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D&D 5E Silvery Barbs, how would you fix it? Does it need fixing?

Garthanos

Arcadian Knight
Given that my wizard half is a Bladesinger I would find more use out of Shield for my reaction.

This ... that another spell/ability with the same cost will situationally (and commonly) be more used is evidence there is much ado about well something going on. Multi-attacking enemies is not exactly rare or strictly easily avoided.
 

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This ... that another spell/ability with the same cost will situationally (and commonly) be more used is evidence there is much ado about well something going on. Multi-attacking enemies is not exactly rare or strictly easily avoided.
The only issue is that they can realistically stack. User cast shield and then an ally can use SB to stop that one crit that happened to land. Might be expensive but if that attack could shift the encounter then the value skyrockets. Anything with a nasty rider comes to mind.
Sort of like the artificer using FoG to buff a CS attempt. It's a gamble but if you have the action available it's probably a safe bet.
Why I think that SB is actually better on non primary casters because it's doesn't need a high casting stat and opens up reaction combos. Not like AOs are anything to write home about.
 

Garthanos

Arcadian Knight
The only issue is that they can realistically stack. User cast shield and then an ally can use SB to stop that one crit that happened to land. Might be expensive
Sure two casters and two resource expenditures AND team work you need your reactions available, its really not bothering me. Would bother me even less if it was ummm like this (using Level Up).

Disruptive War Cry (cost 3)
1st Degree Sanguine Knot reaction
"With a well timed signature battle cry you distract the enemy and turn its momentary uncertainty into a source of encouragement for your allies”.
When a creature within 60 feet succeeds on an attack roll, ability check, or saving throw, you use your reaction to shout a distracting battle cry. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this maneuver at a time.
 

ECMO3

Hero
This is highly inconsistent with my play experience. Banishment removes an enemy from the combat until you're ready to deal with it. It does so consistently against most threats due to the Charisma save, and once remoed only your loss of concentration or 1 minute duration brings them back.

I have seen plenty of PCs and enemies make the hold person save on subsequent turns, I also see so many monsters make the wisom save as many monsters have a bonus to wisdom saves.

Banishment is a highly utilized 4th level spell. Even on a solo monster, it allows the PCs time to heal, to put up new defensive spells, etc... It is a killer spell when it succeeds.

Banishment can be good. My main problem is it good enough to use a prepared slot on? Usually no for me, unless you are fighting a lot of enemies that will be banished permenently.

As you go up in level the choices get harder and harder in terms of spells prepared. That makes something like SB even more difficult to find a spot for.
 

Sure two casters and two resource expenditures AND team work you need your reactions available, its really not bothering me. Would bother me even less if it was ummm like this (using Level Up).

Disruptive War Cry (cost 3)
1st Degree Sanguine Knot reaction
"With a well timed signature battle cry you distract the enemy and turn its momentary uncertainty into a source of encouragement for your allies”.
When a creature within 60 feet succeeds on an attack roll, ability check, or saving throw, you use your reaction to shout a distracting battle cry. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this maneuver at a time.
Aye good idea for a feature if it was just not another good spell option. I get the setting book is all about it but man they love slapping ideas on the spell table. This seems a perfect PBK hot patch.
 

ECMO3

Hero
It is simply true.


Naw, a reroll acts exactly like disadvantage when the original roll is plain


It is identical. Please stop posting incorrect math.

You are wrong and that is why you refuse to actually post numbers to back up your claim.

Disadadvantage is explained on page 7 of the PHB. It requires rolling TWO dice. Thes generate TWO random numbers between 1 and 20 and you take the lower number.

SB requires rolling ONE dice generating a number between 1 and 20. You then compare that ONE random number a fixed value higher than the difficulty check and take the lower dice.

Give me a single numerical example against any DC, where using Silvery Barbs will be the equivalent of disadvantage in terms of making an enemy fail. Please post the actual numbers, not your opinion.

Such as this.

Repeating your incorrect math doesn't make it right.

Stats and probability is hard, but it doesn't excuse refusing to be corrected.

