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Grixis
2017-02-02, 07:10 PM
Thematically I've always liked Vampiric Touch. Practically I've hated it. After playing 5E for 2 years I finally may have stumbled upon a way to make a Vampiric Touch build practical. I would appreciate your feedback and suggestions.

This build starts out as Sorcerer, moves to Wizard, then to Warlock. This may sound MAD but it isn't as I don't really care about having a high INT score, just the 13 to allow the cross-class. The spells I get from Wizard could just be things like Shield that don't depend on the INT. High Charisma is key for the attack modifier. For races I was thinking either Tiefling, Halfling or Half-Elf. I wouldn't go Variant Human as I don't need Warcaster until level 4 since Vampiric Touch isn't accessible until level 5 anyway.

Yes I am trying to make a melee caster and no I don't believe in using Unearthed Arcana since I too could just make up new stuff that isn't balanced.

Summary
Sorcerer - gain proficiency in Constitution savings throws (for maintaining concentration), access to Metamagic and Vampiric Touch.
Wizard - get real HP when you kill things, even more when it's Vampiric Touch. Grab Shield to make use of the 1st level spell slots.
Warlock - get temp HP when you kills stuff. Start leveling up to burn spell slots to recharge Sorcerery Points every short rest. (Armor of Agathys is cool too).

Vampiric Touch
3rd Level Necromancy
Casting Time: 1 action
Duration: Concentration, up to 1 minute
"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 above 3rd."

This averages 10.5 damage and 5.25 HP recovery per hit.

Sorcerer
"Quickened Spell: When you cast a spell that ha a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting."

When casting Vampiric Touch using Quicken Spell, you deliver your first attack a a bonus action. On this same turn, you can use your action to attack with the spell again as the benefits of the spell are now active. With 2 sorcery points open and a 3rd level spell slot, you first casting of Vampiric Touch allows for 2 attacks in the opening round, potentially delivering 6d6 damage and recovering half of this in HP.

This opening round casting averages 21 damage and 10.5 HP recovery.

Wizard
School of Necromancy
"Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spell. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead."

A two level investment in Wizard will gain you an extra 9 HP when your Vampiric Touch kills a creature.

Warlock
Fiend Patron
"Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 9 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)."

Assuming a Charisma of 18, one level of Warlock adds 5 temporary HP on a kill. This stacks with the other two instances of HP recovery as this is the only source of temporary HP.

Sorcerer 5/Wizard 2/Warlock 1 - A kill shot using 3rd level Vampiric Touch deals an average of 10.5 damage and recovers an average of 14.25 HP and 5 temp HP. At this point just keep leveling up as Warlock to get spell slots to burn for more sorcery points.

How can I make this better? What should I change? I appreciate your feedback and your help!

Deleted
2017-02-02, 07:23 PM
Thematically I've always liked Vampiric Touch. Practically I've hated it. After playing 5E for 2 years I finally may have stumbled upon a way to make a Vampiric Touch build practical. I would appreciate your feedback and suggestions.

This build starts out as Sorcerer, moves to Wizard, then to Warlock. This may sound MAD but it isn't as I don't really care about having a high INT score, just the 13 to allow the cross-class. The spells I get from Wizard could just be things like Shield that don't depend on the INT. High Charisma is key for the attack modifier. For races I was thinking either Tiefling, Halfling or Half-Elf. I wouldn't go Variant Human as I don't need Warcaster until level 4 since Vampiric Touch isn't accessible until level 5 anyway.

Yes I am trying to make a melee caster an no I don't believe in using Unearthed Arcana since I too could just make up new stuff that isn't balanced.

Summary
Sorcerer - gain proficiency in Constitution savings throws (for maintaining concentration), access to Metamagic and Vampiric Touch.
Wizard - get real HP when you kill things, even more when it's Vampiric Touch. Grab Shield to make use of the 1st level spell slots.
Warlock - get temp HP when you kills stuff. Start leveling up to burn spell slots to recharge Sorcerery Points every short rest. (Armor of Agathys is cool too).

Vampiric Touch
3rd Level Necromancy
Casting Time: 1 action
Duration: Concentration, up to 1 minute
"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 above 3rd."

This averages 10.5 damage and 5.25 HP recovery per hit.

Sorcerer
"Quickened Spell: When you cast a spell that ha a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting."

When casting Vampiric Touch using Quicken Spell, you deliver your first attack a a bonus action. On this same turn, you can use your action to attack with the spell again as the benefits of the spell are now active. With 2 sorcery points open and a 3rd level spell slot, you first casting of Vampiric Touch allows for 2 attacks in the opening round, potentially delivering 6d6 damage and recovering half of this in HP.

This opening round casting averages 21 damage and 10.5 HP recovery.

Wizard
School of Necromancy
"Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spell. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead."

A two level investment in Wizard will gain you an extra 9 HP when your Vampiric Touch kills a creature.

Warlock
Fiend Patron
"Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 9 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)."

Assuming a Charisma of 18, one level of Warlock adds 5 temporary HP on a kill. This stacks with the other two instances of HP recovery as this is the only source of temporary HP.

Sorcerer 5/Wizard 2/Warlock 1 - A kill shot using 3rd level Vampiric Touch deals an average of 10.5 damage and recovers an average of 14.25 HP and 5 temp HP. At this point just keep leveling up as Warlock to get spell slots to burn for more sorcery points.

How can I make this better? What should I change? I appreciate your feedback and your help!

If you cast a bonus action spell, the other spell has to be a cantrip.

Something like that, let me go find it...

Casting Time
Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Desamir
2017-02-02, 07:28 PM
If you cast a bonus action spell, the other spell has to be a cantrip.

Something like that, let me go find it...

Casting Time
Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Making an attack with Vampiric Touch is not the same thing as casting the spell.

DracoKnight
2017-02-02, 07:30 PM
This seems like a pretty solid melee caster build! :smallbiggrin:

Desamir
2017-02-02, 07:34 PM
Sorcerer - gain proficiency in Constitution savings throws (for maintaining concentration), access to Metamagic and Vampiric Touch.

The problem here is that Vampiric Touch isn't a Sorcerer spell

Sicarius Victis
2017-02-02, 07:39 PM
The problem here is that Vampiric Touch isn't a Sorcerer spell

Could be Favoured Soul (Death).

DracoKnight
2017-02-02, 07:41 PM
Could be Favoured Soul (Death).

The OP said he's not using Unearthed Arcana.

Grixis
2017-02-02, 07:53 PM
The problem here is that Vampiric Touch isn't a Sorcerer spell

I can't believe I missed that! Guess I could go sorcerer 1 for proficiencies, go Warlock 5 to grab vampiric touch, then back to sorcerer.

coredump
2017-02-02, 07:55 PM
Start fighter 2, then go either wiz or war.

You can't do the 'quicken double shot' each fight, but you can get close by Action Surge once per SR

You now have Con prof and can wear heavy armor.

If you wanted to dip into the other (war or wiz) you could, but I don't think its worth it.

Deleted
2017-02-02, 08:24 PM
Making an attack with Vampiric Touch is not the same thing as casting the spell.

Wrong.

===
Vampiric Touch

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

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.

===

You are casting the spell which gives you the touch attack, you are using "cast a spell action" to cast this spell (and gain the melee spell attack).

You can't Quicken VT + VT in a single round.

Fighter would work, Action Surge and all that, but Quicken does not.



Edit====


Attack Rolls
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

JellyPooga
2017-02-02, 08:46 PM
Wrong.

Check again. You can't cast Vampiric Touch twice in one round, but using Quickened Spell Metamagic you absolutely can use it twice in the round you cast it. Using an Action to make a spell attack with an already active spell is not the same as casting a spell.

Talionis
2017-02-02, 10:16 PM
I have my reservations about attacking more than once a turn with Quicken. I think it's reasonable to ask a DM if Quicken allows two attacks first round it's cast, but I don't think Quicken does anything in subsequent rounds.

Actual combo is Life Cleric 6/ Necromancy Wizard 5. I think this would allow bonus healing on each hit. It's a great way to heal each turn and not burn many spells.

JellyPooga
2017-02-02, 10:33 PM
I have my reservations about attacking more than once a turn with Quicken. I think it's reasonable to ask a DM if Quicken allows two attacks first round it's cast, but I don't think Quicken does anything in subsequent rounds.

Actual combo is Life Cleric 6/ Necromancy Wizard 5. I think this would allow bonus healing on each hit. It's a great way to heal each turn and not burn many spells.

You cannot Quicken VT before level 8 (Sor 3 + Warlock or Wizard 5)...any Fighter has been making two attacks every round for 3 levels already; what's there to have reservations about?

I think the core of this build is the Warlock though. Wizard and Sorcerer are there for dipping sauce, but the meat of it should be Pact Magic for those replenishing spell slots. Warlock 5 is really the first port of call for any real Class investment (starting Class for Save profs notwithstanding) and once you're done with dips, then focusing on Warlock to get 5th level Pact Magic slots is a must. Adding a Cleric dip to the mix seems...excessive, as well as increasing MAD.

As much as Fiend Patron seems the logical choice, I'd seriously give some consideration to Undying instead. Thematically it's highly appropriate, but more than that, it offers some solid combat buffs, not least of which is Death Ward, which can be a literal life-saver!

numerek
2017-02-02, 11:08 PM
One thing you can do as a backup if you always want to be on the front lines is pick up shillelagh from warlock pact of the tome, which can also get you a familiar to help you giving you advantage on attacks, since you won't always be able to have vampiric touch active.

Also I don't know about your dm's position on short rests but if you only get a few a day leveling wizard or sorcerer would definitely be better for more spells slots and higher level spell slots which allows vampiric touch to do more damage.

1 level of fighter gives second wind, medium armor(heavy if its 1st character level) and shield proficiency and defensive or fighting style. which would add a lot to survivability, alot of those hps come from kills which aren't guaranteed and the other hps come from hits which also aren't guaranteed. though of course this requires a 13 in str or dexterity, but having 14 in dex would be good for this character anyway.

You could talk to your dm about being a draconic bloodline sorcerer of a necrotic dragon. if so at 6th sorcerer level you can get +charisma to damage.

mirror image and fire shield are good non concentration buffs.

one unusual option would be go moon druid and vampiric touch in animal form. though ac generally sucks it could give you a better constitution.

Desamir
2017-02-03, 04:44 AM
I have my reservations about attacking more than once a turn with Quicken. I think it's reasonable to ask a DM if Quicken allows two attacks first round it's cast, but I don't think Quicken does anything in subsequent rounds.

Actual combo is Life Cleric 6/ Necromancy Wizard 5. I think this would allow bonus healing on each hit. It's a great way to heal each turn and not burn many spells.

To clarify, Quicken does allow two Vampiric Touch attacks the first round, but it does not let you get two Vampiric Touch attacks in subsequent rounds. Quicken spell only changes the cast time.

JellyPooga
2017-02-03, 08:23 AM
Actual combo is Life Cleric 6/ Necromancy Wizard 5. I think this would allow bonus healing on each hit. It's a great way to heal each turn and not burn many spells.

I was thinking about this over night and it occurred to me that Death Cleric might be the best Vampiric Touch user. With the ability to ignore Resistance to Necrotic damage and being able to use Channel Divinity to deal additional Necrotic damage on a melee attack (which VT is), you can utilise CD to get extra healing. Adding a Wizard dip for further healing and some utility spells is probably OK, but adding Sorcerer and/or Warlock is starting to look like a bad idea. Let's take some lvl.11 builds;

Death Cleric 9/Necromancer Wizard 2 :
- Spell Slots as 11th level caster
- 5th level spells available
- Deals +23 necrotic damage using CD
- GM dependent? +Divine Strike?

Cleric 6/Wizard 2/Sorcerer 3 :
- Spell slots as 11th level caster
- 3rd level spell available
- Deals +17 necrotic damage using CD
- Can Quicken for double-1st-turn-attacks

Cleric 5/Wizard 2/Sorcerer 3/Warlock 1
- Spell slots as 10th level caster
- 3rd level spells avaialble
- 1 Pact Magic spell slot
- +15 damage from CD
- Loses Inescapable Destruction
- Gains Warlock 1st level spells (AoA?) and Patron abilities.

If the sole purpose is to improve Vampiric Touch then the convoluted multiclass approach to stack multiple abilities looks appealing, but is probably...well quite bad in the long run. Without any way to really improve the damage of Vampiric Touch, it remains a pretty poor spell. Death Cleric adds a much needed boost with Channel Divinity, but that's only once or twice per short rest. Warlock can stack Hex on there too (a nice use for those lower level slots) for an extra 1d6 necrotic (which should also add to your heals), but we're still not looking at anything that competetive.

To take the last build I mentioned;
- 5th lvl. Vampiric Touch = 5d6
- Add Hex = +1d6
- Add Quicken = Double it for 1st turn
- Channel Divinity = +15

Total: 12d6+15 Necrotic damage (average: 57) if you hit with both attacks.
- Heals you 28 (base)
+15 (Grim Harvest) = 43 hp + (1+Cha mod) tempHP if it kills

57 damage for a two-turn set up using your biggest guns isn't great. That's just one the first turn. After that, you go right down to dealing 6d6 per turn (average: 21, heal 10) as your one action. Spirit Guardians deals similar damage on multiple foes for no action investment after casting it.

You're not likely to go down in combat because of the free healing, making you a reasonable Tank, but don't fool yourself into thinking you're playing with the big-boys as far as damage goes.

jaappleton
2017-02-03, 10:23 AM
So... Hypothetically.

Let's say you do this as a Favored Soul: Death Sorc.

