homebrew – After installing openssh 8.2 via brew, how do I add keys to keychain?

I installed openssh 8.2 via brew install openssh. I added the following to my .profile:

export SSH_AUTH_SOCK=”~/.ssh/agent.$HOST.sock”
ssh-add -l 2>/dev/null >/dev/null
if ( $? -ge 2 ); then
ssh-agent -a “$SSH_AUTH_SOCK” >/dev/null
fi
And then I have to do the following:

ssh-add ~/.ssh/id_ecdsa_sk
Enter passphrase for /Users/myuser/.ssh/id_ecdsa_sk:
Identity added: /Users/myuser/.ssh/id_ecdsa_sk
even though I have the following in my ~/.ssh/config:

Host *
IgnoreUnknown UseKeychain
UseKeychain yes
AddKeysToAgent yes
IdentityFile ~/.ssh/id_ecdsa_sk

(I had to add the IgnoreUnknown bit because the install from brew installs a version that breaks the UseKeychain bit.) But now: how do I wire it up so it adds the key to my keychain?

dnd 5e – Homebrew review of “Artistic Muse” transmutation spell

This is the spell fabricate but more complicated

The spell fabricate is basically the spell you have written:

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Fabricate is a 4th level spell, and your spell does not require proficiency in any tools to make finely crafted objects, so I’d say your spell is actually better than fabricate. Your spell is also much more complicated, with having to keep up with successful checks, DCs, casting time, etc. Just use fabricate or one of the options below.

Maybe you’re looking for the crafting rules from Xanathar’s Guide to Everything.

This is a needlessly complicated spell that produces a product that we already have in-game mechanics for:

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.

Xanathar’s Guide goes on to give some details about how this works. Anything your spell can do, I can do with the crafting rules without the possibility of failure.

Just ask your DM if you can buy some custom threads next time you’re at the market.

I’m a big fan of customizing non-mechanical aspects of your character. In one f my games, I have a bard with a rather flamboyant personality, and I have several outfits for different occasions in very loud colors. To obtain these outfits, I said to my DM, “next time we’re in town for a few days, I’d like to commission some custom tailored fine clothes.” I got my 3 sets of fine clothes tailored to my specifications for 15 gp each (the cost of fine clothes is listed in the PHB).

You don’t need a spell for this at all, and the one you have created is excessively complicated. Just buy the stuff you need or make it yourself.

Consider using existing spells.

I’ve already discussed fabricate, but if you’re looking for custom clothes, disguise self will make you look however you want for an hour:

You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends or until you use your action to dismiss it.

dnd 5e – Homebrew review of “Artistic Muse” transmutation spell for D&D 5e

dnd 5e – Homebrew review of “Artistic Muse” transmutation spell for D&D 5e – Role-playing Games Stack Exchange

dnd 5e – Is this homebrew Artifact ready to finalize?

I’ve spent some time working on npcs and bosses but I have significantly less experience and therefore confidence in creating magic items. I’ve already fallen into traps of making things too weak as well as poorly wording effects of magic items. So with that, as I move into making high level magic items I want to first bring up one to the community to ensure I’m not missing anything. So the question is:

Is this homebrew artifact written properly as an artifact and are its abilities balanced as an artifact?

Primarily I’m concerned about it being written well because artifacts have a very broad spectrum of power levels. However, I want to make sure that I’m not going too light on this artifact because of my own cautiousness. Nevertheless, the Artifact in question.


Weapon (glaive), artifact (requires attunement)

The scythe is a magic glaive that grants a +3 bonus to attack and damage rolls made with it. In the hands of one attuned to it, the wielder is considered proficient with it even if they lack proficiency with martial weapons.

Random Properties

Ich’Thar’ys has the following random properties:

  • 3 minor beneficial properties
  • 2 major beneficial properties
  • 1 minor detrimental property

A Blade to Cut Through Fate

Created with specific intent, Ich’Thar’ys has the ability to remain unaffected by magic altering affects. This weapon is unaffected by spells such as antimagic field or other magic cancelling affects. Additionally, when you attack a creature with this weapon and roll a 20 on the attack roll, you can choose to cut it from the weave. A creature that is severed from the weave dies and can be restored to life only by a wish spell. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a soul to survive, or has legendary actions.

Spells

While the scythe is on your person, you can use an action to cast one of the following spells (save DC 18) from it: disintegrate, fear, or spirit shroud (necrotic only). Once you use the scythe to cast a spell, you can’t cast that spell again from it until the next dawn.

