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 [[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 [[Armor of Agathys]] at level 3 grants 15 temporary HP. These will override your existing 7, not add to them.


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