Hi all again! Pre-emptive thank you so much for being awesome and for any input. I've tried my best and can't quite get off the fence. Let's say you're a ranged samurai fighter that will be concentrating on hunter's mark, which spell would be better for maintaining concentration? Silvery Barbs or Shield?
A) To make it easier, assume these stats/qualities:
+7 to Constitution saving throws.
+9 to Wisdom saving throws.
22-24 AC.
Four 1st-level spell slots, and two 2nd-level spell slots.
You can cast either Silvery Barbs or Shield once without expending a spell slot.
1 use of Indomitable.
Lucky feat.
Would Silvery Barbs be better, or would Shield? Why? Thanks for your time :).
B) Same question with the same stats/qualities, but you usually have disadvantage on wisdom saving throws?
C) Would War Caster be more useful for this character rather than proficiency in Intelligence saving throws?
Again, thank you all for any time, patience, and help! Truly appreciate it and hope you all the best.
The other thing with silvery barbs it it can be used against enemies that do not use attack rolls. When the cleric tries to banish the bad guy not only can you force disadvantage but you can also get advantage onyournext saving throw attack or ability check. If you are most concerned about concentration use this just after your turn so your next roll is most likely to be a saving throw.
Does your GM rule that using a range weapon you are using 2 hands for the round? If so then War caster is a must. I ask because in a few games a GM has ruled (as I have in the past in other games) that drawing arrows/bolts and using a bow/crossbow you are considered using 2 hands for the found for other actions even if at the time you are casting spells you do not have something in your hand.
So I would ask your GM for a ruling before hand to prevent problems and or issues.
Tbh it'll depend what you are fighting. One big scary thing? Silvery Barbs. Lots of less scary things? Shield.
This may not be true, actually. I know it seems like common sense that it would, but, bear with me while I explain.
The OP suggests his AC could be as high as 24. Given this, a large group of weaker enemies are going to essentially miss everything unless they crit. And, as we know, Shield does nothing to prevent crits. Conversely, a large powerful enemy will have a significantly higher attack bonus, and could potentially hit our dear OP with normal hits, potentially even several of them if it has (and probably does have) multiattack. So, here, fighting the big scary single monster, you'll have more use for Shield, than if fighting a swarm of minor enemies that can't even hit you anyway.
OP: I'm going to answer you twice. Once if you're trying to tank, and once for if you're not. You said "ranged fighter" so it could go either way IDK.
Tank
A. Shield. Especially since you already have Lucky to help ward off crits coming your way. Silvery Barbs is better, generally speaking, and wouldn't be a bad choice for you either tho. But, one of the very few cases for Shield winning out is almost exactly this scenario: tank type who already has crit protection. It feels like a difficult choice because both spells are the correct answer... like a multiple choice with all right answers but no 'D. all of the above'. You can't pick wrong, but, if you weighed them on the scales, for you, a tanky type with Lucky... shield will be better.
B. No difference.
C. Yes 100% yes. Being able to cast spells instead of op attacks is going to be huge for you since your unarmed attacks probably suck anyway. So having enemies run by you thinking it is safe because you got a bow out and getting hit with a spell effect will be awesome. Int saves are only going to sometime half incoming psychic damage and similar 'mind' effects and aren't super common. Unless you're in a Vs Mindflayer campaign, skip the int saves and snag Warcaster, it'll make so many things easier.
Not-Tank
A. Naw pick Barbs. You're not going to be the primary target, can stay out of melee range, and your native 22-24 AC is totally more than enough personal protection for someone trying to stay away from enemies. Barbs will let you run interference when enemies crit allies, like if the big bad crits on your tank, bam, barbs it. Your tank stays up and you don't have to suddenly mid-fight pretend to be the new tank now. Wizard needs to really really really land a save-or-suck/death spell? Barb the enemy if they save. Your reaction is now helping your team. Shield isn't going to help in 99% of fights because you're not tryna get focused down in the first place.
