I think I might be a "mean" DM, the way I play this is: it can be cast at will, as an action, but any existing cast will hold sway until it expires. Thus, the new cast will not replace (or supplement) the existing one until the existing one expires. This, IMO, captures the spirit of a spell with a random element.
but why would you walk around casting that spell over and over? it just doesn't make sense. unless you were extremely paranoid, you would only cast it at the start of combat. it's not like in real life you would wear a bulletproof vest to a party just because. the point of d&d is to act like you are your character. unless you want to make your character extremely paranoid, you would only cast false life when you knew there was a battle coming.
If I could wear a invisible magic bullet proof vest that felt no different than my clothes and protected vs all damage, I'd put it on every day, and last time I was even in a fight without weapons was over 20 years ago, with weapons even longer ago. An extra 8hp for car accidents, if one of my clients gets stabby, heck just for all the times I'm an idiot and burn or cut myself while cooking etc.
but why would you walk around casting that spell over and over? it just doesn't make sense. unless you were extremely paranoid, you would only cast it at the start of combat. it's not like in real life you would wear a bulletproof vest to a party just because. the point of d&d is to act like you are your character. unless you want to make your character extremely paranoid, you would only cast false life when you knew there was a battle coming.
If I could wear a invisible magic bullet proof vest that felt no different than my clothes and protected vs all damage, I'd put it on every day, and last time I was even in a fight without weapons was over 20 years ago, with weapons even longer ago. An extra 8hp for car accidents, if one of my clients gets stabby, heck just for all the times I'm an idiot and burn or cut myself while cooking etc.
Exactly, and that's the same reason I always take Armor of Shadows on my Drow Hexblade, even if I do find a suit of magic armour that's significantly better than it. I can have the magical armour removed, or remove it and go to the shower, but with AoS and my Blade Pact I can never be truly disarmed or unarmoured.
If we're playing one of those old school games where your characters lose their equipment and end up naked at the beginning of the mission again I simply don't care. Activate AoS, summon my double-bladed scimitar, get back in the fight.
but why would you walk around casting that spell over and over? it just doesn't make sense. unless you were extremely paranoid, you would only cast it at the start of combat. it's not like in real life you would wear a bulletproof vest to a party just because. the point of d&d is to act like you are your character. unless you want to make your character extremely paranoid, you would only cast false life when you knew there was a battle coming.
If I could wear a invisible magic bullet proof vest that felt no different than my clothes and protected vs all damage, I'd put it on every day, and last time I was even in a fight without weapons was over 20 years ago, with weapons even longer ago. An extra 8hp for car accidents, if one of my clients gets stabby, heck just for all the times I'm an idiot and burn or cut myself while cooking etc.
but why would you walk around casting that spell over and over? it just doesn't make sense. unless you were extremely paranoid, you would only cast it at the start of combat. it's not like in real life you would wear a bulletproof vest to a party just because. the point of d&d is to act like you are your character. unless you want to make your character extremely paranoid, you would only cast false life when you knew there was a battle coming.
If I could wear a invisible magic bullet proof vest that felt no different than my clothes and protected vs all damage, I'd put it on every day, and last time I was even in a fight without weapons was over 20 years ago, with weapons even longer ago. An extra 8hp for car accidents, if one of my clients gets stabby, heck just for all the times I'm an idiot and burn or cut myself while cooking etc.
Exactly, and that's the same reason I always take Armor of Shadows on my Drow Hexblade, even if I do find a suit of magic armour that's significantly better than it. I can have the magical armour removed, or remove it and go to the shower, but with AoS and my Blade Pact I can never be truly disarmed or unarmoured.
If we're playing one of those old school games where your characters lose their equipment and end up naked at the beginning of the mission again I simply don't care. Activate AoS, summon my double-bladed scimitar, get back in the fight.
Mechanically in D&D probably not a great idea, but the role play behind that is great, I love it.
The initial post, way back in 2018 is about the False Life spell. It gives you 1d4+4 temporary hit points for one hour. They asked if casting the spell over and over would let the effect stack. The got told no in the first comment. Temporary hit points top out, they do not stack.
So the next question was could you cast the spell over and over until you got to the top? Yes. Then people complained that people shouldn't be allowed to do that out of combat to get 8 +5 hit points per level. Seems kind of trivial to me. Why not? It's not like at any given level the first thing that damages you won't remove all of them, and it only lasts for an hour.
