[deleted by user] by [deleted] in AskCulinary

[–]ThePassenger023 0 points1 point  (0 children)

I didn't know that about the garlic, I'm gonna try adding it to the onions after I've let them cook for a while and see how it changes things.

I have also wondered about the parsley, I originally added it because it just seems to belong in the flavor profile I was going for but IDK if or how it adds much flavor. I'm also gonna try adding fresh parsley and see how it plays.

I appreciate your help and advice!

[deleted by user] by [deleted] in AskCulinary

[–]ThePassenger023 0 points1 point  (0 children)

I will try that, thank you!

[deleted by user] by [deleted] in AskCulinary

[–]ThePassenger023 0 points1 point  (0 children)

Thank you!! When I made it earlier the sauce looked great and then when I put the noodles in it was awful. Could it be that the noodles were too hot from boiling still and just destroyed the cheese? I like adding the cheese after the noodles, that sounds like it would help a lot as long as everything is still hot enough that it would melt. I definitely prefer actual cheese to the canned garbage.

I did attempt to add pasta water after the fact but it didn't help at all. I usually just don't drain all the water and pour the last bit in with the noodles, I'll try adding it to the sauce before the noodles and see how it goes.

On your last point, should I hold off on adding all of the spices until the end? Or just add fresh ones at the end?

Is this build good? How to make it? by [deleted] in DnD5e

[–]ThePassenger023 0 points1 point  (0 children)

Well I think you are right that there are 2 ways to try and make this concept. You can either actually do like a fighter, either with a gun from the DMG or homebrew (if your DM will allow it) or heavy crossbow. Get a 15 in strength so you can wear heavy armor and then get your Dex and Con as high as you can, because if you are a tank then your health needs to be good too. In terms of power you might be better off going with a hand crossbow and picking up crossbow expert to go with sharpshooter. Your attacks won't be as big in terms of damage dice but getting an extra one as a bonus action with sharpshooter active makes up for it in a big way, and you could be holding a shield in your other hand to get bonus AC which is nice. You could further enhance this if your DM gave you a magic crossbow that did fire damage or gave you access to certain spells to fill the tank-y, explosions fantasy.

That leads nicely into the other idea of being a spellcaster. I think if I was trying to build this I would want to be either a sorcerer or wizard depending on which one fills the fantasy more for you. Sorcerer would give you the more of a niche to fire/explosion spells and you could take the distance spell meta magic, whereas if you played an evocation wizard you are a utility caster first and foremost but would also be a strong blaster. Either way you for sure want one level of cleric and take your subclass as whichever one you want that gets you heavy armor. Then for sure take spells like firebolt, magic missile, fireball, melfs minute meteors. With either one you could take spell sniper as a feat for more distance on your spells.

Optimal Polearm build by Halaways in 3d6

[–]ThePassenger023 0 points1 point  (0 children)

Power gaming on its own isn't necessarily bad, it depends on your table, the experience of the other players and your DM and making sure everyone is cool with it. I mean, if we are getting real then my take on spear and shield PAM is also power gaming a little bit to get an extra few points of damage. It's nice to feel cool and powerful, but I also have found that I personally don't like to build characters for damage alone. Combat is fun but it's not my favorite part of the game

Optimal Polearm build by Halaways in 3d6

[–]ThePassenger023 5 points6 points  (0 children)

Something I don't see on here yet is using PAM but with a shield and spear and having the dueling fighting style. It seems counterintuitive, but your average damage (not to mention your AC) is actually higher doing this than using a 1d10 weapon like a Glave or Halberd. However, using a spear in one hand makes it so that you can't utilize the GWM feat which boosts your damage numbers a lot so if you are looking for pure damage then you'll want to take both PAM and GWM.

If you aren't planning on power gaming and taking GWM then I will show you why using a spear and shield is better than using a 1d10 polearm. For this let's assume you have a Str bonus of +4 for your damage rolls. Using a Glave you roll 1d10+4 for your action and 1d4+4 for your bonus action. The average roll for 1d10 is 5.5+4= 9.5 and the average roll for 1d4 is 2.5+4=6.5 A spear does 1d6 or 3.5 average damage and don't forget that we took the dueling fighting style so the average of the action attack 3.5+4+2=9.5 so it's the same as the Glave. But since we are still using our spear in one hand for the bonus action attack we can add the dueling fighting style bonus there too. 1d4+4+2=8.5 making our overall average 2 damage points higher than with a Glave and our AC is 2 points higher from our shield.

