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Yakk
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Here is some very practical math.

  • At level 3 your modifier is +9. Your min roll is 10 - L 0 spells, or cantrips.
  • L 5 it is +11 - L 1 spells pass. L 2 fail 10%, L 3 fail 20%.
  • L 9 it is +13 - L 2 spells pass. L 3 fail 10%, L 4 20%, L 5 30%.
  • L 13 it is +15 - L 3 spells pass. L 4 10%, L 5 20%, L 6 30%, L 7 40%.
  • L 17 it is +17 - L 4 spells pass. L 5 10%, L 6 20%, L 7 30%, L 8 40%, L 9 50%.

(This assumes natural 1 isn't an auto-failure).

Next, on failure, look at the consequences.

If you cast it on a target in a combat-like situation, are they hurt (-) or helped (+)? Spells with little impact in such a situation are NA.

  • Healing Word (+)
  • Charm Person (NA)
  • Faerie Fire (-)
  • Sleep (-)
  • Tasha's Hideous Laughter (-)
  • Thunderwave (-)

So don't use 1st level spells on friendlies if you can fail the check. This seems generally true -- a good percent of the rolls are "hurt the target".

You should look over the list for "help the target" stuff. Mislead, Freedom of Movement and Healing Word look like the 3 biggest ones. So using it for attack spells is (relatively) safe, as none of them massively boost the target.

You should speak to your DM about concentration from the wild magic component of this spell. If you are forced to concentrate, that sucks - and if you can drop concentration, it makes Kinetic Jaunt pointless on a hostile foe. Do the wild random spells end up concentration free?

The item is powerful because you have access to the entire bard spell list. It might even be worth finding a Luckstone for the +1 to your skill checks to make it slightly more reliable.

The level of spells you know will outpace the spells this lets you reliably cast, with the lack of reliability growing as you gain levels. For low level spells, bias towards rituals and friendly buffs and spells that must go off without failure.

Most spells you'll cast on a foe the risk of it being some other debuff isn't that great of a risk, and when it happens it will be fun anyhow.

I might also bias my spells known towards higher level ones. Lower level ones you can just drum up with a high (approaching 100%) chance of success. As someone who has played a bard, you have a great shortage of spells known -- this will massively relieve the pressure.

The only risk is ... what if you lose the drum?

Here is some very practical math.

  • At level 3 your modifier is +9. Your min roll is 10 - L 0 spells, or cantrips.
  • L 5 it is +11 - L 1 spells pass. L 2 fail 10%, L 3 fail 20%.
  • L 9 it is +13 - L 2 spells pass. L 3 fail 10%, L 4 20%, L 5 30%.
  • L 13 it is +15 - L 3 spells pass. L 4 10%, L 5 20%, L 6 30%, L 7 40%.
  • L 17 it is +17 - L 4 spells pass. L 5 10%, L 6 20%, L 7 30%, L 8 40%, L 9 50%.

(This assumes natural 1 isn't an auto-failure).

Next, on failure, look at the consequences.

If you cast it on a target in a combat-like situation, are they hurt (-) or helped (+)? Spells with little impact in such a situation are NA.

  • Healing Word (+)
  • Charm Person (NA)
  • Faerie Fire (-)
  • Sleep (-)
  • Tasha's Hideous Laughter (-)
  • Thunderwave (-)

So don't use 1st level spells on friendlies if you can fail the check. This seems generally true -- a good percent of the rolls are "hurt the target".

You should look over the list for "help the target" stuff. Mislead, Freedom of Movement and Healing Word look like the 3 biggest ones. So using it for attack spells is (relatively) safe, as none of them massively boost the target.

You should speak to your DM about concentration from the wild magic component of this spell. If you are forced to concentrate, that sucks - and if you can drop concentration, it makes Kinetic Jaunt pointless on a hostile foe. Do the wild random spells end up concentration free?

