Level
1st
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
1 Hour
School
Necromancy
Attack/Save
None
Damage/Effect
Buff
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
* - (a small amount of alcohol or distilled spirits)






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Posted Sep 2, 2020Distant Spell only works on spells with at least 5 ft of range. This spell has a range of self, so no.
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Posted Sep 17, 2020This is basically for the undead to gain temp hp and look more alive.
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Posted Sep 20, 2020if an enemy knocks down the temporary hit points, does that count as the spell duration coming to an end to be able to cast it again immediately? or would it be a matter of "cast....get X amount of hit points....enemy knocks down said hit points....wait another hour before casting again"?
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Posted Sep 20, 2020I put together a hillbilly artificer with a focus on this spell. Note the material component.
Jed's flaw? Samples too much of his own homebrew.
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Posted Oct 22, 2020Although it doesn't mention the spell ending when the temporary hit points are depleted, it wouldn't be much hassle to say the spell ends.
However, even if the spell didn't end, you would never have to wait the hour before casting again. Casting the spell again would simply cause you to have the spell on you twice with different durations, however the effects would not combine. If the casts are of equal potency, then the one with the higher remaining duration takes effect. If they are of different potency, then the one with the most potent effect applies while their durations overlap.
A Warlock with the Fiendish Vigor invocation could by all means cast the spell every turn until they roll a 4 on the d4 for maximum potency.
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Posted Nov 5, 2020Honestly I have no idea where to begin, I'm a new D&D player and starting out as a Drow Sorcerer Hermit. I was wondering what spells might be good to use for a beginner?
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Posted Nov 23, 2020I think these should be savable. I still have to write things down?
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Posted Jan 9, 2021You can check the class 101 article, here's the link to the article for the sorcerer:
Sorcerer 101: A Beginner’s Guide to Innate Magic - Posts - D&D Beyond (dndbeyond.com)
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Posted Feb 3, 2021Ok... Alcohol or Distilled Spirits... so does that mean alcohol or distilled spirits as in some other form of alcohol or as in spirits of the dead and/or damned that have been distilled?
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Posted Feb 9, 2021This is just straight-up worse than armor of agathys. What were they thinking giving this to warlocks as a patron spell?
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Posted Apr 16, 2021Actually super helpful as a low level wizard, especially if you’re just learning how to play the game. You take a lot of hits and need health fast, so it’s a useful spell to cast as your first turn.
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Posted May 28, 2021It's more thematically appropriate for one, and while it's not a lot it does give slightly more hitpoints for the loss of melee damage, which won't be much of a loss if you prefer to fight at range.
I do wish its scaling had been 1d4+4 per level, rather than +5, as the 1d4 feels more and more pointless the higher you go, but oh well.
Remember, spell choices shouldn't be primarily about "which is better", but "what fits my character the best".
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Posted May 30, 2021Deleted
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Posted Jun 11, 2021This spell is actually quite nice for sorcerers. You don’t know a lot of spells, and it’s tempting to swap low level spells known for higher level spells known each time you level up. This can leave you with few options for those first and second level slots.
False life is a decent choice, especially if you can cast before combat - it does last an hour and doesn’t need concentration, so this is often doable.
Even at ~8th level, an extra 12thp can make a big difference on a character with ~58hp. If you use your second level slots on basically this, and refresh after each combat, you can get through 3 fights having taken 60 damage (enough to kill you normally), and still have 30-36hp remaining.
Sorcerers can also become ridiculous tanks, for a round or two with this. Quicken False Life, use the dodge action, Shield anything that hits you. Every attack is at disadvantage, has to get through a +5 AC to hit, and is mostly eating your thp if it does hit.
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Posted Jul 2, 2021Thoros of Myr!
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Posted Sep 14, 2021Warlocks can't learn this spell, unless your Otherworldly Patron is The Undead or Undying. All other arcane spellcasters (excluding bards) get this spell.
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Posted Sep 30, 2021Sorc and warlock both have healing though I thought? Sorc with divine soul and warlock with celestial patron
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Posted Dec 15, 2021Warlocks get an invocation that allows them to cast it at will
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Posted Feb 16, 2022Wild Shape is separate from temp HP. When you are transformed, you assume the stats of the beast you shapeshifted in to, including hit points. You can combine False Life with Wild Shape because WS doesn't give you any temp HP, it just changes your normal HP stats.
About you wanting temporary hit points to be stackable. No. Simply put. NO. That would break the game, as players with the Fiendish Vigor invocation can cast FL like a thousand times outside of combat, gaining 1000d4 + 4000 temporary hit points at level 2. They would effectively be invincible.
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Posted Feb 16, 2022Posting the casting word for every spell you have access to on the D&D Beyond website. Hmmm