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# Tag Info

203

A zero on a d10 counts as 10. This isn't clearly specified in the 5th edition rules, but is clearer in earlier editions of the game, and widely understood among long-time RPG players. However, we can still surmise from the D&D 5th edition rules that d10 is 1-10 like all other dice, from the following: Hit Dice by Size (Monster Manual p.7) confirms that ...

78

Because it's "more fun". To many roleplayers the fun is on the dice. They enjoy every roll, and they like to take risks. If another game's example is allowed, in MERP hitpoints were also rolled (for some reason it was the only rolled skill). Everytime I leveled up, I had incredible luck. While the average animist had 33 hp, mine had over 50. So no, rolling ...

77

You are correct. Many old school d10s are marked 0-9 but you count the 0 as 10. If he doesn’t listen to reason, next level use one of the d10s marked 00-90 instead and demand your 45 or so hit points from that roll.

77

This is going to be a poor idea As other answers point out, this is going to make save-targetting spells significantly weaker, but there's also another problem you might not have thought about. Being at 1 HP is more dangerous than being downed against big threats This is going to leave a lot of players in combat running around with exactly 1 HP, which is ...

77

The game is really designed and balanced towards heroic roleplay - and not towards a realistic simulation. When heroes are in the heroic tier they've got dozens of hitpoints. When you look at the game on the scale of things that are a mere fraction of the power of those heroes, the math begins to break down. There's simply not enough room in the very low ...

76

1 is the minimum Jeremy Crawford tweets that the intended minimum hit points for a given HD is 1, not 0. So your gas spore would have 1 hp. But it doesn't matter Although when I get "fencepost" numbers on rolls I use this as an opportunity to liven things up. The world exists other than just for the PCs! If I were to roll a creature with 0 hp, it might ...

64

The character can spend HD after an hour. (Now confirmed by Jeremy Crawford; as always, take twitter with a grain of salt.) Just read the "Resting" rules. A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. (PHB p.186, "Short Rest") We ...

56

According to the Basic PDF (page 74) A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. So no, negative hit points do not exist in 5e. The archived development-poll blog post "A Close Call with Negative Hit Points" explains the history of negative hit points and part of the ...

55

5th Edition D&D is built with a couple assumptions (the DMG helpfully points out what several of those assumptions are right in the first chapter, under "Core Assumptions"), one of the big ones being that the world is reminiscent of Feudal Europe. While you can easily change the flavor of a particular setting, it helps to remember that when you look at ...

54

Each level, you get Hit Die + Constitution modifier additional Maximum HP. You always take the maximum of the Hit Die at 1st level; afterward, you may roll the Hit Die or take its average rounded up. Therefore, with a 1d10 Hit Die and +3 Constitution modifier, assuming you take 6 each time instead of rolling: \begin{array}{rrcrcrcr} \text{1st level:} &...

53

No. From the Polymorph spell description: This spell can't affect a target that has 0 hit points. Of note: this caveat was added in the Player's Handbook Errata, as pointed out by Thyzer, after the original printing. Some PHBs may not contain this text, but it nonetheless is the intended rules. Other spells with polymorphing effects don't work either: ...

52

You're not gonna die when you level With the following release of PHB errata it has been clarified that you will gain a minimum of 1HP when you level: add the total (minimum of 1). This new rule ensures that when levelling up, you will not lose HP or create a situation where you are unconscious and unable to gain a HP because your max is zero.

50

Yes, Massive Damage can kill you at 0 HP Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. —Death Saving Throws, Player's Handbook, ...

48

History It's a Gamble It's presented as the default. The first of these points might be the strongest of them all. Older editions had you always roll your hit points which means that people who are used to old editions may feel a certain nostalgia to roll them rather than take a more optimal average. Nothing wrong with this, it just carries more risk than ...

48

Unfortunately, as awesome as this sounds, by the rules, it doesn't work. Hellish Rebuke is a reaction that you take in response to being damaged Not "in response to being hit", or "in response to being attacked". You actually have to take damage to use it. Whenever a creature takes damage, that damage is subtracted from its hit points. You haven't ...

47

The cleric is a Hill Dwarf. Page 13 of D&D Basic Rules v0.1 describes the Dwarven Toughness racial trait that Hill Dwarves have, which grants +1 hp each level, including 1st.

47

Yes, it "stacks". There is a ruling on combining game features, but that is only talking about ongoing continuous effects. i.e. the effect that is causing ongoing damage rather than the damage itself. Consider the example given there: For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if ...

44

No You apply your character's Constitution modifier to: Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level). Fortitude saving throws, for resisting poison, disease, and similar threats. -d20PFSRD So you get a -2 to the roll, but the ...

42

No Never Not under any circumstances D&D is not a simulationist game Baked into D&D is the concept of hit points - an arrow through the eye that does 5hp damage is in every way eqivalent to a stone dropped on your foot that does 5hp damage. By all means, describe them differently but their mechanical effect is equivalent. There are spells and ...

41

It means that the elementals will have 144 Hit Points If the designers instead wanted the air elementals to have rolled or average hit points they could have said: Summoned elementals have their normal hit points But instead they've specified that they have "maximum hit points". This comes down to an English reading then, and to me this would mean the ...

40

I found it, page 5 of version 7.0 of the AL players guide. When you gain a level, use the fixed hit point value in your class entry. You can’t roll your hit points. Missed that but easily fixed.

39

Here's an excerpt from the D&D 5e Basic Rules v0.3: Hit Points and Hit Dice At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 32.) ...

38

Yes, the creature is dead when it reaches 0 hit points. Basic Rules (p. 75) When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. Basic Rules, DM (p. 3) A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the player’s D&D basic rules or ...

38

For the wraith, the damage comes first then HP reduction There is no general rule that I know of that would determine the order in which these effects would be applied in generally. However, the wording of the wraith's ability specifically tells us the order. The wraith's life drain says: ...its hit point maximum is reduced by an amount equal to the ...

37

Death by many Magic Missiles Let's start with when to make Death Saving Throws (PHB, 197) If you take any damage while you have 0 hit points, you suffer a death saving throw failure. So any time something gives you damage while at 0 hit points, you suffer a saving throw failure. As quoted above in the question, the language for Magic Missile is ...

37

It's usually based on the creature's Constitution modifier. 5E creatures are often statted as though they have player levels, with effective "levels" and "proficiency bonuses" baked into the final stats that are visible in the stat block. For the example you described, the monster probably has a Constitution of 20 (+5), and has an effective "level" of 15, ...

36

CON changes apply retroactively, so it doesn't matter when you increase it. PHB 177: If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level.

36

It'll significantly weaken save-targeting spells The difference between zero hit points and one hit point is huge, far greater than the difference between one and two hit points. For every monster that survives with one hit point, your PCs need to hit it with a normal attack (or gamble again with a save-able spell) to kill it, and before one of your PCs ...

36

No, you transform back before you can be instantly killed The rule for instant death says: Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. The important part to note is that it only calculates the damage needed to ...

36

The Fighter must wait until round 3 During round two in your scenario, when the Cleric heals the Fighter, the Fighter's turn has already ended for that round, so they would need to wait until the next round to take another turn. The rules for death saving throws state the the saving throw is made at the start of the dying creature's turn (the Fighter, in ...

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