The item is powerful because you have access to the entire bard spell list. It might even be worth finding a Luckstone for the +1 to your skill checks to make it slightly more reliable.

The level of spells you know will outpace the spells this lets you reliably cast, with the lack of reliability growing as you gain levels. For low level spells, bias towards rituals and friendly buffs and spells that must go off without failure.

Most spells you'll cast on a foe the risk of it being some other debuff isn't that great of a risk, and when it happens it will be fun anyhow.

I might also bias my spells known towards higher level ones. Lower level ones you can just drum up with a high (approaching 100%) chance of success.

Here is some very practical math.

  • At level 3 your modifier is +9. Your min roll is 10 - L 0 spells, or cantrips.
  • L 5 it is +11 - L 1 spells pass. L 2 fail 10%, L 3 fail 20%.
  • L 9 it is +13 - L 2 spells pass. L 3 fail 10%, L 4 20%, L 5 30%.
  • L 13 it is +15 - L 3 spells pass. L 4 10%, L 5 20%, L 6 30%, L 7 40%.
  • L 17 it is +17 - L 4 spells pass. L 5 10%, L 6 20%, L 7 30%, L 8 40%, L 9 50%.

(This assumes natural 1 isn't an auto-failure).

Next, on failure, look at the consequences.

If you cast it on a target in a combat-like situation, are they hurt (-) or helped (+)? Spells with little impact in such a situation are NA.

  • Healing Word (+)
  • Charm Person (NA)
  • Faerie Fire (-)
  • Sleep (-)
  • Tasha's Hideous Laughter (-)
  • Thunderwave (-)

So don't use 1st level spells on friendlies if you can fail the check. This seems generally true -- a good percent of the rolls are "hurt the target".

You should look over the list for "help the target" stuff. Mislead, Freedom of Movement and Healing Word look like the 3 biggest ones. So using it for attack spells is (relatively) safe, as none of them massively boost the target.

You should speak to your DM about concentration from the wild magic component of this spell. If you are forced to concentrate, that sucks - and if you can drop concentration, it makes Kinetic Jaunt pointless on a hostile foe. Do the wild random spells end up concentration free?

The item is powerful because you have access to the entire bard spell list. It might even be worth finding a Luckstone for the +1 to your skill checks to make it slightly more reliable.

The level of spells you know will outpace the spells this lets you reliably cast, with the lack of reliability growing as you gain levels. For low level spells, bias towards rituals and friendly buffs and spells that must go off without failure.

Most spells you'll cast on a foe the risk of it being some other debuff isn't that great of a risk, and when it happens it will be fun anyhow.

I might also bias my spells known towards higher level ones. Lower level ones you can just drum up with a high (approaching 100%) chance of success. As someone who has played a bard, you have a great shortage of spells known -- this will massively relieve the pressure.

The only risk is ... what if you lose the drum?

formatting to remove code since it isn't good for screen readers per the meta
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KorvinStarmast
  • 143.9k
  • 35
  • 475
  • 764

Here is some very practical math.

  • At level 3 your modifier is +9. Your min roll is 10 - L 0 spells, or cantrips.
  • L 5 it is +11 - L 1 spells pass. L 2 fail 10%, L 3 fail 20%.
  • L 9 it is +13 - L 2 spells pass. L 3 fail 10%, L 4 20%, L 5 30%.
  • L 13 it is +15 - L 3 spells pass. L 4 10%, L 5 20%, L 6 30%, L 7 40%.
  • L 17 it is +17 - L 4 spells pass. L 5 10%, L 6 20%, L 7 30%, L 8 40%, L 9 50%.

(This assumes natural 1 isn't an auto-failure).

Next, on failure, look at the consequences.

If you cast it on a target in a combat-like situation, are they hurt (-) or helped (+)? Spells with little impact in such a situation are NA.

