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update with current behavior of Temporary HP; Heroism (the example previously used) appears to be an exception
Neomagus00 (talk | contribs) (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.) |
Neomagus00 (talk | contribs) (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. | ||
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. | 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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