Editing Hit points
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Temporary hit points don't combine like you might expect. Usually, casting a second temporary hit points ability ''overrides'' the existing one. For example, if you cast False Life with a level 1 slot, you gain 7 temporary hit points. If you step in a trap and lose 5 of them, you still have 2 left. If you cast False Life again, you don't end up with 2+7=9 temporary hit points, you still just have 7. | Temporary hit points don't combine like you might expect. Usually, casting a second temporary hit points ability ''overrides'' the existing one. For example, if you cast False Life with a level 1 slot, you gain 7 temporary hit points. If you step in a trap and lose 5 of them, you still have 2 left. If you cast False Life again, you don't end up with 2+7=9 temporary hit points, you still just have 7. | ||
This also applies if the second source of Temporary Hit Points is larger than the first. Casting [[ | This also applies if the second source of Temporary Hit Points is larger than the first. Casting [[Armor of Agathys]] at level 3 grants 15 temporary HP. These will override your existing 7, not add to them. | ||
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[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] |