Dungeons & Dragons is a game with an absurd amount of rules. This complexity leaves gaps to be exploited — ways to use effects and features that fall outside their intended utilization. In particular, the school of necromancy offers many spells that the rules can bend around to create corner cases or strange interactions.
Some of these exploits are more egregious than others. Dungeon Masters and players alike should think carefully about using the worst offenders. Anything players can do, the DM can do right back; likewise, exploits might not lead to the fun, collaborative storytelling and adventures that Dungeons & Dragons facilitates.
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Still, players should experiment and find fun where they can take it. Some tables will find tons of enjoyment in this kind of exploit, while others simply won't. As always, players should talk to their Dungeon Master and fellow players — communication is key.
While other classes can manage it, this fairly well-known trick is only really practical for Warlocks — fortunately, a two-level multiclass is popular, powerful, and potentially very flavorful. At level two, Warlocks gain access to Eldritch Invocations, many of which allow them to cast 1st-level spells without spending spell slots or similar resources. One Invocation, Fiendish Vigor, does this for False Life, a simple necromancy spell that gives the caster a small number of temporary hit points. This number is variable, so False Life's mileage may vary — but while random chance may be part of the game, aid from their patrons allows Warlocks to rig the odds in their favor.
D&D's fifth edition rules for temporary hit points are seemingly designed to prevent shenanigans.
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