Healing Word (+)
Charm Person (NA)
Faerie Fire (-)
Sleep (-)
Tasha's Hideous Laughter (-)
Thunderwave (-)
  • Healing Word (+)
  • Charm Person (NA)
  • Faerie Fire (-)
  • Sleep (-)
  • Tasha's Hideous Laughter (-)
  • Thunderwave (-)

So don't use 1st level spells on friendlies if you can fail the check. This seems generally true -- a good percent of the rolls are "hurt the target".

You should look over the list for "help the target" stuff. Mislead, Freedom of Movement and Healing Word look like the 3 biggest ones. So using it for attack spells is (relatively) safe, as none of them massively boost the target.

You should speak to your DM about concentration from the wild magic component of this spell. If you are forced to concentrate, that sucks - and if you can drop concentration, it makes Kinetic Jaunt pointless on a hostile foe. Do the wild random spells end up concentration free?

The item is powerful because you have access to the entire bard spell list. It might even be worth finding a Luckstone for the +1 to your skill checks to make it slightly more reliable.

The level of spells you know will outpace the spells this lets you reliably cast, with the lack of reliability growing as you gain levels. For low level spells, bias towards rituals and friendly buffs and spells that must go off without failure.

Most spells you'll cast on a foe the risk of it being some other debuff isn't that great of a risk, and when it happens it will be fun anyhow.

I might also bias my spells known towards higher level ones. Lower level ones you can just drum up with a high (approaching 100%) chance of success.

Here is some very practical math.

  • At level 3 your modifier is +9. Your min roll is 10 - L 0 spells, or cantrips.
  • L 5 it is +11 - L 1 spells pass. L 2 fail 10%, L 3 fail 20%.
  • L 9 it is +13 - L 2 spells pass. L 3 fail 10%, L 4 20%, L 5 30%.
  • L 13 it is +15 - L 3 spells pass. L 4 10%, L 5 20%, L 6 30%, L 7 40%.
  • L 17 it is +17 - L 4 spells pass. L 5 10%, L 6 20%, L 7 30%, L 8 40%, L 9 50%.

(This assumes natural 1 isn't an auto-failure).

Next, on failure, look at the consequences.

If you cast it on a target in a combat-like situation, are they hurt (-) or helped (+)? Spells with little impact in such a situation are NA.

Healing Word (+)
Charm Person (NA)
Faerie Fire (-)
Sleep (-)
Tasha's Hideous Laughter (-)
Thunderwave (-)

So don't use 1st level spells on friendlies if you can fail the check. This seems generally true -- a good percent of the rolls are "hurt the target".

You should look over the list for "help the target" stuff. Mislead, Freedom of Movement and Healing Word look like the 3 biggest ones. So using it for attack spells is (relatively) safe, as none of them massively boost the target.

You should speak to your DM about concentration from the wild magic component of this spell. If you are forced to concentrate, that sucks - and if you can drop concentration, it makes Kinetic Jaunt pointless on a hostile foe. Do the wild random spells end up concentration free?

The item is powerful because you have access to the entire bard spell list. It might even be worth finding a Luckstone for the +1 to your skill checks to make it slightly more reliable.

The level of spells you know will outpace the spells this lets you reliably cast, with the lack of reliability growing as you gain levels. For low level spells, bias towards rituals and friendly buffs and spells that must go off without failure.

Most spells you'll cast on a foe the risk of it being some other debuff isn't that great of a risk, and when it happens it will be fun anyhow.

I might also bias my spells known towards higher level ones. Lower level ones you can just drum up with a high (approaching 100%) chance of success.

Here is some very practical math.

  • At level 3 your modifier is +9. Your min roll is 10 - L 0 spells, or cantrips.
  • L 5 it is +11 - L 1 spells pass. L 2 fail 10%, L 3 fail 20%.
  • L 9 it is +13 - L 2 spells pass. L 3 fail 10%, L 4 20%, L 5 30%.
  • L 13 it is +15 - L 3 spells pass. L 4 10%, L 5 20%, L 6 30%, L 7 40%.
  • L 17 it is +17 - L 4 spells pass. L 5 10%, L 6 20%, L 7 30%, L 8 40%, L 9 50%.