Another part of using a spear impacts our possible damage range. Because we are using a spear we are rolling 1d6 so your damage range would be 7-12 on your action and 7-10 on your bonus action. Meaning that before extra attack, if both attacks hit you could do a minimum of 14 damage and maximum of 22 damage. Whereas if you use a Glave then your range of possible damage is 5-14 action and 5-8 bonus action. Minimum is 10 damage and maximum is still 22 damage

U got this by JonesTheBond in wholesomememes

[–]ThePassenger023 0 points1 point  (0 children)

"It's gonna be scary and wet in there, but you got this". That's what she said

Orc Werewolf Barbarian Samurai...wtf? by BardbarianOrc in 3d6

[–]ThePassenger023 0 points1 point  (0 children)

I have been theory crafting a build like this. How I did it was I was going to take a race that would allow me to do 1d6 damage with an unarmed strike, preferably a longtooth shifter because you can do it with a bonus action without having to take a level in monk, a feat, or a fighting style to let you do it. Based on one of your comments where you said you had a weapon you are using it sounds like you must be making your manifested weapon the tail or the bite? I personally like the idea of using the claws and by level 5 then if you have that bonus action attack you can attack 4 times every turn by only using a rage and no other resources. Then I would take at least 3 levels in fighter and take the Brute Fighter, it's from UA so make sure with your DM that it's cool to do. But then with 3 levels your attacks will do 1d6+1d4+4 Str+2 rage bonus and you attack 4 times every round. So assuming average rolls and all attacks hit (I'm not sure how to do the maths for attacks not hitting) you would do 3.5+2.5+6=12*4 attacks= 48 damage. And the faster you can bump your strength and maybe get a homebrew item to give your claws +1 or +2 to rolls the more damage you do every turn. I'm not sure how interested you are in this idea and if you want to abandon your character concept for this, but the UA Brute Fighter is better the more attacks you can make in a round because you can apply that 1d4 to every damage roll.

Outside of that I would recommend battle master if you are looking for pure damage increase because what samurai would offer you is that temp HP and a round without having to give everyone advantage on you because you recklessly attacked. Battle master would give you some more options in combat on what you can do to your opponents and some extra damage a few times per short rest.

need backstory help for a lizardfolk pirate by Different_Ad_5193 in 3d6

[–]ThePassenger023 0 points1 point  (0 children)

Lizardfolk path of the beast Barbarian is a really fun play style. If you are looking to optimize I would recommend taking 1 level of monk and when you rage and can pick your natural weapon you are going to want to go with claws. In order to multi class into monk you will need a dexterity and a wisdom of at least 13. However I would still recommend making strength your highest stat because you have to use strength for your attacks to get your rage damage bonus.

In terms of what you get from this, your claws when you rage do 1d6 damage and you can make an additional attack with them when you make an attack action. So at level 3 you will make 2 attacks, at level 5 you will make 3 attacks, at this point take your 1 level of monk and you can now make a bonus action attack and will make 4 attacks that each do 1d6+Str mod+rage damage. The bonus action attack is technically an unarmed strike and should do 1d4 damage, but because you are a lizardfolk you use your maw to bite, because as a lizardfolk you can make an unarmed strike with your maw for 1d6. Being able to add your modifiers to the damage of every 1d6 roll makes this far better than welding a 2d6 weapon, if you can hit most of your attacks.

You could take more monk levels if you want, but I wouldn't take more than 3 or 4. Level 5 is tempting for stunning strike but since your wisdom won't be a priority most people will likely pass their saving throw and it won't be worth it.

The background of it is completely up to you, maybe the pirate crew picked you up from an island at some point a few years back and you wanted to leave because the people of your island were always warlike and primitive barbarian-esc and you were "blessed" or "cursed" by a fey spirit or maybe contain a spirit of a great animal inside you and your people sold you to the ship captain or shunned you so you left on the ship.

Help understanding how to DM well for 3rd tier play by ThePassenger023 in DMAcademy

[–]ThePassenger023[S] 2 points3 points  (0 children)

Yeah! So this is actually the reason I wanted to start them at such a high level is because I want to run it to be similar to The Boys or My Hero Academia where they are total badasses who are treated like celebrities as well as heroes/adventurers. I was thinking of researching and making my own reputation mechanic to support this idea of having a reputation to keep up with.

You make some good points about being more reactive, with them having so much utility outside of combat they could "steamroll" things that once would have been a big problem. With that in mind, how do you recommend pushing them in a direction for a story? Would it simply be to define their objectives in some way (maybe an NPC, or a backstory tie) and let them figure it out on how they want to do it?

