1. When choosing the eldritch invocation Fiendish Vigor ("You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components."), does the spell count towards my known spells? Eg at level 2 my warlock knows 3 spells, does False Life have to take up one of those slots for me to be able to use the invocation or can I use it even if those 3 slots are filled up by other spells?
2. Some eldritch invocations have level prerequisites (you must, for example, be level 5 to choose Cloak of Flies). Does this refer to my total character level or to my warlock level? If I multiclass Warlock 4/Cleric 1, can I then pick Cloak of Flies, or do I have to gain another warlock level first?
I've been trying to find answers on google but can't seem to find anything specific.
1. It does not. But because of this you cannot spend a spell slot to upcast it at higher level. It's only castable as a 1st level spell. But on the plus side you can spend your downtime casting it over and over until you get the maximum possible temp HP.
2. It's total character level. So if you muticlass as Warlock late in the game you can access any of the level restricted invocations as your first invocations.
2. It's total character level. So if you muticlass as Warlock late in the game you can access any of the level restricted invocations as your first invocations.
I disagree. From the PHB:
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.
That clearly states that only Warlock levels count towards the level prerequisite.
2. It's total character level. So if you muticlass as Warlock late in the game you can access any of the level restricted invocations as your first invocations.
I disagree. From the PHB:
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.
That clearly states that only Warlock levels count towards the level prerequisite.
1. It does not. But because of this you cannot spend a spell slot to upcast it at higher level. It's only castable as a 1st level spell. But on the plus side you can spend your downtime casting it over and over until you get the maximum possible temp HP.
2. It's total character level. So if you muticlass as Warlock late in the game you can access any of the level restricted invocations as your first invocations.
Your #1 is wrong..Temp HP doesn't stack. The max is only what is granted by the spell, other attempts just replace the existing Temp HP with the new total (if the new total is greater than existing). So if False Life grants you 10 Temp HP at 1st level, you can only ever get a max of 10 no matter how many times you cast it.
(From the PHB, Chapter 9) Temporary Hit Points
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.
Healing can't restore temporary hit points, and they can't be added together. 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. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
Oh sorry, I worded it wrong. I meant in the sense that False Life involves a Dice Roll when determining the amount of Temp HP it grants. It's possible to cast the spell, roll a 1, and only gain 5 Temp HP. But if you're able to just sit and cast the spell over and over for free all day long, you can just cast it until you roll a 4 and give yourself 8 temp HP.
So I have 2 questions:
1. When choosing the eldritch invocation Fiendish Vigor ("You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components."), does the spell count towards my known spells? Eg at level 2 my warlock knows 3 spells, does False Life have to take up one of those slots for me to be able to use the invocation or can I use it even if those 3 slots are filled up by other spells?
2. Some eldritch invocations have level prerequisites (you must, for example, be level 5 to choose Cloak of Flies). Does this refer to my total character level or to my warlock level? If I multiclass Warlock 4/Cleric 1, can I then pick Cloak of Flies, or do I have to gain another warlock level first?
I've been trying to find answers on google but can't seem to find anything specific.
Thanks!
1. It does not. But because of this you cannot spend a spell slot to upcast it at higher level. It's only castable as a 1st level spell. But on the plus side you can spend your downtime casting it over and over until you get the maximum possible temp HP.
2. It's total character level. So if you muticlass as Warlock late in the game you can access any of the level restricted invocations as your first invocations.
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I disagree. From the PHB:
That clearly states that only Warlock levels count towards the level prerequisite.
Oh dang... I screwed up in my last campaign
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That cleared everything up, thank you very much!
Your #1 is wrong..Temp HP doesn't stack. The max is only what is granted by the spell, other attempts just replace the existing Temp HP with the new total (if the new total is greater than existing). So if False Life grants you 10 Temp HP at 1st level, you can only ever get a max of 10 no matter how many times you cast it.
(From the PHB, Chapter 9) Temporary Hit Points
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.
Healing can't restore temporary hit points, and they can't be added together. 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. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
Oh sorry, I worded it wrong. I meant in the sense that False Life involves a Dice Roll when determining the amount of Temp HP it grants. It's possible to cast the spell, roll a 1, and only gain 5 Temp HP. But if you're able to just sit and cast the spell over and over for free all day long, you can just cast it until you roll a 4 and give yourself 8 temp HP.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium