All hit points are valuable hit points, as are the hit points that False Life isn’t any more or less.
It can be utilized in advance before entering an area of danger or in the heat of combat to provide an excellent way to keep the caster in place.
The rules of False Life can be found in the Players Handbook on page 239.
False Life 5e
Necromancy 1st Level
Time to Cast: 1 Action
Components: V S Components: M, V (a tiny portion of alcohol distillation spirits)
Duration: 1 hour
By bolstering your character with a necromantic re-creation of reality, you get 1d4 + 4 hit points throughout the duration.
When casting this spell by using the slot for spells of 2nd level or more, you will earn 5 permanent hit points for every slot higher than 1st.
A straightforward explanation explains the benefits of this spell. The caster receives 1d4+4 temporary hit points throughout the spell.
The ability to upcast the spell can be done but only grants the average for additional hit points that are temporary.
What exactly does a False Life do?
False Life allows the player to draw necromantic energy and provide themselves with a range of temporary hit points.
Temporary hit points work exactly like regular hit points, except they are not able to heal and don’t have the ability to stack. They are also consumed before normal hit points.
Temporary hit points are used to either stabilize or heal the dying creature. The creature can be rendered unable to move when those temporary hits are worn off before the time the creature has been treated.
False Life isn’t applicable in this case since it’s self-targeting, but other spells that grant temporary hit points could be beneficial, like Heroism.
Is False Life a good Spell?
False Life is a 1st class spell that gives short-term hit points. It’s pretty restricted in the context of the situation and is only targeted at the person casting it.
In the end, the spell is among the weaker options available to classes, and it is likely not worth the time and effort compared to other options.
The benefit of the spell is the short-term boost that the caster could give themselves, which could suffice to be able to get themselves out of trouble or avoid being down for a second round.
False Life is a weak spell. The sole reason for picking this spell is the “healing” feature it gives classes who otherwise do not have access to healing abilities.
Arcane classes do not fare well in terms of being equipped to heal themselves on their own.
False Life gives them the chance to increase their hit points by themselves rather than waiting on the healer of the party.
Do you know if False Life stacks?
Temporary hit points do not have any stacking. The temporary hit points may be combined with other functions that can absorb the damage.
For instance, you could use the Arcane Tradition: Abjurer feature can be combined in conjunction with False Life as the feature acts as a temporary hit point however it doesn’t offer temporary hit points.
If a person has temporary hit points, and later is the subject of an effect that gives additional temporary hit points the effects cannot stack.
However, the user can choose which of them to use. They can keep their temporary ones if the total is higher than the new ones, or may choose to use the new ones if their value is higher.
True Life, Fiendish Vigor, and False
Fiendish Vigor is a Warlock Invocation that allows the user to play False Life at will to gain additional hit points of 1d4+1.
This grants the Warlock an additional 5 hit points throughout the day even when they’re in combat.
The Warlock can spell False Life at will, which means they can continue to cast until they reach the maximum and hold it for up to an hour.
When fighting, however, they will still have to take any action to cast the spell.
Temporary hit points tend to be just an extra thought. The benefits they offer are usually minimal and far less than the number of slots they need.
However, they can assist a character who is unusually weak to get through the initial stages since the added health is substantial by the standards.
False Life is one of the lower-level spells that does not stand up against other spells of that level. Its benefit is the general application of lower damage.
In most cases, resist-type spells will give more bang for your dollar if the character is in a defensive position.
Spells that are specialized require the user to be aware that there is a danger and what kind of threat it is.
In contrast, False Life is a generic catch-all because the temporary hit points can be applied to anything.