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Guybrush42 (talk | contribs) (Added links to damage, healing and resting as the primary ways hit points are lost and regained) |
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[[File:HP Icon.png|frameless|left|40px]] | [[File:HP Icon.png|frameless|left|40px]] | ||
'''Hit points''' (or '''HP'''), given in numbers, represent a creature's life force, or an object's structural integrity. | '''Hit points''' (or '''HP'''), given in numbers, represent a creature's life force, or an object's structural integrity. They indicate how much damage you or a party member can take before being [[Downed_(Condition)|Downed]], and how much damage creatures and items can take before being killed or destroyed. | ||
Taking [[damage]] reduces a creatures current hit points, and affects how injured your character appears, with more cuts and bruises appearing as HP percentage drops. Lost hit points are restored by [[healing]] or [[resting]]. | Taking [[damage]] reduces a creatures current hit points, and affects how injured your character appears, with more cuts and bruises appearing as HP percentage drops. Lost hit points are restored by [[healing]] or [[resting]]. | ||
== Determining a character's hit points == | |||
A character's hit point maximum is primarily determined by their [[Class|class]]. Martial classes have more, and spellcasters less. | A character's hit point maximum is primarily determined by their [[Class|class]]. Martial classes have more, and spellcasters less. | ||
* | * [[Barbarian]]s start with 12 HP and gain +7 with every level up. | ||
* | * [[Fighter]]s, [[Paladin]]s and [[Ranger]]s start with 10 HP and gain +6 with every level up. | ||
* | * [[Bard]]s, [[Cleric]]s, [[Druid]]s, [[Monk]]s, [[Rogue]]s and [[Warlock]]s start with 8 HP and gain +5 with every level up. | ||
* | * [[Sorcerer]]s and [[Wizard]]s start with 6 HP and gain +4 with every level up. | ||
A character's | A character's [[Constitution]] [[Abilities#Ability_score_modifiers|modifier]] also affects their hit point maximum. At first level, and at every level thereafter, the character's Hit Point maximum increases by this value (or decreases, if the character's Constitution is less than 10). | ||
For example, a level 1 | For example, a level 1 Fighter with a Constitution of 15 has a Constitution modifier of +2, and therefore a Hit Point maximum of 10 + 2 = 12 HP. At level 2, this increases by 6 + 2 (from the Fighter and Constitution bonuses, respectively) for a total of 12 + 6 + 2 = 20 HP. At level 3, it increases by +8 again to 28 HP. | ||
By contrast, a level 1 | By contrast, a level 1 Wizard with a Constitution of 8 has a Constitution modifier of -1, so their starting Hit Point maximum is only 6 - 1 = 5 HP. At level 2, it increases by 4 - 1 = 3, for a total of 8 HP. At level 3, it's another +3, up to 11 HP. | ||
=== Changing the maximum === | === Changing the maximum === | ||
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=== Going below 0 HP === | === Going below 0 HP === | ||
Characters cannot have fewer than zero | Characters cannot have fewer than zero hit points, or more than their Hit Point maximum. | ||
Temporary | 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== | ==Temporary hit points== | ||
'''Temporary hit points''' are additional Hit Points that are lost before your base | '''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 | 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. | ||
You can only have one set of | You can only have one set of temporary hit points at a time, and healing can't restore them. | ||
Taking damage to your | Taking damage to your temporary hit points will still cause a Concentration check (when Concentrating), even if the damage doesn't overflow into your base hit points. | ||
Temporary | Temporary hit points do not remove Downed, and disappear after a [[long rest]]. | ||
===Stacking temporary hit points=== | ===Stacking temporary hit points=== | ||
Temporary | 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 [[Armour of Agathys]] at level 3 grants 15 temporary HP. These will override your existing 7, not add to them. | This also applies if the second source of Temporary Hit Points is larger than the first. Casting [[Armour of Agathys]] at level 3 grants 15 temporary HP. These will override your existing 7, not add to them. | ||
{{NavGameplay}} | {{NavGameplay}} |