Hit points: Difference between revisions

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(Verify the logic about new temp HP overwriting, or not, based on the *initial* value instead of the *current* value; I used Dark One's Blessing and False Life to confirm. Also add a few more scenarios around hit point maximums.)
(update with current behavior of Temporary HP; Heroism (the example previously used) appears to be an exception)
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'''Temporary Hit Points''' are additional Hit Points that are lost before your base Hit Points.
'''Temporary Hit Points''' are additional Hit Points that are lost before your base Hit Points.


You can only have one set of Temporary Hit Points at a time, and healing can't restore them. A second source of Temporary Hit Points will overwrite the first if the second gives more Temporary Hit Points than the first source's ''initial'' value, regardless of how much of that initial value remains.
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.


Example: Level 1 [[Heroism]] applies 5 Temporary Hit Points when cast, and again each turn until it expires; and Level 1 [[False Life]] gives a one-time 7 Temporary Hit Points. If you have Heroism on you, and then you use False Life, you will have 7 Temporary Hit Points instead of 5. If you take 4 damage, you will have 4/7 Temporary Hit Points, but Heroism's 5 will still not overwrite that, neither through its per-turn applications, nor if you receive another casting of Heroism. However, if you lose that remaining 4/7 Temporary Hit Points, the next per-turn application of Heroism (if it's still active) will give  you 5/5 Temporary Hit Points.
You can only have one set of Temporary Hit Points at a time, and healing can't restore them.


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.
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 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 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.
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.
There is a special case if the second source is smaller than the first. If you've taken 10 damage since casting that level 3 [[Armor of Agathys]], you have 5 Temporary Hit Points left. If you now cast [[False Life]], it does not overwrite your total with 7, it simply adds 7, for a total of 12. This is because it's still under the "cap" of 15 introduced by [[Armor of Agathys]]. A final casting of [[False Life]] brings you back up to 15, and the "extra" 4 temporary HP are lost.<ref group=Note>[[Heroism]] appears to be the only ability that does not follow this pattern. If the current cap is 5 temporary HP or less, it behaves normally, refilling the pool to 5 HP every turn. If the current cap is higher, say 7 HP from [[False Life]], Heroism has no effect at all.</ref>
Effectively, there's a hidden cap, and a current value. An ability that grants N Temporary Hit Points first raises the cap to N, if necessary, and then adds N temporary HP to the current pool.


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{{NavGameplay}}

Revision as of 14:19, 4 October 2023

HP Icon.png

Hit Points (or HP) is a number representing a creature's life force, or an object's structural integrity. It indicates how much damage you or party members can take before being Downed, and how much damage creatures and items can take before being killed or destroyed.

Taking damage affects how injured your character appears, with more cuts and bruises appearing as HP percentage drops.

A character's Hit Point maximum is primarily determined by their Class. Martial classes have more, and spellcasters less.

A character's Constitution icon.png Constitution 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 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 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

There are several ways that this basic Hit Point maximum can change:

  • If a character's Constitution modifier changes, it changes the Hit Point maximum retroactively, as though they'd had this modifier from level 1.
    • For example, take the level 3 Fighter from above, with a Hit Point maximum of 28 HP. When they reach level 4, they would normally add another +8 HP, for a total of 36 HP max. But say they take Ability Improvement as their Feat and increase their Constitution by 2, to 17. Now their Constitution modifier is +3, and their new Hit Point maximum is (10 + 3) + (6 + 3) + (6 + 3) + (6 + 3) = 40 HP.

      At the same time, our Wizard takes the Elemental Adept Feat, so they gain their normal +3 HP, for a maximum of only 14 HP - barely a third of what the Fighter has at the same level!

    • This also applies to temporary Constitution adjustments, like those granted by spells or items.
  • Some spells adjust a target's Hit Point maximum - Aid increases it, while Harm decreases it.
  • Some abilities add additional bonuses. For example, both Dwarven Toughness and Draconic Resilience increase the Hit Point maximum by 1 HP per level.
  • Other conditions may also affect the Hit Point maximum, like Thoroughly Stuffed, which adds 12.

At level 10, Necromancy School Wizards gain Inured to Undeath and cannot have their Hit Point maximum reduced.

Going below 0 HP

Characters cannot have fewer than zero Hit Points, or more than their 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 Hit Points

Temporary Hit Points are additional Hit Points that are lost before your base 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.

You can only have one set of Temporary Hit Points at a time, and healing can't restore them.

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 Hit Points do not remove Downed, and disappear after a Long Rest.

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.

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.

There is a special case if the second source is smaller than the first. If you've taken 10 damage since casting that level 3 Armor of Agathys, you have 5 Temporary Hit Points left. If you now cast False Life, it does not overwrite your total with 7, it simply adds 7, for a total of 12. This is because it's still under the "cap" of 15 introduced by Armor of Agathys. A final casting of False Life brings you back up to 15, and the "extra" 4 temporary HP are lost.[Note 1]

Effectively, there's a hidden cap, and a current value. An ability that grants N Temporary Hit Points first raises the cap to N, if necessary, and then adds N temporary HP to the current pool.


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