Mastering Temporary Hit Points in 5e: A Comprehensive Guide
Temporary Hit Points (THP) are a crucial mechanic in Dungeons and Dragons 5th Edition (5e), providing a buffer against damage without affecting your character’s actual hit point total. They can significantly enhance survivability, especially in dangerous encounters. Understanding how they work, how to acquire them, and how they interact with other game mechanics is essential for both players and Dungeon Masters. This comprehensive guide will delve into every aspect of THP in 5e, providing detailed explanations, examples, and strategies.
## What are Temporary Hit Points?
Temporary Hit Points are, as the name suggests, hit points that are temporary. They act as a protective layer, absorbing damage before it reaches your character’s real hit points. Think of them as a shield or a bonus pool of health that disappears after taking enough damage or when the effect granting them ends. Key characteristics of THP include:
* **Buffer, Not Healing:** They absorb damage first. Any damage you take is subtracted from your temporary hit points before affecting your normal hit points.
* **Stacking Rule (or Lack Thereof):** You can only have temporary hit points from one source at a time. If you gain temporary hit points when you already have them, you choose whether to keep the ones you have or gain the new ones. You don’t add them together. The exception to this is abilities that explicitly grant temporary hit points *in addition* to any you already have (these are rare).
* **They Don’t Last Forever:** The effects granting temporary hit points often have a duration. Once the duration expires, the temporary hit points are lost.
* **No Overflow:** Any excess damage after your THP are depleted is applied to your regular hit points.
* **No Healing Allowed on THP:** You cannot heal temporary hit points. Once they are gone, they are gone. The only way to regain them is to receive another effect that grants them.
## How Do Temporary Hit Points Work? A Step-by-Step Guide
Understanding the mechanics of THP involves several steps. Let’s break it down:
**1. Receiving Temporary Hit Points:**
* Identify the source of the THP: This could be a spell, a class feature, an item, or any other effect. Understand the specific rules associated with that source.
* Determine the amount of THP granted: The source will specify how many temporary hit points are gained. This might be a fixed number, a dice roll (e.g., 1d6 + your Charisma modifier), or based on some other calculation.
* Decide whether to accept the new THP: If you already have temporary hit points, you must decide whether to keep your existing THP or replace them with the new amount. You always choose the greater number. You *cannot* combine them unless an ability specifically allows it.
**Example:** A level 5 Paladin with a Charisma score of 16 (+3 modifier) casts the *False Life* spell. The spell grants 1d4 + 4 temporary hit points. The Paladin rolls a 3 on the d4, resulting in 3 + 4 = 7 temporary hit points.
**2. Taking Damage:**
* When you take damage from any source (an attack, a spell, a trap, etc.), the damage is first subtracted from your temporary hit points.
* Keep a running tally of your remaining temporary hit points.
**Example:** The Paladin from the previous example, with 7 temporary hit points, is hit by an arrow that deals 5 damage. The damage is subtracted from the temporary hit points, reducing them to 7 – 5 = 2 temporary hit points.
**3. Depletion of Temporary Hit Points:**
* If the damage exceeds your temporary hit points, the remaining damage is applied to your regular hit points.
* Once your temporary hit points are reduced to 0, they are gone. All further damage is applied directly to your hit points.
**Example:** The Paladin, now with 2 temporary hit points, is attacked by a goblin dealing 8 damage. The 2 temporary hit points are depleted (2 – 2 = 0), and the remaining 6 damage is applied to the Paladin’s regular hit points.
**4. End of Duration (If Applicable):**
* Many sources of temporary hit points have a specific duration (e.g., 1 hour, until the end of your next turn). When the duration expires, any remaining temporary hit points are lost.
**Example:** The *False Life* spell lasts for 1 hour. If the Paladin still had any temporary hit points remaining after an hour, they would disappear.
**5. Receiving THP Again:**
* If you receive temporary hit points from a new source while you already have them (and the previous source hasn’t expired or been depleted), you must choose whether to keep the existing THP or take the new amount (whichever is higher).
**Example:** The Paladin, having already lost the THP from False Life, then receives THP from the Heroism spell. They must accept the THP from Heroism (as they have none currently).
## Sources of Temporary Hit Points
Numerous spells, class features, and items can grant temporary hit points. Here are some common examples:
* **Spells:**
* *False Life* (1st-level Necromancy): Grants 1d4 + 4 temporary hit points. Great for early levels.
* *Heroism* (1st-level Enchantment): Grants temporary hit points equal to your spellcasting ability modifier at the start of each of your turns, as long as you maintain concentration.
