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<blockquote data-quote="mellored" data-source="post: 9500163" data-attributes="member: 6801209"><p>I'm comparing cutting words to the level 1 ability.</p><p></p><p>It's not better than Bardic Inspiration.</p><p></p><p>A little extra damage, defense, and slightly better opportunity attacks.</p><p></p><p>Nothing major. But you can give the barbarian bardic inspiration, walk up the enemy they are facing, cast Dissonant Whispers, and add your punch to the Barbarian's attack.</p><p></p><p>Valor can too. But they don't get Tandem Footwork.</p><p></p><p>True. I should mention that.</p><p></p><p>I thought group checks where removed?</p><p></p><p>Valor can give out the same number of BI, and cast the same number of hypnotic patterns as Lore.</p><p></p><p>Plus better opportunity attacks, damage, and armor.</p><p></p><p>By taking away from allies landing attacks and making saves.</p><p></p><p>If you could use it Proficiency bonus times per day, then it would be something.</p><p></p><p>You don't get to choose the attack for Cutting Words. You randomly get one that it might work on.</p><p>Possibly 2 attacks in a row hit barely hit, and you only have 1 reactions.</p><p>Then the next turns the DM rolls 5 and 17 and you can't use it.</p><p></p><p>But sure. Tandem can be wasted.</p><p></p><p>But it can trigger barbarian and rogue strikes. Which is even better.</p><p></p><p>Even if we assume they never use it.</p><p></p><p>They can punch with Truestrike for decent cantrip damage. And they get scaling AC.</p><p></p><p>Do you give out dice before combat so allies so they can use them. Because then Lore would have none for Cutting Words.</p><p></p><p>But I expect i would mostly hand them out as needed. Probably to whoever has the biggest single attack.</p><p></p><p></p><p>Oh! I also just realized. Inspired Movement can let a grappler drag a creature into a zone on the <em>enemies</em> turn. Then they do it again on their turn. Triple dipping a zone damage. Plus a punch.</p><p></p><p>Heck, under perfect circumstances, you grapple 2, your ally grapples 2, and you could drag 4 enemies into a zone as a reaction.</p></blockquote><p></p>
[QUOTE="mellored, post: 9500163, member: 6801209"] I'm comparing cutting words to the level 1 ability. It's not better than Bardic Inspiration. A little extra damage, defense, and slightly better opportunity attacks. Nothing major. But you can give the barbarian bardic inspiration, walk up the enemy they are facing, cast Dissonant Whispers, and add your punch to the Barbarian's attack. Valor can too. But they don't get Tandem Footwork. True. I should mention that. I thought group checks where removed? Valor can give out the same number of BI, and cast the same number of hypnotic patterns as Lore. Plus better opportunity attacks, damage, and armor. By taking away from allies landing attacks and making saves. If you could use it Proficiency bonus times per day, then it would be something. You don't get to choose the attack for Cutting Words. You randomly get one that it might work on. Possibly 2 attacks in a row hit barely hit, and you only have 1 reactions. Then the next turns the DM rolls 5 and 17 and you can't use it. But sure. Tandem can be wasted. But it can trigger barbarian and rogue strikes. Which is even better. Even if we assume they never use it. They can punch with Truestrike for decent cantrip damage. And they get scaling AC. Do you give out dice before combat so allies so they can use them. Because then Lore would have none for Cutting Words. But I expect i would mostly hand them out as needed. Probably to whoever has the biggest single attack. Oh! I also just realized. Inspired Movement can let a grappler drag a creature into a zone on the [I]enemies[/I] turn. Then they do it again on their turn. Triple dipping a zone damage. Plus a punch. Heck, under perfect circumstances, you grapple 2, your ally grapples 2, and you could drag 4 enemies into a zone as a reaction. [/QUOTE]
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