Quick Answer
Vampiric Touch is a 3rd-level necromancy spell for Warlocks and Wizards (Sorcerers too in the 2024 rules). Make a melee spell attack against a creature within your reach. On a hit it takes 3d6 necrotic damage and you regain hit points equal to half the necrotic damage dealt. For up to 1 minute (concentration), you can use your action on each of your turns to make the attack again. Each slot level above 3rd adds 1d6.
Overview
Vampiric Touch is a melee attack you can repeat for a minute, and each hit heals you. The first attack comes with the casting. After that, every turn you can spend your action on another touch without using another slot.
The numbers are modest. A hit deals 10.5 damage on average and heals about 5. A 5th-level wizard's Fire Bolt deals 2d10 (11 on average) at 120 feet with no slot and no concentration. What Vampiric Touch adds is the healing, a damage type that few living creatures resist, and damage that grows when you upcast.
That makes it a better pick for Warlocks than Wizards. A Warlock's Pact Magic slots are always cast at their highest level, so from Warlock level 9 every casting deals 5d6. A Wizard has to spend a 5th-level slot to get the same result.
The catch is range. You have to be in melee, usually in light armor with a d6 or d8 hit die, and every hit you take tests your concentration.
Stat Block
| Property | Value |
|---|
| Level | 3 |
| School | Necromancy |
| Casting Time | 1 action |
| Range | Self |
| Components | V, S |
| Material | None |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | Melee spell attack |
| Classes | Warlock, Wizard |
When NOT to Use This
- •The target is immune to necrotic damage. That includes wraiths, specters, mummies, shadows, and ghosts in both editions, and the 2024 lich.
- •The target resists necrotic damage, like a wight, a vampire, a vampire spawn, or the 2014 lich. You deal half and heal half of that.
- •You'd be in melee with something that hits hard and you have low AC.
- •A cantrip from range would deal about the same damage without spending a slot.
- •You're already concentrating on a spell the party relies on.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Fair at 3rd level. Better upcast, and best for Warlocks who upcast for free. |
| Action Economy | Costs your action every turn, the same as a cantrip, but each hit also heals you. |
| Opportunity Cost | Concentration, a 3rd-level slot that could cast Fireball or Counterspell, and standing in melee. |
When worth the slot: Long fights against a single tough creature without necrotic resistance, when you need healing and can afford to be in melee.
When NOT worth the slot: Short fights, undead enemies, or when a control spell would end the threat.
Upcasting
| Slot | Damage | Average damage | Average healing |
|---|
| 3rd | 3d6 | 10.5 | 5 |
| 4th | 4d6 | 14 | 6.75 |
| 5th | 5d6 | 17.5 | 8.5 |
| 6th | 6d6 | 21 | 10.25 |
Healing averages account for rounding down half the damage.
Pro Tips
Tip #1: Pick a target with low AC.
Why it works: It's an attack roll. Big, slow creatures with low AC, like an ogre (AC 11), get hit much more often than an armored knight (AC 18).
This avoids the mistake of: Missing three turns in a row against plate armor.
Tip #2: Use Misty Step to get in and out.
Why it works: The repeat attack isn't casting a spell. On a later turn you can cast Misty Step as a bonus action, teleport next to the target, and still make the Vampiric Touch attack with your action. This works under both the 2014 bonus-action rule and the 2024 one-slot-per-turn rule.
This avoids the mistake of: Walking through opportunity attacks to reach your target.
Tip #3: Save it for a long fight.
Why it works: The value comes from repeating the attack. A two-round fight gets you one or two hits. A long fight against a single brute gets you many.
This avoids the mistake of: Spending a 3rd-level slot for one touch.
Tip #4: Switch targets freely.
Why it works: Each later attack can target any creature within your reach. The 2024 text says so directly. If the first target falls, touch the next one.
This avoids the mistake of: Thinking the spell ends when the first target dies.
Common Mistakes to Avoid
Using Extra Attack with it
Why it's bad: The repeat attack is its own action, not the Attack action. Extra Attack and similar features don't add more touches.
Do this instead: One touch per turn.
Using it on undead
Why it's bad: Many undead are immune or resistant to necrotic damage. Immunity means no damage and no healing.
Do this instead: Check the stat block. Zombies and skeletons have no necrotic resistance in either edition; wraiths, specters, and mummies are immune.
Expecting to heal past your maximum
Why it's bad: Healing can't raise you above your hit point maximum. If you're at full HP, the healing is wasted.
Do this instead: Cast it when you're hurt, or treat it as a damage spell until you are.
Ignoring resistance math
Why it's bad: You regain half the necrotic damage dealt, after resistance. Against a resistant target, a 10-damage roll deals 5 and heals 2.
Do this instead: Switch to a different spell against resistant creatures.
Usage Tips
- •Worked example: wizard vs ogre. A 5th-level wizard with 16 Intelligence has a +6 spell attack bonus. An ogre has AC 11, so the wizard hits on a 5 or higher, 80% of the time (including a 5% crit). Each attempt averages about 8.9 damage (0.75 × 10.5 + 0.05 × 21) and 4.3 healing. Over three turns, that's about 27 damage dealt to an ogre with 59 hit points (68 in 2024) and 13 hit points regained.
