MarkVIIIMarc
2022-06-18, 12:20 AM
I'm dusting off a Lore Bard character for a Level 15 adventure and just realized I get Silvery barbs, Lucky and Cutting Words to play with. I am concerned the "must use the lower roll" line from Silvery Barbs may rule out using Lucky afterwards. Is there clarification on that?
For a general strategy on when to use each I'm thinking:
-Silvery Barbs and Cutting Words are both reactions so its one or the other in the same round.
-If the enemy spellcaster hasn't gone be more stingy and maybe use Lucky as my Reaction is probably more useful for Counterspell.
-Assuming the bad guys can hear me and aren't immune to being charmed, burn my first four uses of Cutting Words first, especially if others are in danger of being hit by anything remotely dangerous. If something goes terribly wrong protecting myself use Lucky.
-When things seem serious or after my first four uses of Cutting Words are used burn off some low level slots with Silvery Barbs since it is about as powerful as L15 Cutting Words AND gives advantage to one of my party members who actually makes attack rolls. I PROBABLY will be able to use Lucky as a back up but there is fine wording there with Silvery Barbs being activate when a target would be hit and Lucky before the outcome is determined, though that PROBABLY should be before the outcome of the Silvery Barbs reroll is determined.
-Lucky can also be used as the "second reaction" if by the third time I "Cutting Barbs" the DM all the bad guys decide to attack my character.
-Lucky can also be used for my Counterspell rolls. I better save my luck points.
-If I every thought of taking Hellish Rebuke with any Magical Secrets, forget it lol. My reactions are taken!
-Magic Initiate previously seemed slightly thematic for a Lore Bard to steal more spells but if Shield was going to be one of them, I dunno. Silvery Barbs seems better unless I'm likely to be attacked more than once.
-I better have some smart remarks ready!
Am I on the right path?
Silvery Barbs
1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. 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 one minute. A creature can be empowered by only one use of this spell at a time.
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Cutting Words
Also at 3rd Level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.
For a general strategy on when to use each I'm thinking:
-Silvery Barbs and Cutting Words are both reactions so its one or the other in the same round.
-If the enemy spellcaster hasn't gone be more stingy and maybe use Lucky as my Reaction is probably more useful for Counterspell.
-Assuming the bad guys can hear me and aren't immune to being charmed, burn my first four uses of Cutting Words first, especially if others are in danger of being hit by anything remotely dangerous. If something goes terribly wrong protecting myself use Lucky.
-When things seem serious or after my first four uses of Cutting Words are used burn off some low level slots with Silvery Barbs since it is about as powerful as L15 Cutting Words AND gives advantage to one of my party members who actually makes attack rolls. I PROBABLY will be able to use Lucky as a back up but there is fine wording there with Silvery Barbs being activate when a target would be hit and Lucky before the outcome is determined, though that PROBABLY should be before the outcome of the Silvery Barbs reroll is determined.
-Lucky can also be used as the "second reaction" if by the third time I "Cutting Barbs" the DM all the bad guys decide to attack my character.
-Lucky can also be used for my Counterspell rolls. I better save my luck points.
-If I every thought of taking Hellish Rebuke with any Magical Secrets, forget it lol. My reactions are taken!
-Magic Initiate previously seemed slightly thematic for a Lore Bard to steal more spells but if Shield was going to be one of them, I dunno. Silvery Barbs seems better unless I'm likely to be attacked more than once.
-I better have some smart remarks ready!
Am I on the right path?
Silvery Barbs
1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. 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 one minute. A creature can be empowered by only one use of this spell at a time.
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Cutting Words
Also at 3rd Level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.