Jetbooster

u/Jetbooster



r/aws•

We are using Serverless to create an API Gateway, with AWS_IAM as the Authorizer for requests, and lambdas as the handlers.

The Frontend is using Amplify, and the user must log in with a Cognito identity to call the backend endpoints.

This is all, so far, working. An unauthorised user cannot call any of the endpoints.

However, we now have a requirement that SuperAdmin and CompanyAdmin cognito user groups must be able to access the same lambda (`/roles/edit`), but only SuperAdmin can perform editing of roles for users outside their company.

When I look into the `event` and `context` objects that the lambdas have access to, I am not seeing a `requestContext.authorizer` block, whic

12


r/StrixhavenDMs•

I had the idea to have a modification on the Mage Hunters, or some other Oriq aligned creature, that consumes the spellslots of it's targets.

My concern is making it 'balanced' in both a gameplay sense and a lore sense. I want it to be more effective against spellcasters, since that is it's function, but I'm worried that that obliquely rewards the rogue player who doesn't have any spellslots.

I also have trouble running my players out of resources because there is so much downtime in the module, so I feel like this could solve two problems with one move.

My idea is that it has a very low damage attack that also consumes a spellslot, and does damage based on the size of spell slot it consu

62


r/DMAcademy•

Skreacher, do not read.

I have created a "Faulty Headband of Intellect". It has a passive effect of increasing a player's INT as per a regular headband, but with an active effect, once per day, that can be turned on that produces 50% positive bonuses, 50% negative-but-fun results.

One of those results, 1 on a d100, is that the headband becomes repaired, functioning as a regular headband from then on, 10 or under on a d100 means it becomes more effective, and more likely to become repaired (-X from the d100 roll, where X is the number of times it's rolled 10 or under)

However, as a Strixhaven campaign, we've reached the end of the first year. the characters are about to have 4-6 wee

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r/DMAcademy•

Today I experienced an event where a character decision/feat combination lead to a situation I expected, but did not sufficiently plan for, led to widespread player dissatisfaction.

I am by almost all respects a 'sure, and' or at worst a 'sure, but' DM, only responding otherwise when it's clear the plan is far outside the rules of 5e.

The setup: Great Old One Warlock takes actor feat at lvl4. We discussed what this would mean for his telepathic emmanations: I decided he would attempt deception against their insight, at least the first few times.

I considered this good enough. I admit it made me squeamish when I understood the implications, that they would be attempting to put words in peo

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r/DMAcademy•

https://kumu.io/jetbooster/strixhaven-e591#strixhaven-relationships-map

If you've read Strixhaven: Curriculum of Chaos, you'll know that the Social aspect has been dialled to 11. There are far too many interpersonal connections to hold in your head at once, so I built this helpful relationship web, as is common for Vampire the Masquerade games, which are also very social-focused.

The map includes tags (rather than lines as that would get excessive) to indicate College membership and which Year they are in (relative to when the PCs are in 1st year).

If you wish to use it in your games, the menu on the far left will

90

r/dndnext•

https://kumu.io/jetbooster/strixhaven-e591#strixhaven-relationships-map

If you've read Strixhaven: Curriculum of Chaos, you'll know that the Social aspect has been dialed to 11. There are far too many interpersonal connections to hold in your head at once, so I built this helpful relationship web, as is common for Vampire the Masquarade games, which are also very social-focused.

The map includes tags (rather than lines as that would get excessive) to indicate College membership and which Year they are in (relative to when the PCs are in 1st year).

If you wish to use it in your games, the menu on the far left will a

10

r/dndnext•

I am building/theorycrafting a world in which, in roughly the 70s-80s, magic is discovered, as a new branch of physics.

The Bohr-Mottelson-Rainwater field, named after their 1975 Nobel Prize winning paper, permeates the universe, a 5th fundamental force, not previously detected due to capability of scientific instruments. BMR Physics, though almost everyone colloquially calls it "Weave Physics", exploded in popularity across the globe.

It is discovered through (voluntary) experimentation, that almost anyone can learn cantrips with some training (60% learn one as part of their every day life, usually in school, 30% more will pick one up after extra-curricular training).

Though almost all

515358

r/dndnext•

I've been playing a hustler/conman/high-class layabout rogue, who hung about on his parents money in casino's etc, hustling those less able to keep hold of their coin.

Now he's just hit level 3 and taken Arcane Trickster, and I was wondering if anyone could think of any card tricks, or other parlour game tricks, that would be significantly enhanced by having a third (invisible) hand to perform them with.

  1. Riffle Shuffle into the magehand acting as the table
  2. general cardistry showing off but with 50% more showing off
  3. three way riffle shuffle
  4. impossible angles card throwing/catching (where the mage hand is actually holding+spinning the card the whole time)

Can anyone think of an

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