What's necessary to do this build then? I ask because for those tables that do allow UA, this is an interesting concept.

metaridley18
2017-02-03, 12:47 PM
Warlock can stack Hex on there too (a nice use for those lower level slots) for an extra 1d6 necrotic (which should also add to your heals), but we're still not looking at anything that competetive.

To take the last build I mentioned;
- 5th lvl. Vampiric Touch = 5d6
- Add Hex = +1d6
- Add Quicken = Double it for 1st turn
- Channel Divinity = +15

Total: 12d6+15 Necrotic damage (average: 57) if you hit with both attacks.
- Heals you 28 (base)
+15 (Grim Harvest) = 43 hp + (1+Cha mod) tempHP if it kills

57 damage for a two-turn set up using your biggest guns isn't great. That's just one the first turn. After that, you go right down to dealing 6d6 per turn (average: 21, heal 10) as your one action. Spirit Guardians deals similar damage on multiple foes for no action investment after casting it.

You're not likely to go down in combat because of the free healing, making you a reasonable Tank, but don't fool yourself into thinking you're playing with the big-boys as far as damage goes.

Both Hex and Vampiric Touch are Concentration spells, so this doesn't work.

JellyPooga
2017-02-03, 02:08 PM
Both Hex and Vampiric Touch are Concentration spells, so this doesn't work.

Hmm, damn, I missed that but you're right. Shame really, it would've been a nice little bonus to VT.

Bestow Curse from a 5th level slot (or higher) would work, but that's a pretty heavy investment for a relatively minor bonus.

It's sort of annoying that Vampiric Touch is as bad as it is. Inflict Wounds cast from a 3rd level slot deals 5d10 damage, for an average of 27(ish) damage; an amount it would take Vampiric Touch about three rounds (and three successful attacks) to achieve. By the time you've got it working even remotely better, by jumping through the various hoops that have been discussed, you'd have been better off just casting, I don't know, Spirit Guardians on Round 1 and Cure Wounds on a later round when you think you need the healing. It's about as efficient and you get to do some other fun stuff in the mean-time.

Perhaps if it was made in to a rider effect, like Elemental Weapon, there'd be some wiggle room to get some tasty usage out of it, but as it is? It's got too many caveats and limitations to really be useful. At least in 3.5 you could go Monk/(caster) and punch people in the process for some extra damage and riders...

Spiritchaser
2017-02-03, 02:25 PM
using UA ( which I realize the OP has forbidden)

A FS(death) sorcerer can quicken Green Flame Blade and then VT every round.

Alternatively an oathbreaker Paladin 8+ sorcerer FS(death) can strike with vampiric touch each round and attack with a quickened GFB, plus you get +cha to damage, better armor and saves

Grixis
2017-02-03, 04:26 PM
Someone just recommended you use a cross class of Battlemaster for feinting attack since feinting attack does not specify ir has to be a weapon attack. The superiority die will actually add alnecrotic damage to vampiric touch and essentially and add it to your HP recovery. Thanks Ray!

DivisibleByZero
2017-02-03, 04:47 PM
Someone just recommended you use a cross class of Battlemaster for feinting attack since feinting attack does not specify ir has to be a weapon attack. The superiority die will actually add alnecrotic damage to vampiric touch and essentially and add it to your HP recovery. Thanks Ray!

So now you're looking at wiz2/fighter3/warlock5/sorc10?
No. Just no.

Talionis
2017-02-03, 11:40 PM
You cannot Quicken VT before level 8 (Sor 3 + Warlock or Wizard 5)...any Fighter has been making two attacks every round for 3 levels already; what's there to have reservations about?

I think the core of this build is the Warlock though. Wizard and Sorcerer are there for dipping sauce, but the meat of it should be Pact Magic for those replenishing spell slots. Warlock 5 is really the first port of call for any real Class investment (starting Class for Save profs notwithstanding) and once you're done with dips, then focusing on Warlock to get 5th level Pact Magic slots is a must. Adding a Cleric dip to the mix seems...excessive, as well as increasing MAD.

As much as Fiend Patron seems the logical choice, I'd seriously give some consideration to Undying instead. Thematically it's highly appropriate, but more than that, it offers some solid combat buffs, not least of which is Death Ward, which can be a literal life-saver!

My reservations are not that it's over powered, but that it's neither RAW or RAI. My reading of Vampiric Touch was that it was designed to nerf your damage in favor of regaining life.

I used VT on my Warlock whenever I got below half my hit points. I was Foend so I could get temporary hit points but I would use VT to fill back up after knocking out the toughest bad guy and mopping up littler guys. I cared less that my damsgevwas down and was happy to get life's back up for the next encounter.