Curse

The scythe bears a curse that affects anyone that becomes attuned to it. As long as you remain cursed, you are unwilling to part with the scythe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you with fire damage you must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened, you must spend your action to move as your speed allows away from the creature that damaged you. At the end of your turn, you can repeat the saving throw ending the effect on a success.

Destroying the Scythe

Ich’Thar’ys can be destroyed by journeying to The Weaver’s domain atop the Diamond Spire of the Astral Plane and weaving it into fate over the course of 1 year.

For some additional information, this artifact was created by a rival god to the god of fate with the intention of breaking fate and killing those who are chosen by fate. The entire idea of the artifact is based off a certain currently running media property involving a spider and the curse represents that spider’s disdain for fire.

dnd 5e – Homebrew spell in need of peer review

While I don’t feel overly qualified to judge the balance, I can point out some issues with how this spell is worded.

I believe we should use Speak with Plants as our basis of comparison, because your spell is about something really similar. Your spell is more useful as items have more chances to gather intel, so making it level higher makes sense.

Casting Time: 1 turn

I see no reason for it to be anything else than 1 action. Spell filter on D&D Beyond does not show “1 turn” as a viable casting time.

Duration: a few minutes

Be precise. The way it is now invites arguments about “how many is a few?”. Just say it is 10 minutes.

Components: V, S, M (A tongue of an intelligent creature, 100 GP per question)

I know of no spells that have increased cost with upcasting. I don’t believe it is beneficial in any way. Especially if it is not consumed by the spell. A tongue of an intelligent creature is also not realistic to cost 100gp when you can slay goblins by the dozen.

DC will be (10 + 1d10 rolled by the DM)

Opposed checks are not something used in D&D 5e often, and for a good reason. Caster already paid the spell slot and gp price. No point in denying him that answer. And especially no point of him not knowing what chance does he have to get the answer.

An item is woken to conscious, remembering all about how it was used and is able to speak.

Without time limit on how long item can remember things, this can get weird in the world of relics from ages past.

dnd 5e – Is this homebrew spell Levitating Rocks balanced?

The spell is a level 1 spell but can be cast at any level.

Levitating rocks –

Casting Time: 1 action

Components: V, S, M (Rocks)

Duration: Instantaneous

Rocks levitate and are thrown forcefully at the target or targets in a stright line.

The rocks must be free to move and not covered in order to be used. The caster must see the target and there must be a direct line from the rocks levitation height to the target.

The caster allocates the number of stones for each target and rolls once per target a range attack and adds his spellcasting ability and a bonus depending on the spell level. If the rocks hit they deliver D4 bludgening damage times the number of rocks. The rocks must all levitate in the same time (must be next to each other and not constricted by each other). For example rocks must lay in a field and can’t be lifted out of a bag one after the other. It would also be impossible to use this magic as a high level in a too small room.

The number of targest is the number of rocks with a maximum of 10 targests.
Outside of the range the caster has a disadvantage to hit, on twice the range the rocks lose all their force and drop to the ground.

Lvl 1: up to 3 rocks or total weight of 300g lavitate up to 1m height. +2 for hit (spell ability roll). range: 10m.

Lvl 2: up to 6 rocks or total weight of 1,2kg can lavitate up to 2m. +5 to hit, rocks can travel in a curve, range: 20m.

Lvl 3: maximum of 10 rocks or total weight of 3kg levitate up to 3m. +7 to hit. range: 30m.

Lvl 4: maximum of 12 rocks or total weight of 12kg levitate up to 4m. +10 to hit. Range: 40m.

Lvl 5: maximum of 15 rocks or total weight of 30kg levitate up to 5m. +13 to hit. Range: 50m.

Lvl 6: maximum of 20 rocks or total weight of 40kg levitate up to 6m. +15 to hit. Range: 60m.

Lvl 7: maximum of 30 rocks or total weight of 80kg levitate up to 7m. +17 to hit. Range: 70m.

Lvl 8: maximum of 50 rocks or total weight of 100kg levitate up to 8m. +20 to hit. Range: 80m.