B. No difference.
C. You don't really need either. Warcaster isn't going to help you if you're using a bow since you can basically always have a free hand anyway. And, Int saves aren't super critical in most campaigns. If you can snag something else, try to.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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Hi all again! Pre-emptive thank you so much for being awesome and for any input. I've tried my best and can't quite get off the fence. Let's say you're a ranged samurai fighter that will be concentrating on hunter's mark, which spell would be better for maintaining concentration? Silvery Barbs or Shield?
A) To make it easier, assume these stats/qualities:
Would Silvery Barbs be better, or would Shield? Why? Thanks for your time :).
B) Same question with the same stats/qualities, but you usually have disadvantage on wisdom saving throws?
C) Would War Caster be more useful for this character rather than proficiency in Intelligence saving throws?
Again, thank you all for any time, patience, and help! Truly appreciate it and hope you all the best.
silvery barbs applies to 1 roll, shield covers you for a whole round.
Tbh it'll depend what you are fighting. One big scary thing? Silvery Barbs. Lots of less scary things? Shield.
The other thing with silvery barbs it it can be used against enemies that do not use attack rolls. When the cleric tries to banish the bad guy not only can you force disadvantage but you can also get advantage onyournext saving throw attack or ability check. If you are most concerned about concentration use this just after your turn so your next roll is most likely to be a saving throw.
Does your GM rule that using a range weapon you are using 2 hands for the round? If so then War caster is a must. I ask because in a few games a GM has ruled (as I have in the past in other games) that drawing arrows/bolts and using a bow/crossbow you are considered using 2 hands for the found for other actions even if at the time you are casting spells you do not have something in your hand.
So I would ask your GM for a ruling before hand to prevent problems and or issues.
MDC
This may not be true, actually. I know it seems like common sense that it would, but, bear with me while I explain.
The OP suggests his AC could be as high as 24. Given this, a large group of weaker enemies are going to essentially miss everything unless they crit. And, as we know, Shield does nothing to prevent crits. Conversely, a large powerful enemy will have a significantly higher attack bonus, and could potentially hit our dear OP with normal hits, potentially even several of them if it has (and probably does have) multiattack. So, here, fighting the big scary single monster, you'll have more use for Shield, than if fighting a swarm of minor enemies that can't even hit you anyway.
OP: I'm going to answer you twice. Once if you're trying to tank, and once for if you're not. You said "ranged fighter" so it could go either way IDK.
Tank
A. Shield. Especially since you already have Lucky to help ward off crits coming your way. Silvery Barbs is better, generally speaking, and wouldn't be a bad choice for you either tho. But, one of the very few cases for Shield winning out is almost exactly this scenario: tank type who already has crit protection. It feels like a difficult choice because both spells are the correct answer... like a multiple choice with all right answers but no 'D. all of the above'. You can't pick wrong, but, if you weighed them on the scales, for you, a tanky type with Lucky... shield will be better.
B. No difference.
C. Yes 100% yes. Being able to cast spells instead of op attacks is going to be huge for you since your unarmed attacks probably suck anyway. So having enemies run by you thinking it is safe because you got a bow out and getting hit with a spell effect will be awesome. Int saves are only going to sometime half incoming psychic damage and similar 'mind' effects and aren't super common. Unless you're in a Vs Mindflayer campaign, skip the int saves and snag Warcaster, it'll make so many things easier.
Not-Tank
A. Naw pick Barbs. You're not going to be the primary target, can stay out of melee range, and your native 22-24 AC is totally more than enough personal protection for someone trying to stay away from enemies. Barbs will let you run interference when enemies crit allies, like if the big bad crits on your tank, bam, barbs it. Your tank stays up and you don't have to suddenly mid-fight pretend to be the new tank now. Wizard needs to really really really land a save-or-suck/death spell? Barb the enemy if they save. Your reaction is now helping your team. Shield isn't going to help in 99% of fights because you're not tryna get focused down in the first place.
B. No difference.
C. You don't really need either. Warcaster isn't going to help you if you're using a bow since you can basically always have a free hand anyway. And, Int saves aren't super critical in most campaigns. If you can snag something else, try to.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.