Except you conveniently did not bother to post any actual supposedly "correct" numbers. The numbers I posted are mathematically correct rounded to the number of significant digits used in the examples.

If I didn't please, please post the supposedly "correct" numbers instead of just saying what I am positing is wrong

A first level slot is worth less than a 2nd, 3rd, 4th or higher level slot.

Casting a 2nd or higher level spell means you thought it was worth the chance of failure.

Unless you where quite wrong (and maybe thatis the case), spending a 1st level slot on the same gamble is a better deal than you just thought was worthwhile; lower cost (in terms of slots), same payoff matrix.

No as someone else noted, it is throwing good money after bad. As an extreme example, if he needs a 1 to succeed for example, the ONLY thing SB can do is waste a 1st level slot in addition to the higher level slot you already used. That is the only possible outcome in this admittedly extreme case.

The problem here is using SB is not free, and statistically it is not disadvantage either.

I also note you still have not numerically backed up your claim that it is effective at burning through legendary resistances with an actual enemy and mathematical analysis.
 
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Garthanos

Arcadian Knight
Aye good idea for a feature if it was just not another good spell option. I get the setting book is all about it but man they love slapping ideas on the spell table. This seems a perfect PBK hot patch.
As far as adjusting PDK goes (they lack maneuvers), I am inclined to collapse PDK abilities into the core class (as other options on the extant fighter abilities) and make this a Battlemaster Maneuver along side other Warlordish moves.
 
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ECMO3

Hero
No. Having SB allows you to affect any of those rolls. Therefore we need to compare with subclasses that also has options to affect each of those rolls. I have made no requirement that they have to be able to do it all at once.

Ok, but then you also have to compare number of uses. If you want the ability to affect ANY of these rolls then you can affect at most one of two of these abilities.

For example, if I want to be able to affect saves, attacks and ability checks. I can only affect two attack rolls an entire day. If I affect more than two attack rolls then I can't effect both saves and abilities as well because I only have 4 slots.

The number of rolls you are going to affect matters in the value discussion. Something like Cause Fear is going to cause disadvantage on a lot of attacks and ability checks. Something like Bane is going to cause -1d4 on a lot of ability checks and saves. These are both 1st level spells.

I don't think I've spotted this. How are they doing it?

Any Pact of Chain Warlock with Investment of Chainmaster evocation using his bonus action to have his Sprite attack. No limit on uses.

You can do this with a Quasit as well, and even do it once a day using scare instead of an attack and not even need to use a BA that time. The difference with a Quasit is the Quasit has to go into melee (after the scare use) and the enemy gets to save every turn, where there is no further save against the sprite.

Combine this with the Bane spell (Undead Warlock) and you have someone at 3rd level that on round 1 could use a bonus action to try to give one enemy disadvantage every turn for an entire minute on attacks and abilities and then cast Bane on 4 enemies giving each of them -1d4 on attacks and saves for a minute. That is a ton of rolls being effected using a 1st level slot, an action and a bonus action. He can keep adding more and more enemies every turn.

You have not spotted it because it is not overpowered, despite the fact it can give disadvantage to dozens of rolls a day and affect every single attack, save and ability check an enemy makes turn after turn.

I really need to check your maths here. If you are rolling a D20 twice, with the same DC, and taking any failed result, the chance of failure is identical. It doesn't matter whether you roll them at the same time, or the second D20 only after you see the result of the first.


This is an outright falsehood. The chances of failure are the same. You are rolling a D20 twice at the same DC, and taking any failure as the result. It is also the same chance as if you were to cast the same spell at them on a subsequent round if they make the save the first time.
Because if you are casting silvery barbs he is not rolling a D20 twice, you are only rolling a D20 once.

The other dice is fixed and it is already a success before you cast the spell.

It is more efficient in terms of spell use but it is less powerful than disadvantage because one of the rolls already succeeded before SB is in play. This dramatically affects the chances that taking the reaction casting the spell will cause a failure.

SB is like playing blackjack and going "double or nothing" after your first hand already lost.

My experience disagrees.
For clarity, my statement was: SB will rarely cause an enemy to fail a save he has already succeeded on in game play.

