False Life

False Life 5e: Temporary Hit Points and Upcasting

Last Update:October 11, 2026

I have a soft spot for spells that let a fragile caster prepare before opening the dangerous door. False Life is simple, but understanding temporary hit points makes the difference between a useful defensive buffer and a wasted spell slot.

A wizard surrounded by the protective violet energy of False Life

False Life 5e — Quick Spell Reference

False Life
1st-level • Necromancy
Casting Time1 action
RangeSelf
Components V, S, M(a small amount of alcohol or distilled spirits)
Duration1 hour
ConcentrationNo
RitualNo
ClassesSorcerer, Wizard
SourceBasic Rules (2014), p. 239

How False Life Works in 5e

You gain 1d4 + 4 temporary hit points for 1 hour. The spell targets only you, takes an action to cast, and does not require concentration.

Temporary hit points absorb damage before your regular hit points. They are not healing, cannot raise you from 0 hit points, and cannot exceed their own remaining pool. See the full hit points and temporary hit points guide for the general rules.

Does False Life Stack?

No. Temporary hit points from different sources never add together. If you receive temporary hit points while you already have some, you choose whether to keep your current pool or replace it with the new one.

That means casting False Life repeatedly does not build an ever-larger buffer. A second casting can replace a low roll with a better roll, but you must discard the old pool to take the new one.

A wizard's violet False Life barrier absorbing a spectral attack

Upcasting False Life

When you cast False Life with a slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Spell Slot Temporary Hit Points Average
1st 1d4 + 4 6.5
2nd 1d4 + 9 11.5
3rd 1d4 + 14 16.5
4th 1d4 + 19 21.5
5th 1d4 + 24 26.5

The flat five-point increase makes upcasting predictable, but a higher-level slot may prevent more damage when spent on a stronger defensive spell.

False Life and Fiendish Vigor

Under the 2014 rules, the Fiendish Vigor eldritch invocation lets a warlock cast False Life on themself at will as a 1st-level spell without spending a spell slot or material components.

Because another casting lets you choose the new pool, a warlock with time can cast the spell repeatedly until rolling the maximum 8 temporary hit points. The invocation does not upcast False Life.

False Life vs. Armor of Agathys

Armor of Agathys provides temporary hit points and can damage a creature that hits you with a melee attack while those points remain. False Life has no retaliatory damage, but it lasts an hour and is available to different classes.

The temporary hit points from the two spells do not stack. Replacing Armor of Agathys’s temporary hit points with False Life also leaves you without the pool that powers Armor of Agathys’s retaliation, so combining them is generally counterproductive.

What Changed in the 2024 Rules?

The 2024 version improves the initial roll from 1d4 + 4 to 2d4 + 4 temporary hit points. Its higher-slot scaling remains an additional 5 temporary hit points per slot level above 1st.

The spell’s duration changes from 1 hour to Instantaneous, and the alcohol material component is removed. Under the 2024 temporary hit point rules, the points last until depleted or you finish a Long Rest unless a feature says otherwise.

False Life FAQ

Is False Life healing?

No. It grants temporary hit points and does not restore lost hit points.

Can False Life wake an unconscious character?

No. Gaining temporary hit points does not make a creature at 0 hit points conscious or stable.

Can you cast False Life more than once?

Yes, but the temporary hit points do not stack. You choose the old pool or the new one.

Does False Life require concentration?

No. Taking damage cannot end the spell through a failed concentration save.