(This assumes natural 1 isn't an auto-failure).

Next, on failure, look at the consequences.

If you cast it on a target in a combat-like situation, are they hurt (-) or helped (+)? Spells with little impact in such a situation are NA.

  • Healing Word (+)
  • Charm Person (NA)
  • Faerie Fire (-)
  • Sleep (-)
  • Tasha's Hideous Laughter (-)
  • Thunderwave (-)

So don't use 1st level spells on friendlies if you can fail the check. This seems generally true -- a good percent of the rolls are "hurt the target".

You should look over the list for "help the target" stuff. Mislead, Freedom of Movement and Healing Word look like the 3 biggest ones. So using it for attack spells is (relatively) safe, as none of them massively boost the target.

You should speak to your DM about concentration from the wild magic component of this spell. If you are forced to concentrate, that sucks - and if you can drop concentration, it makes Kinetic Jaunt pointless on a hostile foe. Do the wild random spells end up concentration free?

The item is powerful because you have access to the entire bard spell list. It might even be worth finding a Luckstone for the +1 to your skill checks to make it slightly more reliable.

The level of spells you know will outpace the spells this lets you reliably cast, with the lack of reliability growing as you gain levels. For low level spells, bias towards rituals and friendly buffs and spells that must go off without failure.

Most spells you'll cast on a foe the risk of it being some other debuff isn't that great of a risk, and when it happens it will be fun anyhow.

I might also bias my spells known towards higher level ones. Lower level ones you can just drum up with a high (approaching 100%) chance of success.

Source Link
Yakk
  • 16k
  • 2
  • 26
  • 68

Here is some very practical math.

  • At level 3 your modifier is +9. Your min roll is 10 - L 0 spells, or cantrips.
  • L 5 it is +11 - L 1 spells pass. L 2 fail 10%, L 3 fail 20%.
  • L 9 it is +13 - L 2 spells pass. L 3 fail 10%, L 4 20%, L 5 30%.
  • L 13 it is +15 - L 3 spells pass. L 4 10%, L 5 20%, L 6 30%, L 7 40%.
  • L 17 it is +17 - L 4 spells pass. L 5 10%, L 6 20%, L 7 30%, L 8 40%, L 9 50%.

(This assumes natural 1 isn't an auto-failure).

Next, on failure, look at the consequences.

If you cast it on a target in a combat-like situation, are they hurt (-) or helped (+)? Spells with little impact in such a situation are NA.

Healing Word (+)
Charm Person (NA)
Faerie Fire (-)
Sleep (-)
Tasha's Hideous Laughter (-)
Thunderwave (-)

So don't use 1st level spells on friendlies if you can fail the check. This seems generally true -- a good percent of the rolls are "hurt the target".

You should look over the list for "help the target" stuff. Mislead, Freedom of Movement and Healing Word look like the 3 biggest ones. So using it for attack spells is (relatively) safe, as none of them massively boost the target.

You should speak to your DM about concentration from the wild magic component of this spell. If you are forced to concentrate, that sucks - and if you can drop concentration, it makes Kinetic Jaunt pointless on a hostile foe. Do the wild random spells end up concentration free?

The item is powerful because you have access to the entire bard spell list. It might even be worth finding a Luckstone for the +1 to your skill checks to make it slightly more reliable.

The level of spells you know will outpace the spells this lets you reliably cast, with the lack of reliability growing as you gain levels. For low level spells, bias towards rituals and friendly buffs and spells that must go off without failure.

Most spells you'll cast on a foe the risk of it being some other debuff isn't that great of a risk, and when it happens it will be fun anyhow.

I might also bias my spells known towards higher level ones. Lower level ones you can just drum up with a high (approaching 100%) chance of success.