* *Armor of Agathys* (1st-level Abjuration): Grants 5 temporary hit points and deals cold damage to creatures that hit you in melee.
* *Aid* (2nd-level Abjuration): Increases the maximum hit points and current hit points of up to three creatures by 5 and grants them an additional 5 temporary hit points. This stacks with other sources of temporary hitpoints as the temporary hitpoints from aid are granted when the spell is cast.
* *Warding Bond* (2nd-level Abjuration): Grants the target resistance to all damage and a +1 bonus to AC and saving throws, but also causes you to take the same amount of damage the target does. While it doesn’t directly grant temporary hit points, the resistance effectively doubles the target’s hit point pool, making it more resilient.
* *Shadow Blade* (2nd-level Illusion): If cast at 3rd level or higher, the wielder gains temporary hit points equal to the spell slot level. While primarily used for damage, the THP provides some added protection.
* *Fire Shield* (4th-level Evocation): Grants resistance to fire or cold damage and deals fire or cold damage to creatures that hit you in melee. While not direct THP, the resistance is effectively a buff to your hit point pool.
* *Stoneskin* (4th-level Abjuration): Grants resistance to bludgeoning, piercing, and slashing damage. Similar to Fire Shield, resistance effectively increases your durability.
* *Invulnerability* (9th-level Abjuration): Grants immunity to all damage for 1 minute. While not temporary hit points, it’s the ultimate form of damage mitigation.
* **Class Features:**
* **Barbarian (Path of the Totem Warrior):** At 3rd level, Bear Totem grants resistance to all damage except psychic while raging, effectively doubling your hit point pool.
* **Bard (College of Valor):** At 6th level, grants temporary hit points to allies as a reaction when they are attacked.
* **Fighter (Battle Master):** Several maneuvers, such as *Rally*, can grant temporary hit points to allies.
* **Wizard (School of Abjuration):** The Arcane Ward absorbs damage for the Wizard. While not technically temporary hit points, the Ward functions similarly.
* **Celestial Warlock (Healing Light):** Spend dice from Healing Light to grant Temporary Hit Points to yourself or an ally as part of the action. This is in addition to any healing provided.
* **Circle of Spores Druid (Symbiotic Entity):** Grants Temporary Hit Points and Bonus damage when activated.
* **Feats:**
* **Inspiring Leader:** Grants temporary hit points to up to six willing creatures after a 10-minute speech. This is a valuable feat for support characters.
* **Magic Items:**
* Numerous magic items can grant temporary hit points or provide effects that simulate them, such as increasing AC or granting resistance.
## Strategies for Using Temporary Hit Points Effectively
Here are some strategies to maximize the benefits of temporary hit points:
* **Prioritize THP on Frontline Fighters:** Characters who are likely to take the most damage (e.g., Fighters, Barbarians, Paladins) benefit the most from temporary hit points. This allows them to stay in the fight longer and protect their squishier allies.
* **Use THP Early in Combat:** Applying THP at the beginning of combat can prevent characters from taking significant damage in the initial rounds when they are most vulnerable. Casting *Armor of Agathys* or using *False Life* before entering a dungeon can be a wise decision.
* **Combine THP with Other Defensive Abilities:** Pairing THP with other defensive abilities, such as high AC, resistance to damage, or healing, can create a highly resilient character. For example, a Barbarian with resistance to damage while raging and temporary hit points from *Aid* is incredibly difficult to take down.
* **Manage Multiple Sources of THP:** Be mindful of the stacking rule. If you have multiple sources of THP available, strategically use them to maximize the amount of THP you have. For example, if you have *False Life* available and are about to gain THP from another source, consider using *False Life* first to potentially increase your overall THP pool.
* **Consider Feats like Inspiring Leader:** If your character has high Charisma, the Inspiring Leader feat can provide a significant amount of THP to your party, especially between encounters. This can reduce the need for healing and allow your party to conserve resources.
* **Don’t Rely Solely on THP:** While THP can be a valuable asset, they are not a substitute for proper tactics and positioning. Don’t become overly reliant on THP and neglect other important aspects of combat, such as flanking, using cover, and controlling the battlefield.
* **Communicate with Your Party:** Let your party members know when you have THP and how much you have remaining. This will help them make informed decisions about their own actions and strategies.
* **Synergies:** Some classes and subclasses synergize particularly well with Temporary Hit Points.
* **Warlock (Hexblade or Celestial):** The Hexblade’s Curse ability can increase damage output, making *Armor of Agathys* even more effective. The Celestial Warlock’s *Healing Light* can grant temporary hit points.
