Hey, hey, look over here! Allow us to grab your attention with the magical distraction that is silvery barbs. This intriguing 1st-level enchantment spell, introduced in Strixhaven: A Curriculum of Chaos, has the potential to turn the tide of a battle by shifting fortune away from your enemy and into the hands of yourself or your party.
Let's take a look at this flustering spell and how to best use it to gain an advantage over your enemies!
What Does Silvery Barbs Do?
The best way to think of silvery barbs is as a transference of luck. First, when a creature you can see within 60 feet succeeds on an attack roll, an ability check, or a saving throw, you can use a reaction to make that creature reroll the d20, using the lower roll. Then, you can choose a different creature within range, including yourself, to give advantage on the next attack roll, ability check, or saving throw they make within 1 minute—without using concentration!
Power and Limitations
Silvery barbs can be a pretty powerful spell, for sure. When everything goes exactly as you plan, it can cause a creature to fail a roll they had already succeeded at and cause an ally or yourself to succeed on a roll you may have failed on. But the first limitation of the spell is that in neither case is the failure or success automatic. The triggering target could still succeed on the second roll of their dice, and the creature you choose to give advantage to still could fail on their roll. Regardless of the outcome, you will have used up a spell and your reaction for the round. Compare that to shield, another 1st-level reaction spell, which you can use with the certainty that it will be successful if an enemy’s attack roll is below your improved AC the spell provides. Also, silvery barbs is a “one and done” spell while shield remains active until the start of your next turn, giving you a higher AC against all attacks until then.
At a 1st-level spell slot, silvery barbs might seem at first glance like an economical spell, but remember that every spell slot you use to cast it is one that you cannot use later for a vital attack or healing spell. Dungeon Masters who want to limit the potential abuse of the spell could do so simply by creating a scenario where spell slots are at a premium. Also, since silvery barbs only affects one roll from an enemy, having multiple opponents or enemies that utilize multiattack will help keep combat balanced and challenging.
Elective Courses
Silvery barbs is from Strixhaven: A Curriculum of Chaos, one of the Magic: The Gathering setting books. As a player, you should make sure that your DM approves the use of material from that setting in their game before bringing it into play.
The D&D Beyond character builder requires you to toggle “Magic: The Gathering content” on the Character Preferences page in order to access the spell.
Who Can Cast Silvery Barbs?
Flavor-wise, silvery barbs feels like it was crafted with bards in mind, as the spell has similar buffing and debuffing vibes as bard subclass features like Cutting Words, Unsettling Words, or Mote of Potential. The spell fits nicely into the way that bardic magic ties into inspiring allies and distracting foes.
The spell is also made available to wizards and sorcerers, which fits the setting of Strixhaven as a school of magic.
Other ways that characters could get access to silvery barbs would be with a feat or magic item that allows you access to a 1st-level enchantment spell of your choice, such as Fey Touched and Magic Initiate.
Why We Love This Spell
One of our favorite aspects of this spell is how nicely it fits within the bards’ skillset. If another member of the party is already serving as the primary healer, then having a spell that plays to a bard’s strengths in buffing and debuffing can be a lovely supplement. It gives bards a way to utilize their flavor as a reaction in combat when moves requiring the use of Bardic Inspiration wouldn’t normally be available. It feels like a sibling to vicious mockery, the magical ideal of having a wit so quick it can make your enemies trip in their step while pumping up your friends.
But what really appeals to us for the spell is its potential for use out of combat in skill challenges with more of a competitive, roleplay aspect to them. Perhaps when challenging a rival adventuring party to some pub games or trying to beat an enemy henchman in a game of chance to gain information. Whether in combat or out, the spell has the potential for some pretty triumphant moments, being utilized in those critical moments where just a nudge of fate in another direction could mean the difference between a sound victory or a bitter defeat.
FAQ: Silvery Barbs
What effect does silvery barbs have on Legendary Resistance?
Silvery barbs cannot negate Legendary Resistance, as creatures with this ability do not need to succeed on a roll in order to utilize it. So even if a spellcaster used their silvery barbs to make a monster fail its saving throw, the DM could still use Legendary Resistance to pass the save.
What components are required for silvery barbs?
Silvery barbs only requires a vocal component for casting.