It's more or less like having a set of reinforced clothing that can't be taken off by anyone else.
That's one of the great things about a Warlock. They don't have to depend on much in the way of gear.
Pardon? Fiendish Vigour is the Warlock invocation that allows them to cast first level false life on themselves without materials without using a spell slot.
It's useful up to maybe level 5 and after that there are better things to use your invocations on.
Here's the first to note what I wanted to add: it expires after an Hour. So sure, you can cast it in the shower at the beginning of the day... but by your second cup of coffee, it's worn off, so cast it again. :-)
[EDIT: I meant to "QUOTE" Geann's repsonse, but I hit "REPLY", whoops!]
My Paladin/Warlock - not a SmiteLock! - is intending to use this to reduce the amount of healing required throughout the day. Not as good as an Artillerist Artificer giving *everyone* d8+3 temps *every round*, but still that's 8 less damage I need to heal every fight. (And, bonus, it works on my steed, as it is a spell that affects only me! Can you say 45% more hp?).
I just wish it scaled with the level of the slots available - even if only the level of the warlock pact slots. So, being a Warlock 3, it would give d4+9 instead of just d4+4. That would make it still nice to have, and functional much longer, instead of encouraging me to switch it out for something else.
Here's the first to note what I wanted to add: it expires after an Hour. So sure, you can cast it in the shower at the beginning of the day... but by your second cup of coffee, it's worn off, so cast it again. :-)
[EDIT: I meant to "QUOTE" Geann's repsonse, but I hit "REPLY", whoops!]
My Paladin/Warlock - not a SmiteLock! - is intending to use this to reduce the amount of healing required throughout the day. Not as good as an Artillerist Artificer giving *everyone* d8+3 temps *every round*, but still that's 8 less damage I need to heal every fight. (And, bonus, it works on my steed, as it is a spell that affects only me! Can you say 45% more hp?).
I just wish it scaled with the level of the slots available - even if only the level of the warlock pact slots. So, being a Warlock 3, it would give d4+9 instead of just d4+4. That would make it still nice to have, and functional much longer, instead of encouraging me to switch it out for something else.
Its a invocation that could probably get some love in 5.5 or whatever they call it. Its not terrible at low levels but it quickly becomes a bad choice. Maybe it should scale somewhat like at level 5 its cast as a 2nd level spell, level 10 3rd, level 15th 4th, 20th 5th. I think it would be too good if it scaled with your normal spell levels if it were at will, at level 5 having 18 tempt hit points every fight might be a bit much.
I think I might be a "mean" DM, the way I play this is: it can be cast at will, as an action, but any existing cast will hold sway until it expires. Thus, the new cast will not replace (or supplement) the existing one until the existing one expires. This, IMO, captures the spirit of a spell with a random element.
Seems needlessly cringe and adverserial to me, since that's RAW not the rules.
The problem with Fiendish Vigor is that it's best value only exists if you get in a lot of small fights during each adventuring day, as you're not likely to cast it during a combat since it uses your action, so really it's just giving you a first hit damage reduction.
It's not the worst thing in the world to have, but it's hardly amazing. Even if you could recast it as a bonus action it would only be okay-ish at later levels, as it'd still be a once-per-round damage reduction of up to 8 (and only if you don't need your bonus action for something else) so it's not still not necessarily adding up all that fast.
Compare to a Battlerager's Reckless Abandon (CON temp HP every time you Reckless Attack) which, though per round, still adds up quickly since Rage can double them. Or the Heavy Armor Master feat (reduce non-magical bludgeoning, piercing and slashing damage by 3) which actually works even against higher level enemies (as most still deal basic physical damage) and adds up fast, especially against groups of enemies making more attacks.
For a Warlock, actually casting Armor of Agathys is nearly always better, especially since it also deals a decent amount of damage.
IMO Fiendish Vigor is one to swap out past the early levels; to remain viable it would either need to scale slowly like a few people have suggested, or maybe if it was equivalent to a free pact slot (i.e- once per short rest or proficiency times long rest you can cast it at the same level as your pact slots but without spending one). Either that or ditch it being False Life to begin with and just give proficiency temporary HP at the start of each turn or something? It's only having an impact if you're taking damage, and doesn't protect you much against high damage or focused attacks, so it wouldn't be OP.
