Silvery Barbs: Reaction Distraction
Usable By: Bard, Sorcerer, Wizard
Spell Level: 1
School: 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
Duration: Instantaneous
Components: V
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 1 minute. A creature can be empowered by only one use of this spell at a time.
Review by Sam West, Twitter: @CrierKobold
Since 5e’s launch, I’m pretty sure no other spell printed has stirred the D&D community like Silvery Barbs did. And for good reason; Silvery Barbs is an outrageously efficient spell that works in nearly every situation you’d want, is exceptional at all tiers of play, and costs you next to nothing to use. Oh, and it’s on the spell list of one of if not the best class in the game. Crazy!
My main gripe with Silvery Barbs is what classes get it; if this were a bard exclusive, I’d be head over heels for this kind of effect. Wizards already have access to Shield which is a ludicrous spell for its level that gives you a powerful reaction; wizards also getting an unconditional success reroll tied to advantage at will is just overkill. Not only can this impose a disadvantage condition on rolls, it does so when you know you’d want it. This can turn misses to hits, pass saves to failed ones. That alone would justify its slot, but then the spell keeps going and gives a creature of your choice advantage on their next attack roll, ability check, or saving throw.
Both combined makes this spell unendingly useful. Every single fight you’ll ever be a part of in 5e will involve at least two forces making attacks, saving throws, or ability checks. With a single first level spell up, you can nearly guarantee an ally isn’t going to get crit, and then also offer up advantage for them to swing back. If you don’t need it at the time, no problem! It costs you nothing to have this at the ready on your sheet. When you do need it, it's still there. You’ll only ever cast this when it can change the game.
Reaction spells are something the game needs more of, but this is way overtuned. Going from having no consistent reactions to a reaction you can get use out of nearly every round is a crazy power spike. When the cost is so low, especially in the upper tiers, Silvery Barbs can feel oppressively strong, especially on characters who already are producing busted magical effects with upper tier magic. If you don’t have it yet, Silvery Barbs almost certainly will make your character more powerful; I’d recommend it to anyone looking to get more out of their low level slots all throughout the game.
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