* **Barbarian (Totem Warrior):** Resistance to damage while raging stacks exceptionally well with THP, providing incredible survivability.
* **Fighter (Battle Master):** The *Rally* maneuver and other defensive maneuvers can both provide THP and mitigate incoming damage.
* **Abjuration Wizards:** The Arcane Ward ability provides a buffer that functions similarly to THP, and their defensive spells can further enhance their survivability.
## Common Misconceptions About Temporary Hit Points
* **THP Stack:** As previously discussed, this is generally false. You choose which amount to keep, not add them together. This is a very common error, especially among new players.
* **Healing Restores THP:** Healing only restores regular hit points, not temporary hit points. The only way to regain THP is to receive another effect that grants them.
* **THP Prevent Status Effects:** THP only absorb damage. They do not protect against status effects like poison, paralysis, or charm. Conditions will still affect you regardless of Temporary Hit Points.
* **They Affect Death Saving Throws:** Temporary Hit Points do not affect Death Saving Throws. If you go down to 0 Hit Points while having THP, you still must make Death Saving Throws.
## Dungeon Master Considerations
As a Dungeon Master, understanding temporary hit points is just as crucial as it is for players. Here are some considerations for DMs:
* **Be Aware of THP Sources:** Know which spells, class features, and items grant temporary hit points. This will help you anticipate how your players might use THP and adjust encounters accordingly.
* **Don’t Be Afraid to Challenge Players with THP:** While THP can make characters more resilient, don’t be afraid to challenge them. Use encounters that feature multiple enemies, enemies with high damage output, or enemies that target vulnerable stats (like Wisdom saves) to keep players on their toes.
* **Consider Using Enemies with THP:** Granting temporary hit points to your enemies can make them more challenging to defeat. This is especially effective for boss encounters.
* **Describe THP Visually:** Help players visualize the effect of temporary hit points by describing them as a shimmering shield, a surge of energy, or a temporary boost of vitality. This will enhance the immersive experience of the game.
* **Encourage Creative Use of THP:** Reward players who find creative ways to use temporary hit points, such as using them to protect allies or to soak up damage from a dangerous trap.
* **Adjust Encounter Difficulty:** If the party has many ways to generate THP, you may have to increase the difficulty of encounters slightly to keep the challenge appropriate. Add more enemies, buff monster damage, or introduce new environmental hazards.
* **Be Consistent with Rulings:** Ensure consistent rulings regarding THP. If a player is constantly gaining THP, it’s a good idea to keep track of how much they’re getting and from what sources to avoid confusion.
## Advanced Rules and Edge Cases
While the core rules for temporary hit points are straightforward, some advanced rules and edge cases can arise:
* **Damage Reduction and Resistance:** Damage reduction and resistance are applied *after* subtracting damage from temporary hit points. For example, if you have resistance to fire damage and 10 temporary hit points, and you take 12 fire damage, the damage is reduced to 6. The 6 damage is then subtracted from your temporary hit points, leaving you with 4 temporary hit points.
* **Vulnerability:** Vulnerability to damage is applied before subtracting from temporary hit points. If you have vulnerability to fire damage and 10 temporary hit points, and you take 12 fire damage, the damage is doubled to 24. The 24 damage is then subtracted from your temporary hit points, leaving you with 0 temporary hit points and taking 14 damage to your normal HP (assuming you had enough regular HP).
* **Temporary Hit Points and Death:** If you have temporary hit points and are reduced to 0 hit points, you don’t automatically die. You must still make death saving throws. The temporary hit points simply act as a buffer, preventing you from reaching 0 hit points sooner.
* **Regeneration:** Regeneration restores hit points at the start of a creature’s turn. It does *not* restore temporary hit points.
* **Specific Over General:** As always, specific rules override general rules. If a spell or ability explicitly states that it grants temporary hit points in addition to any you already have, that rule takes precedence over the standard stacking rule.
* **Interactions with other Damage Mitigation:** Abilities like *Shield* that grant temporary AC increases, and *Absorb Elements* that grants resistance to specific damage types, are powerful tools to pair with THP. High AC means less incoming damage, preserving THP. Resistance halves incoming damage, making THP last longer.
## Conclusion
Temporary Hit Points are a versatile and valuable mechanic in D&D 5e. By understanding how they work, how to acquire them, and how to use them effectively, players can significantly improve their survivability and contribute more to their party. Dungeon Masters can also use temporary hit points to create more challenging and engaging encounters. Mastering THP is an essential step in becoming a skilled D&D player or DM. Keep this guide handy, practice applying the rules, and you’ll be a THP expert in no time!