- •Against a wight (2014): A wight has AC 14 and resists necrotic damage. The wizard hits on an 8 or higher, 65% of the time, and each attempt averages about 3.5 damage and 1.6 healing. Use a different spell.
- •Concentration: If the ogre's greatclub hits for 13 damage, the DC is 10. A wizard with 14 Constitution (+2, not proficient) needs an 8, so concentration holds 65% of the time.
- •Trolls: Necrotic damage doesn't stop a troll's Regeneration. Only acid or fire does.
- •Read the concentration rules before you stand next to anything.
- •Related guides: Chill Touch for a ranged necromancy cantrip. Browse the full spell guide index.
Rules Notes
- •Range is Self. You make a melee spell attack against a creature within your reach.
- •On a hit: 3d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt (round down).
- •Until the spell ends, you can use your action on each of your turns to make the attack again.
- •Concentration, up to 1 minute.
- •Each slot level above 3rd adds 1d6 damage.
- •A critical hit doubles the dice: 6d6 at 3rd level.
- •Whether "damage dealt" counts damage beyond a target's remaining hit points (for example, 12 rolled against a creature with 3 hit points left) isn't settled. The rules for dropping to 0 hit points say damage can "remain" after a creature hits 0, but no rule caps or defines "damage dealt" for healing like this. That's a DM ruling, not rules text.
Synergies
- •Misty Step: Teleport into reach and touch on the same turn.
- •Mirror Image: No concentration, and it makes melee safer while you touch.
- •Shield spell (Wizards and Sorcerers): +5 AC as a reaction when an attack hits you, which can turn that hit into a miss.
- •Warlock Pact Magic: Free upcasting means 4d6 from Warlock level 7 and 5d6 from level 9.
Anti-Patterns
- •Casting it on a creature that's immune to necrotic damage.
- •Wading into melee with three enemies at once.
- •Dropping a stronger concentration spell to cast it.
Tactical Modules
- •Brute drain: Teleport next to a slow, low-AC brute, touch it every turn, stay topped up.
- •Mop-up: Late in a fight, switch from target to target while keeping your hit points up.
- •Warlock sustain: At higher levels, use 5d6 touches as your main damage for long fights.
Countermeasures
- •Threat: The target is necrotic-immune. Response: Drop concentration and cast something else. Fallback: Use a cantrip of another damage type.
- •Threat: Several enemies surround you. Response: Misty Step out. Fallback: Take Dodge with your action.
- •Threat: You lose concentration. Response: Recast only if the fight is long enough. Fallback: Switch to cantrips.
Vampiric Touch in the 2024 Rules
The 2024 Player's Handbook keeps Vampiric Touch as a level 3 necromancy spell with a 1-action casting time, Self range, V and S components, concentration up to 1 minute, 3d6 necrotic damage, healing equal to half the necrotic damage dealt, and +1d6 per slot level above 3.
Two changes. First, Sorcerers can now learn it. The 2024 class list is Sorcerer, Warlock, and Wizard. Second, the repeat attack is now a Magic action, and the text says you can target the same creature or a different one. The 2014 version says only that you make the attack again as an action.
The 2024 Twinned Spell only works on spells that can target an additional creature when upcast, so it doesn't apply to Vampiric Touch.
Frequently Asked Questions
How does Vampiric Touch work in 5e?
You make a melee spell attack against a creature within reach. On a hit it takes 3d6 necrotic damage and you regain half that much. For up to 1 minute, while you concentrate, you can use your action each turn to make the attack again.
How much does Vampiric Touch heal in 5e?
Half the necrotic damage dealt, rounded down. At 3rd level that's about 5 hit points per hit. If the target resists necrotic damage, you heal half of the reduced damage. If it's immune, you heal nothing.
Does Vampiric Touch use a bonus action in 5e?
No. Casting it and each later attack both use your action. Your bonus action is free for something else, like Misty Step.
Can you use Vampiric Touch with Extra Attack in 5e?
No. The repeat attack is a separate action, not the Attack action, so Extra Attack doesn't apply.
Can Vampiric Touch target a different creature each turn in 5e?
Yes. Each attack targets a creature within your reach. The 2024 version says outright that you can target the same creature or a different one.
Does Vampiric Touch work on undead in 5e?
It depends on the creature. Zombies and skeletons take full damage. Wraiths, specters, mummies, shadows, and ghosts are immune to necrotic damage, and wights resist it.
Does Vampiric Touch require concentration in 5e?
Yes, for up to 1 minute. If you lose concentration, you lose the repeat attack.
Is Vampiric Touch good in 5e?
It's fair at 3rd level and stronger for Warlocks, whose slots upcast automatically. Its damage at 3rd level is close to a cantrip's, so the reason to cast it is the healing over a long fight against a target with no necrotic resistance.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.