How much experience do you have playing with SB? I admittedly have no experience using or seeing the spell used yet, but I do understand the statistics around it. Unless you have seen it in play being effective for this often then you can't say you have experience that disagrees.

This is one of those stars have to align situations with a whole string of conditions needed for SB to flip a save - within 60', reaction available, higher level spell cast, SB prepared, slot available, enemy makes the save AND enemy fails the SB reroll.

That string of things will happen, but very rarely. The overall probability is the product of the individual probability of all those conditions.

The last two things underlined are the big problem with this being used often for this. In the scenario described, they are not independent, they are dependent. If one of these is a high probability the other will be low. The underlined conditions are inversely proportional with a sum of their probability equal to 1 and a product of their probability equal to 0.25 or less.

The dependence of the two things underlined limits power of the SB spell for this purpose. The first limits how often you can use it for this and the second limits how often it will be successful. The inverse relationship between the two drives the overall probability of successfully using SB lower than the product of these two individual conditions.

Assuming you have everything in place to use SB when the first saving throw is rolled - If the DC is high chances are you will not get to cast SB. If the DC is low chances are the enemy will make the reroll when you do get to cast it.

For example if everything is in place and you have a 6th level wizard with 6 higher level slots:

DC is 4 - your chance of successfully using SB to flip an individual save is 16%. Meaning if you do everything to put yourself in the position to use it 6 times a day against a DC 4, SB will flip a save once on average

DC is 11 - your chance of successfully using SB to flip an individual save is 25%. Meaning if you do everything to put yourself in position to use it 6 times a day SB will flip a save 1.5 times on average. This is as good as it gets for this purpose.

DC is 17 - your chance to successfully use SB to flip an individual save is 16%. Meaning if you do everything to put yourself in position to use it 6 times a day SB will flip a save once on average.

That presumes you have done everything else - you moved in close enough, you cast the higher level slot, you have SB and saved a slot for it etc. Regardless of DC, over 75% of the time you will have done all that but there will be no additional affect from SB (advantage to an ally not withstanding).
 
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ECMO3

Hero
3) you pick a dice and the target succeeds. You use SB to force the target to use the other dice and they fail. The target fails and you use a spell

Except that is not how SB works. You don't get to pick a failure dice when you cast the spell. The other dice is an unknown, it could be a success, or it could be a failure.

When you cast SB the DM has only rolled one dice and that one dice MUST be a success.

If you consider each d20 roll an independant binary variable there are four potential outcomes - Success-Success/Success-Fail/Fail-Success/Fail-Fail or 11/10/01/00.

Disadvantage can cause all four possible outcomes, with three resulting in overall failure. SB works against only the first two outcomes, with only the second resulting in overall failure. The 3rd and 4th outcome (both overall failures), are not possible with Silvery Barbs.
 
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ECMO3

Hero
d) putting your 2-hit-point familiar within 40 feet of the enemy* and making it visible,
e) when it isn't the familiar's turn, so it can't shoot and immediately zip away to safety.

It's a very strong pick for a chainlock, quite possibly the best available. But considering the attack roll and the Con save, you're only going to land it about 50% of the time at best, and keeping the familiar alive is a significant challenge.

With ICM use your bonus action to allow the familiar to take the attack action, so the familiar attacks on its turn, not on your turn. This is different than other things from the find familiar spell or basic POC which allow the familiar to attack or cast a spell as a reaction. You can do both of those things though and get your familiar to attack twice every round (once using attack action on its turn, once using a reaction on your turn), but you would be giving up all your bonus actions and actions to do this, so it is not a great use most of the time. Also keep in mind they use your save, not theirs so it lands quite often (assuming you max Charisma).

I agree about the poision immunity. About 30% of enemies are immune to poision, but that means 70% of enemies are not immune and even if you only land 50% at best, you can use this round after round on them and it affects enemies for an entire minute. Taken in total, this means it is going to affect a lot more enemy rolls than SB will.

Familiars do die, but you can cast it as a ritual with a POC warlock so essentially you can get a replacement every short rest if you need to. I find the Sprite to be the most survivable using the attack action by far.
 
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