Can you use Twinned Spell to cast silvery barbs on more targets?
No. Silvery barbs cannot increase its targets via Twinned Spell as it targets more than one creature.
Can silvery barbs be used in combination with the Order Domain cleric feature Voice of Authority?
Yes. An Order Domain cleric with access to silvery barbs via multiclassing, feats, or magic items, could also allow the targeted ally to make their one weapon attack with advantage using that ally’s reaction.
How does silvery barbs work if a creature is rolling with advantage or disadvantage?
The triggering effect of silvery barbs occurs when the intended target succeeds on a roll. So, if the target had advantage or disadvantage on an attack, saving throw, or skill check, they would first roll the two d20s to determine if the roll was ultimately a success or failure. If it is a success, then you could use your reaction to cast silvery barbs.
Can silvery barbs be used to disrupt a death saving throw?
Yes. Death saves are considered saving throws, so silvery barbs could be used.
How does silvery barbs interact with counterspell?
If the use of counterspell requires an ability check, such as when trying to counter a spell at a higher level without using a higher spell slot, you could make your target reroll that ability check using silvery barbs. A use of counterspell could also negate the casting of silvery barbs. Since it is a 1st-level spell, no roll would be required to interrupt the spell.
What does silvery barbs look like?
While there is no official visual flavor text for what silvery barbs looks like when cast, the spell's description implies distraction for one target and encouragement for the other. It can be inferred that the intention is for the spell to function as words spoken by you via the vocal component, similar to a spell such as vicious mockery or Tasha’s hideous laughter.
However, if you would prefer to picture the spell as actual literal barbed plants made of silver, stealing luck from an enemy and bestowing it to your friends, the optional personalizing spells rules from Tasha’s Cauldron of Everything encourages precisely that kind of creative spin on your spellcasting.
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
"Snatch a victory from the jaws of your enemies' defeat."?
My but that subtitle is awkwardly worded... it reads as though this spell is terrible and it allows the enemy to win against all odds...
Glad this spell got addressed. good article!
Kind of op for its level
This spell is the apotheosis of the power creep problem in 5e.
Cast something powerful like 6th level Disintegrate and if the target passes its save just use silvery barbs to effectively recast it for only a 1st level spell slot, it’s totally broken.
It should either be a higher level than a 1st, which would have the added bonus of making it harder to get for non bards, sorcerers or wizards, or not work on saving throws.
Or just only use it in Strixhaven campaigns.
Well the person making the save still fail and it’s when your enemy makes a save or attack
Imagine having to modify all enemy encounters due to a 1st level spell.
If one wants to see how unfair it is, just imagine having a DM with all npc spellcasters having silvery barbs, and then say to their players "just modify your characters to counter it."
What this article should really say is ban silvery barbs from your campaigns or face the consequences. next, they are probably going to release an article on bugbear-polearm master and sentinel.
Yeah the Jury's in on silvery barbs and it's a nope in my games. It's fun once.
Banned this spell.
For the sake of comparison, the Sorcerer's Heightened Spell metamagic also forces disadvantage on a save. But that costs 3 sorcery points, whereas a 1st-level spell slot only takes 2 sorcery points. Silvery Barbs also stacks with disadvantage, works on more than just saving throws, and gives a buff to a nearby ally for no some reason!
If that's not enough, let's also compare it to Fortune's Favor: one of the spells from Explorer's Guide to Wildemount. Fortune's Favor is a 2nd-level spell that also allows you to force disadvantage or advantage, but you have to choose one. It takes a minute to cast, and it consumes 100gp worth of materials. Silvery Barbs gives both advantage and disadvantage, as a 1st-level spell, as a reaction, and without any material components. So that makes two spells/abilities that are just...completely obsolete. Why was Silvery Barbs allowed to do this?
And here's the kicker: Silvery Barbs is a reaction to cast, but unlike other reaction spells like Absorb Elements and Shield, Silvery Barbs can be used offensively. Once you cast a spell on an enemy, there's never any reason to not immediately cast Silvery Barbs afterwards.
It's far, far too powerful a spell. Having such a cheap "you succeeded? no u didn't" button just isn't fun for anyone else at the table. There's a very good reason conversations about this spell usually end along the lines of "ban the dang thing."