Lvl 9: maximum of 100 rocks or total weight of 200kg levitate up to 9m. +25 to hit. Range: 90m.

macos – Cant update/install homebrew packages with Kaspersky Security Software (Self Signed Cert)

At work we have Kaspersky installed. Kaspersky installs a self signed cert so it can decrypt/inspect web traffic. Chrome and everything works fine except for homebrew. When i try to install/update software this is what i see:

brew install yarn
==> Downloading https://yarnpkg.com/downloads/1.22.10/yarn-v1.22.10.tar.gz
######################################################################## 100.0%##O#- #
curl: (35) error:1400443E:SSL routines:CONNECT_CR_SRVR_HELLO:tlsv1 alert inappropriate fallback
Error: Failed to download resource "yarn"
Download failed: https://yarnpkg.com/downloads/1.22.10/yarn-v1.22.10.tar.gz

Since it appears its a curl issue i tried to create a .curlrc file with insecure but that doesn’t help at all. I’m able to call one of our IT admins over and temporarily turn off web anti-virus but that is starting to be a major pain every time i install/update software. They aren’t, of course, going to allow me to permantely turn it off. I have this issue on no matter what mac i use (one is a m1 based mac and the other is an intel based mac).

homebrew – brew gives: “Error: gocryptfs has been disabled because it requires FUSE!” during encfsgui installation

I’m receiving errors while installing pyencfsgui

When I run brew install encfs or brew install encfs I get the message Error: encfs / gocryptfs has been disabled because it requires FUSE!

I’ve installed the osxfuse brew package and rebooted my mac.

After receiving the error message above, I installed the macfuse desktop package and rebooted my mac again.

enter image description here

output of brew config

HOMEBREW_VERSION: 3.1.2-11-gf904d63
ORIGIN: https://github.com/Homebrew/brew
HEAD: f904d63e04b771d9ea2f42dd0523f9bb3f5bb814
Last commit: 2 hours ago
Core tap ORIGIN: https://github.com/Homebrew/homebrew-core
Core tap HEAD: 4815f82c119f8f46847f8ddbc6264e02e1a67925
Core tap last commit: 40 minutes ago
Core tap branch: master
HOMEBREW_PREFIX: /usr/local
HOMEBREW_CASK_OPTS: []
HOMEBREW_DISPLAY: /private/tmp/com.apple.launchd.DEMpKIGHTF/org.macosforge.xquartz:0
HOMEBREW_MAKE_JOBS: 8
Homebrew Ruby: 2.6.3 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/2.6.3_2/bin/ruby
CPU: octa-core 64-bit haswell
Clang: 10.0 build 1000
Git: 2.31.1 => /usr/local/bin/git
Curl: 7.54.0 => /usr/bin/curl
macOS: 10.13.6-x86_64
CLT: 10.1.0.0.1.1539992718
Xcode: 10.1
XQuartz: 2.7.11 => /opt/X11

output of brew list

==> Formulae
adwaita-icon-theme      libatomic_ops           ocaml
ant             libbluray           openblas
aom             libcroco            opencore-amr
aria2               libepoxy            openjdk
atk             libev               openjpeg
autoconf            libevent            openssl@1.1
autoconf-archive        libffi              opus
automake            libgphoto2          p11-kit
bchunk              libicns             p7zip
bdw-gc              libiconv            pango
bison               libid3tag           pcre
boost               libidn2             pcre2
c-ares              libimobiledevice        pidof
cairo               libmikmod           pixman
cmake               libmp3splt          pkg-config
coreutils           libmpc              portmidi
cpulimit            libogg              python
cython              libpcap             python3
docbook             libplist            python@3.8
docbook-xsl         libpng              python@3.9
doxygen             libpsl              readline
encfs               libpthread-stubs        rtmpdump
ffmpeg              librsvg             rubberband
findutils           libsamplerate           ruby
flac                libsndfile          rust
fontconfig          libsoup             sane-backends
freetype            libsoxr             scrcpy
frei0r              libssh2             sdl
fribidi             libtasn1            sdl2
gcc             libtiff             sdl_image
gd              libtool             sdl_mixer
gdbm                libunistring            sdl_net
gdk-pixbuf          libusb              sdl_ttf
gettext             libusb-compat           shared-mime-info
giflib              libusbmuxd          smpeg
git             libuv               snappy
glib                libvorbis           speex
glib-networking         libvpx              sphinx-doc
gmp             libx11              sqlite
gnome-icon-theme        libxau              ssh-copy-id
gnu-getopt          libxcb              tcl-tk
gnu-sed             libxdmcp            tesseract
gnutls              libxext             texi2html
gobject-introspection       libxml2             theora
graphite2           libxrender          unbound
grsync              libyaml             unison
gsettings-desktop-schemas   little-cms2         usbmuxd
gtk+                lzo             util-macros
gtk+3               m4              vala
guile               mad             webp
hardlink-osx            makedepend          wget
harfbuzz            mercurial           wine
hicolor-icon-theme      meson               x264
icu4c               mp3splt             x265
intltool            mpdecimal           xcb-proto
isl             mpfr                xmlto
itstool             mtr             xorgproto
jasper              nasm                xtrans
jemalloc            net-snmp            xvid
jpeg                nettle              xz
lame                nghttp2             yasm
leptonica           ninja
libass              numpy

==> Casks
android-platform-tools  macfuse         retroshare
eloston-chromium    osxfuse         spyder

dnd 5e – Evaluation of homebrew powerattack feat for one-handed attacks

All questions of flavor aside, how balanced do you think this feat is compared to Great Weapon Master and Sharpshooter?

