32

Temp HP can't save the troll (or anyone else) from the consequences of having 0 hit points. The rules are clear that temporary hit points aren't "real": Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. [...] If you have 0 hit points, receiving temporary hit ...


25

This cannot be done If you review the section of using Hit Dice, you will not find any text that shows that roll conferring Temporary Hit Points(THP) on a creature. That would need to be included for those die rolls to do that. Some Spells and sp⁠ecial abi⁠lities confer Temporary Hit Points to a creature. - Player's Handbook (Chapter 9: Combat). The ...


23

Unfortunately, it will not The Inspiring Leader feat (PHB, 167) requires you to select creatures: ...choose up to six friendly creatures... But an unseen servant (PHB, 284) is not a creature, it is a force: This spell creates an invisible, mindless, shapeless, Medium force...


21

Conjured animals would gain temporary hit points The Bear Spirit option of the Shepherd Druid's Spirit Totem feature states (XGtE, p. 23): The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your ...


19

Yes, healing is unaffected by temporary hit points When you have Temporary Hit Points nothing prevents you from healing your actual hit points. The rules for temporary hit points say (emphasis mine): Healing can't restore temporary hit points, and they can't be added together. [...] If you have 0 hit points, receiving temporary hit points doesn't restore ...


19

This is answered on page 198 of the PHB or here in the basic rules: Temporary Hit Points ... Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.


17

The ward takes the damage first regardless of what order they apply The following Q/A establishes that damage to your temporary hit points still counts as you taking damage and with that knowledge, there are two possible cases: Is a concentration check required when temporary hit points absorb all the damage? The ward clause applies first; in this case ...


14

You can set your temporary hit points to 5 at the start of your turn The rules on temporary hit points state (emphasis mine): Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell ...


9

Option 2: It gets temp HP, on top of a dire wolf's regular HP All monsters have hit points; otherwise, they would be dead. In the case of the Dire Wolf, it starts with 37 HP (5d10 + 10). On top of that, the Hound gets the temporary hit points equal to half the sorcerer level rounded down. So, if the sorcerer is level 6, the Dire Wolf would have 37 (taking ...


9

Temporary hit points never stack. Every time you have an opportunity to apply temp hp, you choose between the THP you have, and what you can apply. According to the PHB: Chapter 9, Temporary Hit Points If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell ...


7

A creature can have Mass Polymorph cast on them to gain 157-247 temporary hit points Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't ...


7

Temporary hit points do not prevent you from recovering regular hit points The section on "Hit Points" under "Damage and Healing" states: [...] 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. This number changes frequently as a creature takes damage or receives healing [.....


6

Temporary Hit Points are separate from your normal Hit Points. You can be healed while you possess them. To quote the PHB section on Temporary Hit Points: Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. As a result, when you gain Temporary Hit Points, you're not actually ...


6

As mentioned in the answers to the linked question, the rules for temporary hit points state: Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest. Since no duration is mentioned here you assume they last unless they are replaced by another spell, used up or the target takes a ...


6

There are spells and abilities available to warlocks to get temporary HP One way to have this character make use of temporary HP is to take advantage of the ways in which a warlock can gain temporary HP by themselves (since their magic comes from their patron, flavour-wise, this also suits the narrative explanation about the patron keeping them alive). The ...


4

You're right, that paragraph is a mess and there's clearly a typo in there somewhere. Trying to follow a rules as written approach doesn't really make sense, so I'm going to start by giving my best guess as to what was intended before I give what I think the literal interpretation is. Bear in mind that the first half of my answer will necessarily be opinion ...


4

Your option A is correct You do not retroactively take the damage that you lost the first temporary hit points from, since that damage has already been resolved. You can cast false life (via the Fiendish Vigor invocation) again to gain more temporary hit points, which does not in any way interact with damage taken previously. The rules for temporary hit ...


3

Using Wild Soul (Unearthed Arcana, Barbarian and Monk) you can get a 10 when you enter Rage causing you to do 1d10 damage in a 30' radius, and you change the damage into temp HP, so you can theoretically get 11309.6 temp hit points because you can fit approx. 1130.96 tiny creatures in a 30' radius circle. Wild Soul gives you the ability to do 1d10 damage ...


3

Arcane Ward The arcane ward is a magic barrier that takes damage like a shield. You have to go through this barrier before you can take physical damage. Once you go through this barrier the temporary hp gets affected.


3

This answer assumes these special homebrew temp hp stack with all other temp hp, contrary to the normal rules, but are always used up last. If that's not the case, the option can't really be balanced very effectively. Upper Bound You can put an upper bound on the number of temporary hit points to replace hp above whatever minimum number you picked with by ...


2

As far as I can tell using only the free basic rules on D&D Beyond, the optimal build so far for this is sorcerer or wizard 17+, with the spell false life cast using a 9th level spell slot. The minimum temporary HP this gives is 45, average is 46.5, and the max is 48. I don’t think there’s a single spell or anything that does better, since temp HP don’t ...


2

The text of the ability present in the actual product (the latest version, anyway) reads as follows: Field Bandage: By using a healer’s kit to quickly dress and bandage a wound, the myrmidon can grant 1d6 temporary hit points per three character levels to himself or an adjacent creature as a full-round action. These temporary hit points cannot increase a ...


2

It's your choice(*) From Xanathar's Guide to Everything, page 77: In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table - whether player or DM - who controls that creature decides the order in ...


1

If Unearthed Arcana is permissible, then as a Wild Soul Barbarian, it's possible to attain a theoretically infinite number of Temporary Hit Points ... Although in practice there's an upper limit constrained to what creatures the DM is willing to surround a Barbarian with. On their Wild Surge table, a roll of [1] results in the following: "Necrotic ...


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