I am looking at the false life spell, and am a bit confused. It is cast at will and has an hour duration. What would prevent a player from casting it all the time, and at that point, doesn't it basically function as a permanent (if slightly variable) increase to hit points?
Here is the spell text...
"Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration."
What normally stops that? It is a level 1 spell that consumes spell slots, so it would take at least 12-16 spell slots to keep that up during a typical adventuring day.
What stops that for a warlock with the Fiendish Vigor invocation? Nothing, it is intended that they can do this all day to always have 1d4+4 temporary hitpoints going into an encounter.
You also can only benefit from a spell once at a time - if two people cast Guidance on you at the same time, you're still only rolling 1d4 once and it's all gone.
So, even if temporary hit points did stack, re-casting the same spell also prevents stacking anyway.
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DxJxC, my DM has used Cyb3rM1nd's point to justify not letting me always just reat 1d4+4 as 8. It isn't a concentration spell, so I'm not sure whether you can voluntarily dismiss it (is there a rule on that somewhere?), you might be stuck with your crappy 5 thp roll until an hour expires or something punches you.
But if it were up to me, yeah, I just treat the warlock as always having 8 THP going into a fight, it isn't a particularly powerful invocation choice, no reason to begrudge the player a few hp unnecessarily.
This is true, warlocks with that specific invocation should always have 8 temp hp outside of combat, as long as they have a minute or so to cast it until it "works."
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I am looking at the false life spell, and am a bit confused. It is cast at will and has an hour duration. What would prevent a player from casting it all the time, and at that point, doesn't it basically function as a permanent (if slightly variable) increase to hit points?
Here is the spell text...
"Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration."
What are your thoughts?
What normally stops that? It is a level 1 spell that consumes spell slots, so it would take at least 12-16 spell slots to keep that up during a typical adventuring day.
What stops that for a warlock with the Fiendish Vigor invocation? Nothing, it is intended that they can do this all day to always have 1d4+4 temporary hitpoints going into an encounter.
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What would prevent a warlock from casting it every three seconds, and obtaining hundreds of extra hit points?
Temporary hit points don't stack.
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Thanks
You also can only benefit from a spell once at a time - if two people cast Guidance on you at the same time, you're still only rolling 1d4 once and it's all gone.
So, even if temporary hit points did stack, re-casting the same spell also prevents stacking anyway.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I did sort of short cut where if my warlock had 1 minute to keep casting false life, he would do so until rolling max value.
DxJxC, my DM has used Cyb3rM1nd's point to justify not letting me always just reat 1d4+4 as 8. It isn't a concentration spell, so I'm not sure whether you can voluntarily dismiss it (is there a rule on that somewhere?), you might be stuck with your crappy 5 thp roll until an hour expires or something punches you.
But if it were up to me, yeah, I just treat the warlock as always having 8 THP going into a fight, it isn't a particularly powerful invocation choice, no reason to begrudge the player a few hp unnecessarily.
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I'm going to make this way harder than it needs to be.
It's reasonable to assume you can eventually max it out :
"If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. "
Where is that from? Yeah, that sounds good if it’s real.
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https://www.dndbeyond.com/sources/basic-rules/combat#TemporaryHitPoints
4th paragraph.
This is true, warlocks with that specific invocation should always have 8 temp hp outside of combat, as long as they have a minute or so to cast it until it "works."
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