Grim Harvest |
---|
Once per turn, if you kill a creature with a spell, you regain hit points equal to twice the spell slot level used - thrice if it's a Necromancy spell. Undead and constructs are unaffected. |
Grim Harvest is a Class Feature in Baldur's Gate 3. Features provide unique abilities that are inherent to a Character's Race, Class, Background selected. These may vary greatly, from allowing you to equip certain Weapons or pieces of Armor with Proficiency, to add your Proficiency Bonus to certain Saving Throws.
Grim Harvest Information
Once per turn, if you kill a creature with a spell, you regain hit points equal to twice the spell slot level used - thrice if it's a Necromancy spell. Undead and constructs are unaffected.
How to unlock Grim Harvest
Grim Harvest can be acquired by:
Grim Harvest Tips & Notes
- Notes & Tips go here
- Anonymous
Does this class feature work with Disciple of Life, meaning that the hit point regained is increased by the effect?
- Anonymous
The Necromancy Spells that you can proc Grim harvest:
1st: Inflict Wounds, Ray of Sickness
3rd: Vampiric Touch
6th: Circle of Death
RoS deals the commonly resisted poison damage, CoD deals no damage if targets succeed a con save, and Inflict Wounds and Vampiric Touch are melee range.
It's arguable that the more healing from necromancy spell kills doesn't make it worth taking these spells over other school's damaging spells (*cough* evocation *cough*). Although that also doesn't mean don't take these spells, you are a necromancer of course, you'll get more mileage from these spells than other classes. Vampiric Touch is hella crazy, one lvl 3 slot for 10 rounds of 3d6 Necrotic melee while healing half the damage dealt AND more healing on kills? That's a lot of survivability for a backline caster (so long as you don't get one shot).
Very underwhelming ability:
- activates only on a KILL,
- one activation per turn limit,
- no effect on Undead and Constructs which there is shortage of in this game,
- laughably low healing numbers, 18 HP at level 9 is nothing and you have to expend a level 6 Slot for that,
It's better than nothing, but still very bad especially when you contrast with something like Arcane Ward from the Abjuration School, which admittedly perhaps scales a bit too well.
Grim Harvest could've been pretty cool if the level 10 Necromancer Feature improved it in some form, perhaps increasing the HP multiplier from Spell Level or letting overhealed HP be added as Temporary HP. As it is now it's just an afterthought Feature.
14
+12
-1