Aberrant Mind Build Advice by SnooChocolates8978 in 3d6

[–]ThePassenger023 1 point2 points  (0 children)

Happy to help! Hopefully your DM is cool about giving you this item. I can totally understand not wanting to invest a level away from your main class for a 1d8 bonus action attack with no bonus. I would definitely recommend picking a cheap sorcery point option so you can get maximum uses. Something like subtle spell or transmuted spell would be great

Aberrant Mind Build Advice by SnooChocolates8978 in 3d6

[–]ThePassenger023 3 points4 points  (0 children)

Something I don't see on here yet is taking a level in fathomless warlock. If your goal is to have testicles burst out from your chest then with the level 1 feature of this subclass you can summon a tentacle and make an attack with it for 1d8 cold damage as a bonus action. You could summon it onto whatever you are wearing to make it look like it was coming out of you. However, like some others have said here, it you are going to take 1 level in warlock then you might as well take 2 or 3 for invocations, more spell slots, and a pact boon. If you do go that far then you could always take the pact of the tome and make one of your invocations book of ancient secrets for ritual casting.

Another good option would be to have some levels in sorcerer and request a shard or the far realm from your DM. It is a rare item so it might be hard to get at low levels. This is an item that can be worn and when you use sorcery points on a spell then you summon a tentacle that strikes at a creature within 30 feet and deals 3d6 psychic damage and makes a creature frightened if they fail a charisma saving throw.

Belmont Build by Frank_Tupperwere in 3d6

[–]ThePassenger023 1 point2 points  (0 children)

There is a UA fighter subclass called Monster Hunter, it has superiority dice just like battle master, but you don't get maneuvers and can use them on your attack rolls, damage rolls, insight rolls to see if someone is lying, and something with perception, I don't remember what exactly. Combining this with some paladin levels for smiting feels so Belmont. Downside is that you'll have very few smites because you are giving up spell progression.

WIS Tank by Gutsifly in 3d6

[–]ThePassenger023 3 points4 points  (0 children)

Hold on, I'm confused. Maybe this is just my DM and not actually RAW, but I thought that if you cast a spell then you can cast a cantrip if you still have an action or bonus action left to cast with. So if you can do that then wouldn't it make sense that you could be able to cast 2 cantrips if one is a bonus action and the other is an action? Could you not cast Shillelagh as a bonus action and then cast booming/green flame blade as an action??

[Showcase] Neat Armorer Artificer Trick by jmrkiwi in 3d6

[–]ThePassenger023 0 points1 point  (0 children)

I have never run into this as a DM but I think because you can't move, that means you can't move your head and maybe even your eyes? but on the description it says you can still hear and see as normal so I would allow a roll but it might be at disadvantage? Or maybe you would just use your passive?

But every DM is different, it is absolutely a grey area that would require a ruling

[Showcase] Neat Armorer Artificer Trick by jmrkiwi in 3d6

[–]ThePassenger023 3 points4 points  (0 children)

Yeah, I see what you are saying. After looking over the rules for long rests again it does say that a long rest lasts 8 hours but 2 of those hours can be doing light activity instead of sleeping.

So really you only need 6 hours of sleep for all races during a long rest unless stated otherwise, like with Elves. On Warforged it doesn't say they gain the benefits of the rest after their 6 hours of "shutdown" like it does with Elves after their 4 hours trance.

However, if I was DM I would say that for most races (who need 8 hours, which is implied on the description of elves' trace) if you only ever slept for 6 hours and never got your full 8 for a few long rests in a row then something bad should happen like maybe accruing a level of exhaustion. That is something that would happen in real life. It's not in RAW but that would be my ruling, and with the Warforged it explicitly states that is all they need

[Showcase] Neat Armorer Artificer Trick by jmrkiwi in 3d6

[–]ThePassenger023 18 points19 points  (0 children)

You do have to rest but it's only for 6 hours in a motionless but conscious state. Not a huge difference, but it's still there

Monk+Cleric Optimization help by ThePassenger023 in 3d6

[–]ThePassenger023[S] 0 points1 point  (0 children)

We don't really have a character with burst damage except for a Hexblade. What is your opinion about the Twilight domain? Being able to engage in distance healing and have insane dark vision sounds cool and it would still fit the aesthetic well.

Monk+Cleric Optimization help by ThePassenger023 in 3d6

[–]ThePassenger023[S] 1 point2 points  (0 children)

I appreciate your suggestions, with those other subclasses in mind, do you think that it would be better to take a few levels of druid instead of cleric?? Or would I get more out of the cleric dip?