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Making Vampiric Touch More Fun
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<blockquote data-quote="Dausuul" data-source="post: 7393054" data-attributes="member: 58197"><p>It's really, really hard to make <em>vampiric touch</em> effective. Compare it to, say, <em>fire bolt</em>: <em>Vampiric touch</em> does less damage*, has touch range instead of 120 feet, and requires concentration in melee combat. Yes, you get a thin trickle of healing, but in every other respect this is a 3rd-level spell being outperformed by a cantrip. And for the healing to be useful, you have to be taking damage, which means you're making saves to retain concentration, which means you're probably going to lose the spell in short order. It's just a really badly designed spell.</p><p></p><p>Gift of the Ever-Living Ones requires a third level in warlock to qualify (you have to have Pact of the Chain). Whether it's worth it depends on how lenient the DM is about applying GotELO to <em>vampiric touch</em>. The most logical interpretation is that it maximizes the dice for healing purposes but doesn't affect damage, in which case I don't think it's worth it. If you can convince your DM to let you maximize the dice for all purposes - so you're dealing 18 base damage instead of 10.5 - then it's a good investment.</p><p></p><p>You may also consider playing a sorcerer/warlock instead of a necromancer/warlock. This gives you proficiency in Con saves, which will give you a badly-needed concentration boost; lets you Quicken Spell to cast other spells while still making <em>vampiric touch</em> attacks, and Empower Spell to fix a low damage roll; and allows you to convert unused warlock spell slots to sorcery points**.</p><p></p><p>That's about all I can think of right now.</p><p></p><p>[SIZE=-2]*If you're able to cast <em>vampiric touch</em>, you're at least 5th level, so your <em>fire bolt</em> is dealing 2d10, which averages 11. <em>Vampiric touch</em> deals 3d6, averaging 10.5.</p><p></p><p>**I'm not proposing that you build a "coffeelock," which is a super cheesy warlock/sorcerer build that abuses various loopholes to get infinite spell slots. But even without that, the synergy is worth having.[/SIZE]</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7393054, member: 58197"] It's really, really hard to make [I]vampiric touch[/I] effective. Compare it to, say, [I]fire bolt[/I]: [I]Vampiric touch[/I] does less damage*, has touch range instead of 120 feet, and requires concentration in melee combat. Yes, you get a thin trickle of healing, but in every other respect this is a 3rd-level spell being outperformed by a cantrip. And for the healing to be useful, you have to be taking damage, which means you're making saves to retain concentration, which means you're probably going to lose the spell in short order. It's just a really badly designed spell. Gift of the Ever-Living Ones requires a third level in warlock to qualify (you have to have Pact of the Chain). Whether it's worth it depends on how lenient the DM is about applying GotELO to [I]vampiric touch[/I]. The most logical interpretation is that it maximizes the dice for healing purposes but doesn't affect damage, in which case I don't think it's worth it. If you can convince your DM to let you maximize the dice for all purposes - so you're dealing 18 base damage instead of 10.5 - then it's a good investment. You may also consider playing a sorcerer/warlock instead of a necromancer/warlock. This gives you proficiency in Con saves, which will give you a badly-needed concentration boost; lets you Quicken Spell to cast other spells while still making [I]vampiric touch[/I] attacks, and Empower Spell to fix a low damage roll; and allows you to convert unused warlock spell slots to sorcery points**. That's about all I can think of right now. [SIZE=-2]*If you're able to cast [I]vampiric touch[/I], you're at least 5th level, so your [I]fire bolt[/I] is dealing 2d10, which averages 11. [I]Vampiric touch[/I] deals 3d6, averaging 10.5. **I'm not proposing that you build a "coffeelock," which is a super cheesy warlock/sorcerer build that abuses various loopholes to get infinite spell slots. But even without that, the synergy is worth having.[/SIZE] [/QUOTE]
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