Adept Weapon User (AWU)

  • Before you make a melee attack using the Attack action with either a weapon that does not have the heavy property that you are proficient with, an unarmed strike, or an improvised weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
  • When you score a critical hit with a melee attack or reduce a creature to 0 hit points with one, you have advantage on the next attack you make until the end of your next turn.

The idea behind the design is simply to give all martial classes access to a powerattack feat and to bring dual wielding, one-handed weapons and monks DPR-wise in line with two-handed and ranged weapons.

I deliberately chose to make the power attack only applicable to the Attack action, because otherwise Two-Weapon Fighting and Flurry of Blows would become too strong. Furthermore, I wanted to avoid making two-handed weapons strictly worse than sword and board (or worse, polearm master spear and shield), and so this powerattack cannot be used with opportunity attacks, Haste attacks, the Ready action, bonus action attacks, or attacks from magic items (e.g. Scimitar of Speed, Dancing Sword). Additionally, the secondary feature of the feat is worse than that of Great Weapon Master. I also avoided clogging the bonus action, because monks and dual wielders already use this.

I have made some rough DPR calculations, but this is anything but rigorous. The biggest hurdle in a comparison is probably the fact that a player can choose to not use powerattack if the target’s AC is too high (or its HP too low). One would need to have a distribution of AC targets and weight the values for each AC accordingly.
To make this simpler, I have assumed a baseline hit chance of 65%, which is reduced to 40% when power attacking.
Comparing one hit of a two-handed fighter (+4 STR, Defense Fighting Style), a GWM fighter (+3 STR, Defense Fighting Style) to a baseline sword-and-board fighter (+4 STR and Dueling) and one with the new feat (+3 STR and Dueling):

2H-base: (2d6 + 4) * 0.65 = 7.150
2H-GWM: (2d6 + 13) * 0.35 = 7.000
1H-base: (1d8 + 6) * 0.65 = 6.825
1h-AWU: (1d8 + 15) * 0.35 = 6.825 (this is a coincidence)

Note that these numbers do not reflect the powerattacker’s option to not powerattack.

When the characters are high enough to get a +1 weapon and max out their STR:

2H-base: (2d6 + 6) * 0.70 = 9.100
2H-GWM: (2d6 + 16) * 0.45 = 10.350
1H-base: (1d8 + 8) * 0.70 = 8.750
1h-AWU: (1d8 + 18) * 0.45 = 10.125

Essentially, in this comparison a AWU-Fighter does slightly less damage than a GWM-Fighter per hit and has no additional chance for a bonus attack, but has +1 AC.
Dual wielding is harder to calculate, because the number of mainhand attacks also plays a role.

Any thoughts?

The only loophole I can find is the Path of the Beast Barbarian’s Claw attack, but even that is not excessively strong, in my opinion. Another downside of the current design is that the secondary effect is fairly weak for dual-wielding or sword and board barbarians.

Technically speaking it is possible to use both AWU and SS together when using a non-heavy ranged weapon as improvised weapon, similar to GWM and SS with a heavy ranged weapon (at least for a certain interpretation of the rules). I do not see this as a problem.

Is this Medusa homebrew race balanced?

I’ve been wondering if this homebrew Medusa race me and my friends thought up was balanced compared to official races. Here are the stats:

  1. +2 Dex, +1 Cha
  2. Darkvision: Not all the medusa’s curse offers up are disadvantages. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  3. Natural Armor: You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  4. Snake Hair: Your hair is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Dexterity or Strength modifier. You can use either Strength or Dexterity for the attack roll.
  5. Quick Read: You gain proficiency with the Wisdom (Insight) skill.
  6. Petrifying Gaze: You have the ability to cast the Hold Person spell. The spell doesn’t require components and while under the effects of this spell, the target is considered three times heavier. Once you cast this spell, you can’t cast it again untill you finish a long rest. Charisma is your spellcasting ability for this spell.

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