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Silvery Barbs, how would you fix it? Does it need fixing?
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8478315" data-attributes="member: 7023887"><p>Funny (or at least, coincidental) story, I homebrewed a spell practically identical to Silvery Barbs about a year ago, and I called it "Luck Shift". It did basically the same thing (reaction spell, gives disadvantage to an enemy's d20 roll, gives you or an ally advantage on a subsequent d20 roll). However, I made it a 2nd level spell, which I think would work well as a fix for this spell. </p><p></p><p>And as for those saying that this spell isn't overpowered and is similar to shield . . . you're right. It is similar to shield. However, in many circumstances, it is better at its job than Shield is at its. Shield adds a +5 to your AC when you would be hit by an attack roll, and this carries over until the start of your next turn (also makes you immune to magic missile for a little bit). Silvery Barbs lets you roughly subtract 5 from an enemy's d20 roll. Shield is more limited in the circumstances it can be used in. It's very specifically a +5 to AC. Silvery Barbs can be used for any of the 3 most common types of d20 rolls: Attack Rolls <strong>and</strong> Ability Checks, <strong>and </strong>Saving Throws. And then, it also lets you get/grant advantage on the next d20 roll (depending on who you grant it to). That's a statistical -5 to an ability check, attack roll, or saving throw that an enemy would succeed at, with an additional statistical +5 to a subsequent d20 roll that your party makes. (Just a reminder, advantage/disadvantage equaling either a -5/+5 to a d20 roll is just statistical approximation. Mechanically, advantage is fairly interchangeable with a +5 bonus to an attack roll, ability check, or saving throw.)</p><p></p><p>To me, that +5 and -5 would better fit as a 2nd level spell, instead of sharing space with the 1st level spell with a similar (but opposite) purpose, that is more limited, as well as less potent in many circumstances. </p><p></p><p>Just make it a 2nd level spell. After you get higher level spell slots, you're probably not going to be using your 2nd level ones, anyway. </p><p></p><p>(Additionally, the other 4 spells in the book are also level 2, so making this already very potent 1st level spell would make all 5 of them be level 2, letting players get access to them at the same time.)</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8478315, member: 7023887"] Funny (or at least, coincidental) story, I homebrewed a spell practically identical to Silvery Barbs about a year ago, and I called it "Luck Shift". It did basically the same thing (reaction spell, gives disadvantage to an enemy's d20 roll, gives you or an ally advantage on a subsequent d20 roll). However, I made it a 2nd level spell, which I think would work well as a fix for this spell. And as for those saying that this spell isn't overpowered and is similar to shield . . . you're right. It is similar to shield. However, in many circumstances, it is better at its job than Shield is at its. Shield adds a +5 to your AC when you would be hit by an attack roll, and this carries over until the start of your next turn (also makes you immune to magic missile for a little bit). Silvery Barbs lets you roughly subtract 5 from an enemy's d20 roll. Shield is more limited in the circumstances it can be used in. It's very specifically a +5 to AC. Silvery Barbs can be used for any of the 3 most common types of d20 rolls: Attack Rolls [B]and[/B] Ability Checks, [B]and [/B]Saving Throws. And then, it also lets you get/grant advantage on the next d20 roll (depending on who you grant it to). That's a statistical -5 to an ability check, attack roll, or saving throw that an enemy would succeed at, with an additional statistical +5 to a subsequent d20 roll that your party makes. (Just a reminder, advantage/disadvantage equaling either a -5/+5 to a d20 roll is just statistical approximation. Mechanically, advantage is fairly interchangeable with a +5 bonus to an attack roll, ability check, or saving throw.) To me, that +5 and -5 would better fit as a 2nd level spell, instead of sharing space with the 1st level spell with a similar (but opposite) purpose, that is more limited, as well as less potent in many circumstances. Just make it a 2nd level spell. After you get higher level spell slots, you're probably not going to be using your 2nd level ones, anyway. (Additionally, the other 4 spells in the book are also level 2, so making this already very potent 1st level spell would make all 5 of them be level 2, letting players get access to them at the same time.) [/QUOTE]
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