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m (Removed an outright fabrication from the "stacking" section. Tested per the specific description and found this special case did not exist.) |
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Temporary Hit Points are not the same as Hit Points. They are a separate pool, and gaining or losing Temporary Hit Points does not affect your Hit Points or your Hit Point maximum. | Temporary Hit Points are not the same as Hit Points. They are a separate pool, and gaining or losing Temporary Hit Points does not affect your Hit Points or your Hit Point maximum. | ||
==Temporary | ==Temporary hit points== | ||
'''Temporary | '''Temporary hit points''' are additional Hit Points that are lost before your base Hit Points. They can be [[Sources of Temporary Hit Points|obtained from a variety of spells and effects]]. | ||
Casting [[False Life]] with a level 1 slot gives you 7 Temporary Hit Points. Damage you suffer from any source will come out of this pool first. Once all 7 temporary HP are gone, any remaining damage overflows to your normal Hit Points. For example, if you cast [[False Life]] and then suffer 4 damage, you have 3 temporary HP remaining. If you suffer another 5 damage, you lose the remaining Temporary Hit Points, and the leftover 2 damage goes to your regular Hit Points. | Casting [[False Life]] with a level 1 slot gives you 7 Temporary Hit Points. Damage you suffer from any source will come out of this pool first. Once all 7 temporary HP are gone, any remaining damage overflows to your normal Hit Points. For example, if you cast [[False Life]] and then suffer 4 damage, you have 3 temporary HP remaining. If you suffer another 5 damage, you lose the remaining Temporary Hit Points, and the leftover 2 damage goes to your regular Hit Points. | ||
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Temporary Hit Points do not remove [[Condition#Downed|Downed]], and disappear after a [[Long Rest]]. | Temporary Hit Points do not remove [[Condition#Downed|Downed]], and disappear after a [[Long Rest]]. | ||
===Stacking | ===Stacking temporary hit points=== | ||
Temporary Hit Points don't combine like you might expect. Usually, casting a second Temporary Hit Point 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 Point 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. |