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Hit points: Difference between revisions

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1,115 bytes removed ,  12 November 2023
m
Removed an outright fabrication from the "stacking" section. Tested per the specific description and found this special case did not exist.
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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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.
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>[[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.{{Verify}}</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 up to N temporary HP to the current pool, losing any excess. The hidden cap resets if you lose all of your Temporary Hit Points, and the next ability will start from the beginning.


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