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The problem with Fiendish Vigor is that it's best value only exists if you get in a lot of small fights during each adventuring day, as you're not likely to cast it during a combat since it uses your action, so really it's just giving you a first hit damage reduction.
It's not the worst thing in the world to have, but it's hardly amazing. Even if you could recast it as a bonus action it would only be okay-ish at later levels, as it'd still be a once-per-round damage reduction of up to 8 (and only if you don't need your bonus action for something else) so it's not still not necessarily adding up all that fast.
Compare to a Battlerager's Reckless Abandon (CON temp HP every time you Reckless Attack) which, though per round, still adds up quickly since Rage can double them. Or the Heavy Armor Master feat (reduce non-magical bludgeoning, piercing and slashing damage by 3) which actually works even against higher level enemies (as most still deal basic physical damage) and adds up fast, especially against groups of enemies making more attacks.
For a Warlock, actually casting Armor of Agathys is nearly always better, especially since it also deals a decent amount of damage.
IMO Fiendish Vigor is one to swap out past the early levels; to remain viable it would either need to scale slowly like a few people have suggested, or maybe if it was equivalent to a free pact slot (i.e- once per short rest or proficiency times long rest you can cast it at the same level as your pact slots but without spending one). Either that or ditch it being False Life to begin with and just give proficiency temporary HP at the start of each turn or something? It's only having an impact if you're taking damage, and doesn't protect you much against high damage or focused attacks, so it wouldn't be OP.
I'm debating this now. I'm a lvl 3 Hexblade going to be doing a one shot (so won't be leveling past 3) and am a Levistus Tiefling so already get Armor of Agathy's once per long rest but still thinking if I should be using it as a spell slot to cast more often or forgo learning it as a spell, take Fiendish Vigor and just use AoA once a day in emergencies. As a lvl 3 I only have 27 HP so an extra 8 HP is great (almost 30% increase to HP) with no spell slot, or, 10 HP plus dmg given to melee hits (sucks if its ranged but i'll be frontline so mostly melee dmg i think) but uses a spell slot when you only get 2 per short rest.
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I think I might be a "mean" DM, the way I play this is: it can be cast at will, as an action, but any existing cast will hold sway until it expires. Thus, the new cast will not replace (or supplement) the existing one until the existing one expires. This, IMO, captures the spirit of a spell with a random element.
Fair enough, your table your rules :)
If I could wear a invisible magic bullet proof vest that felt no different than my clothes and protected vs all damage, I'd put it on every day, and last time I was even in a fight without weapons was over 20 years ago, with weapons even longer ago. An extra 8hp for car accidents, if one of my clients gets stabby, heck just for all the times I'm an idiot and burn or cut myself while cooking etc.
Exactly, and that's the same reason I always take Armor of Shadows on my Drow Hexblade, even if I do find a suit of magic armour that's significantly better than it. I can have the magical armour removed, or remove it and go to the shower, but with AoS and my Blade Pact I can never be truly disarmed or unarmoured.
If we're playing one of those old school games where your characters lose their equipment and end up naked at the beginning of the mission again I simply don't care. Activate AoS, summon my double-bladed scimitar, get back in the fight.
Mechanically in D&D probably not a great idea, but the role play behind that is great, I love it.
The initial post, way back in 2018 is about the False Life spell. It gives you 1d4+4 temporary hit points for one hour. They asked if casting the spell over and over would let the effect stack. The got told no in the first comment. Temporary hit points top out, they do not stack.
So the next question was could you cast the spell over and over until you got to the top? Yes. Then people complained that people shouldn't be allowed to do that out of combat to get 8 +5 hit points per level. Seems kind of trivial to me. Why not? It's not like at any given level the first thing that damages you won't remove all of them, and it only lasts for an hour.
It's more or less like having a set of reinforced clothing that can't be taken off by anyone else.
That's one of the great things about a Warlock. They don't have to depend on much in the way of gear.
Edited to fix my mistakes.
<Insert clever signature here>
Pardon? Fiendish Vigour is the Warlock invocation that allows them to cast first level false life on themselves without materials without using a spell slot.
