Regen and Master Magic Regen.

Neither of the previous descriptions were particularly powerful, and in the hands of most casual gamers would have led to many rage-quits (only because a winning synergy took more patience and discipline than they were willing to put forth).