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Making Vampiric Touch More Fun
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<blockquote data-quote="Dausuul" data-source="post: 7393074" data-attributes="member: 58197"><p>(Just a note, the base damage range of <em>vampiric touch</em> is 3-18, not 3-16.)</p><p></p><p>The problem with the above is that it's focused on maximizing healing. But because <em>vampiric touch</em> grants healing instead of temp hit points, it's not useful unless you're injured. So to get 20 hit points off the first kill, you first have to take 20 points of damage! And each time you take damage, that's a Con save to maintain concentration. Fail and you lose the spell.</p><p></p><p>If you want to make <em>vampiric touch</em> your bread-and-butter spell... have you considered proposing some fixes to the spell itself? It's up to your DM, of course, but my suggestion would be:</p><p></p><ul> <li data-xf-list-type="ul">Increase the base damage by 1d6.</li> <li data-xf-list-type="ul">Any healing above your maximum converts to temporary hit points, which stack with each other and last until the spell ends.</li> <li data-xf-list-type="ul">Damage which is absorbed by the temporary hit points doesn't count when making saves to maintain concentration. If the temp hit points absorb all of the damage, you don't have to make the save.</li> </ul><p>That might or might not be enough to bring the spell up to par, but it would at least make it worth trying.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7393074, member: 58197"] (Just a note, the base damage range of [I]vampiric touch[/I] is 3-18, not 3-16.) The problem with the above is that it's focused on maximizing healing. But because [I]vampiric touch[/I] grants healing instead of temp hit points, it's not useful unless you're injured. So to get 20 hit points off the first kill, you first have to take 20 points of damage! And each time you take damage, that's a Con save to maintain concentration. Fail and you lose the spell. If you want to make [I]vampiric touch[/I] your bread-and-butter spell... have you considered proposing some fixes to the spell itself? It's up to your DM, of course, but my suggestion would be: [LIST] [*]Increase the base damage by 1d6. [*]Any healing above your maximum converts to temporary hit points, which stack with each other and last until the spell ends. [*]Damage which is absorbed by the temporary hit points doesn't count when making saves to maintain concentration. If the temp hit points absorb all of the damage, you don't have to make the save. [/LIST] That might or might not be enough to bring the spell up to par, but it would at least make it worth trying. [/QUOTE]
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