Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration
1 Minute
School
Necromancy
Attack/Save
Melee
Damage/Effect
Necrotic
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
I wish you can enchant stuff with this, like an instant sword of life stealing. Basically lifeswitch
fard
So I'm sure someone will tell me that haste or a potion of speed can be used better with something else but I still want to ask. Can you use your additional action to siphon life twice on your turn?
...it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)...
Unfortunately, no, the limitations on haste prevent you from using the action granted by this spell with the extra action; it's its own separate action. Even if that weren't the case, VT is a spell attack, not a weapon attack, thus disqualifying it.
Another important reason it remains there could be that arcane-using fighters and rogues might be interested in this.
if i use form of dread with grave touched, then cast this spell. im allowed to change the damage type to necrotic and add a damage die to it. grave touch then says that "when determining necrotic damage..." so im wondering if im in form of dread and use vampiric touch and i go to deal the base damage 3d6... because its necrotic one way or the other can i add a damage die to do 4d6? if so.... then i ask about hex. itll do 1d6 necrotic as well, under these circumstance could i also add a die to it for being necrotic? so in the end instead of 3d6 necro or even 3d6 necro plus 1d6 necro(hex) can i do 4d6 necro/ plus 2d6 necro?
as far as i know grave touch doesnt have many restrictions only that when i deal damage and im in for of dread i can change the damage type to necro. it says nothing about multiple sources of damage or if its restricted to changing only one source. so i assume that i can deal 6d6 at once like this.
Stack Hex for an additional 1d6 Necrotic Damage die and Sorcerer’s Meta Magic “Distant Spell” to do 4d6 distant necrotic damage where you get half that damage back in hit points.
I’ve always viewed this as a great way to invoke fear into a defeated captive. Can you imagine the wounded mage in the party backing up the silk tongue rogues intimidating questions. The rogue begins questioning the captive as the wizard releases the spell and reaches out and runs his finger along the captives forearm. Screaming in pain as the finger passes along his arm he looks in terror as the wound on the mages face begins to close and heal before his very eyes! The wizard smiles an evil grin and whispers … I can do this all night can you?
or as a ring of spell storing given to the rogue to use “in case of emergency” during combat !!
of course the front meatshield with the ring of regeneration might start looking like HP bank at some point of the campaign!!!
never ever let the wizard give you a reach around !!!
I could see a way to do this ..
All require atunement
uncommon +1 1/day vampiric touch
rare +2 2/day VT
Very rare +3 3/day VT
Legendary +3 3/day VT with +2d6 necrotic damage
You can't stack Hex with Vampiric Touch, they're both Concentration. You would lose concentration on one as you cast the other.
Distant Spell also cannot be used here. In spite of having "Touch" in the name, Vampiric Touch has a range of "Self", not "Touch". Distant Spell does not extend the range of Mage Armor, nor will it affect your necromantic vampiric alteration to your own body known as Vampiric Touch.
What would happen if a monk or fighter were somehow to get this spell and use multiple attacks?
DIO, that's it, that's the comment.
I’m going to try casting the sanctuary spell with my bonus action on the second round. Maybe that will take care of the squishy wizard problem: no damage to me, but I still get to heal every round!
Very cool on any melee caster build. Combine this with War caster and you've got a pretty decent build, especially as a bladesinger or if you've got levels in fighter/paladin to wear heavy armor.
blehh
There is always a force supplying power to things that move. If I would venture a guess a spell like this coverts mp to hp but who knows somethings can't be explained.
Deleted
Technically, yes. It just requires a round of set up. Cast a Spell and Attack are two different action choices in 5e, so round 1 will be casting Vampiric Touch and making its initial spell attack, spending your action to Cast a Spell. Round 2 is where you can use the extra attack feature. Vampiric Touch states that for the duration of the spell, you may make the same melee spell attack again as an action. When defined in the Making an Attack section of the PHB page 193, it states, "Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure." so the action given to you on subsequent turns is covered under the attack action, and therefore extra attack because extra attack states, "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." Any cool DM will let you do this because it's easily arguable (And in my opinion, needs no argument and fits RAW) and not overpowered whatsoever. You should be rewarded for creativity, not punished. To lay out the process simply:
Step 1: Cast Vampiric Touch on your first round, spending your action.
Step 2: Use the attack action by using the attack given to you by Vampiric Touch. Do it again because you have extra attack (lets assume you only have Extra Attack 1).
Step 3: Repeat step 2 until 1 minute passes.
Step 4: Start again at step 1.
P.S. Just in case there's any argument from others, here's the definition of attack from the PHB page 192, "The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the Fighter, allow you to make more than one attack with this action." The attack from Vampiric Touch (excluding the initial one upon casting), are melee spell attacks, and therefore also melee attacks.
*edited for grammar.
Technically, no. This breaks down at step two, because Vampiric Touch states "Until the spell ends, you can make the attack again on each of your turns as an action."
On your turn, you can spend your action to attack with Vampiric Touch OR you can take the attack action which can allow extra attacks, but they are not the same. If they wanted this to count for extra attacks, then they would have worded it differently.
That having been said, as a DM I would absolutely allow your interpretation, because I want my players doing cool stuff, and anything that encourages a caster to get into melee (built for it or not) is cool. Also, many combats don't go ten rounds, so having a thing that can go for ten but probably won't feels cooler if you can use it more often on the rounds that you do have.
Does the periapt of wound closure item affect the health regeneration of this spell ? Because the item says when you roll for heal but in the vampiric touch says roll for damage and add half of the roll to your health