We have been playing D&D for 30 years in my group. This was an instant ban for us. For all the reasons covered by other posters. For the WotC folks reading this: Remember how in MtG if a card was SO good that literally every deck could benefit from running it, it was banned or changed? Yeah, SB is that card. :) You folks do great work most of the time, but this one is bad.
The most brokenest of broken spells there is.
This spell should absolutely be 2nd level. It's way too powerful for a 1st level spell.
I'm so confused why so many people are butthurt over this spell. Forcing rerolls is nice, sure, but it's hardly broken. Compare with every other 1st level spell that uses your reaction and notice that they are all life-saving, potentially encounter-changing spells (with the one exception of Hellish Rebuke which does a hefty chunk of damage for something outside of the caster's turn). This is in keeping with the precedent of how things work in the action economy. Using your reaction is a once per round big deal and a spell or ability will reflect that.
Not to mention there are a number of abilities available to low level characters which can similarly force crucial rerolls.
So again, while this is nice, what's the big deal? Are you angry at the spell because you've experienced it consistently cause problems at your table? Or are you having a kneejerk reaction?
Seriously overpowered for its level, and arguably too strong even if it were 2nd-level like all of the other signature spells; my groups have been forcing the use of a much better balanced version that only grants regular disadvantage and doesn't work on saving throws, which is still a very useful and versatile spell, without being OP.
In its vanilla form silvery barbs is basically bane, shield and the rider form guiding bolt all rolled into one super convenient reaction spell that you can not only use in combination with allies, but can even trigger to force re-rolls against saves for your own spells (as only bonus action spells prevent a second spell in the same turn). Imposing disadvantage on saves is the domain of rare magic items (or uncommon with restrictions), and silvery barbs doesn't merely do that, it imposes a special form of disadvantage that actually stacks with regular disadvantage, and can override advantage (making it more like the Lucky feat).
So it's two 1st-level spells in one but with the strength of a feat or a rare magic item, and basically lets anyone gain a Lore Bard's Cutting Words in an easy to use combo spell that is basically a no-brainer on any caster that can take it (as well as those who can somehow get it with a feat or such).
While I'm glad that the article somewhat covers its strength, I do not agree with the conclusion that it's sufficiently limited, as while it costs a spell slot, if it saves an even higher one from being wasted that's a trade-off I'd happily make (plus 1st-level slots are easier to recover). I wouldn't allow it as a 2nd-level spell, and it should never have passed playtesting, but then we know it was never released as UA so it's entirely possible it was never tested at all.
Feel free to list any that apply to literally any saving throw (rather than only specific types) and which do so by forcing a re-roll rather than imposing disadvantage; it's going to be a very short list (pretty sure it's a list of none).
Silvery barbs does that while also having a rider that grants advantage, and it does it without any restrictions on the rolls it applies to (it also works on attack rolls and ability checks) making it extremely versatile.
Compare it to, for example, a Sorcerer's Heightened Spell Metamagic which costs 3 sorcery points to merely impose disadvantage. And actually, since silvery barbs doesn't use disadvantage, you can actually combine the two trivially on a sorcerer, and use both on a spell you're casting as an action (since a reaction spell does not prevent you from casting another spell in the same turn).
People complaining about the spell aren't "butthurt", the spell is broken. Very, very, very broken.
2nd level spell in my games, sometimes 3rd, if it's allowed at all.
Healing spirit loves the fact that this spell exists, because it's even more broken, so the heat is off of healing spirit. This uses the same spell slot as shield, and the only thing shield has going for it is that it lasts longer. Not that I really care, I've banned it as has the DM for the game that I get to play in... it's just one more symptom of the power creep being baked into the game.
As a DM, I love having my players use this. I tested the spell in my games since it came out and never really had any problems with it.
Also, because of its accessibility, my players now have to decide really hard whether to pop this off or save for Shield, Absorb Elements or Counterspell. Heck, level 1 spell slots blow out so hard sometimes the wizard don't even want to Mage Armor
Another reason I'm glad I'm quitting 5e as a DM. The insane power creep with spells is just insufferable. This spell is so powerful that practically every arcane caster finds a way to get it. It's practically mandatory, not just for stopping dm crits, but effectively lets you spend a level 1 slot to 'retry' a spell you cast when an enemy beats the save.