![]() It could be like a veil of shadows that slowly disperses the more damage it absorbs. Necromancers could create a dark energy field around them that wards away incoming attacks. Meaning that there are a plethora of different flavors of what temp hp could be described as. There are many different ways to acquire temp HP or give some to your allies. The cool thing about temp HP is that it’s not a mechanic that’s shoehorned into any one class or archetype. The only way to increase your temp HP is by receiving temp HP that is more than your current temp HP. You cannot spend hit dice or have healing magic restore your temp HP. Once you lose temp HP it cannot be recovered. However, if for some reason you are on the receiving end of additional temp HP you can take the higher value as your new temp HP pool.įor example, if you have 5 temp HP and your ally uses the Inspiring Leader trait to give the party 8 temp HP you can choose to have 8 temp HP instead of your 5. Once you have a set number of temporary hit points you cannot gain more. You cannot stack temporary hit points on top of each other. This is still a useful way to protect your ally from being slain, but it’s a very different effect compared to straight-up healing them. ![]() This would act as a barrier for against additional attacks, meaning they have a buffer against having damaging attacks count as failed death saving throws. However, you can still give them temp HP. You cannot revive a creature by giving them temporary hit points. Unfortunately, this is not something that temp HP is able to do. One such thought might be that, “if temp HP is almost the same thing as HP it should be able to revive them just like healing would”. Is it better to dispatch of the enemy or do you rush to your friend’s aid and revive them? Everyone goes into a mad dash to save their ally from death. Once a creature is unconscious at 0 HP and making death saving throws the game becomes a scramble. Cannot Restore a Creature at 0 Hit Points ![]() So I felt it was important to specifically highlight these points in this article. These specific properties are where I see a lot of people misunderstand how temp HP works. ![]() That’s simple enough, right? Well, there are a few more unique properties of temporary hit points that we need to highlight still. It comes out of your temp HP pool first.Īnother cool thing about temp HP is that it lasts until the end of your next long rest unless the spell or feature that grants you the temp HP states otherwise. You cannot choose to take damage and subtract it from your base HP. The first of which is that once a character has temp HP, any damage dealt to that character is mitigated by the temp HP. In this sense, it’s mechanically the same. It can absorb damage and you mark down how much of it you have left after you take a hit. Once you gain some temp HP you treat it as you would your HP. Think of temporary hit points as a secondary HP. I mean there’s a whole box for them and half the time it goes unused! Credit: WotC. However, the rules on page 198 of the Player’s Handbook (PHB) are pretty clear that they both have a similar function, but completely different execution. It’s a unique mechanic that I find often gets used as “extra HP”. Certain classes and archetypes may find temp HP more prominent in their spell list or archetype. However, depending on your party composition you may never make use of it, but I can assure you it’s there and they can be a welcomed buffer to protect yourself in the heat of combat. I definitely felt it was interesting inclusion to D&D 5e when I first ran into it. While this is a prominent mechanic in a lot of video games, I can’t say the same for tabletop RPGs. Temporary hit points or “temp HP” is a mechanic in D&D 5e that introduces the concept of absorbing damage into the game.
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