It's useful up to maybe level 5 and after that there are better things to use your invocations on.
You are correct. I tried using the "search everything" function and it doesn't come up.
<Insert clever signature here>
Here's the first to note what I wanted to add: it expires after an Hour. So sure, you can cast it in the shower at the beginning of the day... but by your second cup of coffee, it's worn off, so cast it again. :-)
[EDIT: I meant to "QUOTE" Geann's repsonse, but I hit "REPLY", whoops!]
My Paladin/Warlock - not a SmiteLock! - is intending to use this to reduce the amount of healing required throughout the day. Not as good as an Artillerist Artificer giving *everyone* d8+3 temps *every round*, but still that's 8 less damage I need to heal every fight. (And, bonus, it works on my steed, as it is a spell that affects only me! Can you say 45% more hp?).
I just wish it scaled with the level of the slots available - even if only the level of the warlock pact slots. So, being a Warlock 3, it would give d4+9 instead of just d4+4. That would make it still nice to have, and functional much longer, instead of encouraging me to switch it out for something else.
Its a invocation that could probably get some love in 5.5 or whatever they call it. Its not terrible at low levels but it quickly becomes a bad choice. Maybe it should scale somewhat like at level 5 its cast as a 2nd level spell, level 10 3rd, level 15th 4th, 20th 5th. I think it would be too good if it scaled with your normal spell levels if it were at will, at level 5 having 18 tempt hit points every fight might be a bit much.
Seems needlessly cringe and adverserial to me, since that's RAW not the rules.
Tbh, you're all wrong, it doesn't need to scale, it's actually AMAZING.
A troll regenerates 10 hp a round, you are basically regenerating 5 MINIMUM hp per round, with the bonus protective 8 at the start.
I know what you're thinking, BUT IT TAKES AN ACTION!.
Investment of the chain master(imp) which can use it's own action to invis after, cloak of flies, flaming sphere. spirit guardians spell.
You can do all your damage as bonus actions, or just free on THEIR turn with cloak and spirit guardians, passively.
And the imps dmg is huge and is amazing early and still scales well right into 20, especially combine with the cloak of flies and spirit guardians.
temporary hit points aren't healing.
The problem with Fiendish Vigor is that it's best value only exists if you get in a lot of small fights during each adventuring day, as you're not likely to cast it during a combat since it uses your action, so really it's just giving you a first hit damage reduction.
It's not the worst thing in the world to have, but it's hardly amazing. Even if you could recast it as a bonus action it would only be okay-ish at later levels, as it'd still be a once-per-round damage reduction of up to 8 (and only if you don't need your bonus action for something else) so it's not still not necessarily adding up all that fast.
Compare to a Battlerager's Reckless Abandon (CON temp HP every time you Reckless Attack) which, though per round, still adds up quickly since Rage can double them. Or the Heavy Armor Master feat (reduce non-magical bludgeoning, piercing and slashing damage by 3) which actually works even against higher level enemies (as most still deal basic physical damage) and adds up fast, especially against groups of enemies making more attacks.
For a Warlock, actually casting Armor of Agathys is nearly always better, especially since it also deals a decent amount of damage.
IMO Fiendish Vigor is one to swap out past the early levels; to remain viable it would either need to scale slowly like a few people have suggested, or maybe if it was equivalent to a free pact slot (i.e- once per short rest or proficiency times long rest you can cast it at the same level as your pact slots but without spending one). Either that or ditch it being False Life to begin with and just give proficiency temporary HP at the start of each turn or something? It's only having an impact if you're taking damage, and doesn't protect you much against high damage or focused attacks, so it wouldn't be OP.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I'm debating this now. I'm a lvl 3 Hexblade going to be doing a one shot (so won't be leveling past 3) and am a Levistus Tiefling so already get Armor of Agathy's once per long rest but still thinking if I should be using it as a spell slot to cast more often or forgo learning it as a spell, take Fiendish Vigor and just use AoA once a day in emergencies. As a lvl 3 I only have 27 HP so an extra 8 HP is great (almost 30% increase to HP) with no spell slot, or, 10 HP plus dmg given to melee hits (sucks if its ranged but i'll be frontline so mostly melee dmg i think) but uses a spell slot when you only get 2 per short rest.