My character currently has a Mastiff to carry his equipment and will in time use a familiar and Phantom Steed. I was looking for ways to make them all more durable. Obviously inspiring leader will work on a familiar, but will it work on a Mastiff or a Phantom Steed? If not, what other methods can I use to help them last longer if they get targeted in battle.
My character currently has a Mastiff to carry his equipment and will in time use a familiar and Phantom Steed. I was looking for ways to make them all more durable. Obviously inspiring leader will work on a familiar, but will it work on a Mastiff or a Phantom Steed? If not, what other methods can I use to help them last longer if they get targeted in battle.
Inspiring Leader says to choose up to 6 friendly creatures. Mastiff will for sure be a valid target and Phantom Steed should based on RAW.
Inspiring leader has a rule where the creatures must hear and understand you for the temp hp to be granted, the way to bypass this is to use an ability at would let the animal understand what you are saying, such as the awaken spell or speak with animals.
as for granting this to a familiar, you can just have the owner telepathically translate.
Rollback Post to RevisionRollBack
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Inspiring leader has a rule where the creatures must hear and understand you for the temp hp to be granted, the way to bypass this is to use an ability at would let the animal understand what you are saying, such as the awaken spell or speak with animals.
as for granting this to a familiar, you can just have the owner telepathically translate.
True story! I missed that while checking to make sure it said creature.
If you're using a Phantom Steed it won't make a difference whether or not the steed has additional health because the spell ends if the steed takes literally any damage at all: "The spell ends if you use an action to dismiss it or if the steed takes any damage." So you could pump your Phantom Steed with 100 Temp HP but a normal villager slapping it on the face will still cause it to vanish.
If you're using a Phantom Steed it won't make a difference whether or not the steed has additional health because the spell ends if the steed takes literally any damage at all: "The spell ends if you use an action to dismiss it or if the steed takes any damage." So you could pump your Phantom Steed with 100 Temp HP but a normal villager slapping it on the face will still cause it to vanish.
Personaly the way I have always treated Temp HP is like a shield around out. As this I would let you keep the Steed if it only take the Temp hp from the hit as it did not take damage. Mind you I am a easy going DM.
If you're using a Phantom Steed it won't make a difference whether or not the steed has additional health because the spell ends if the steed takes literally any damage at all: "The spell ends if you use an action to dismiss it or if the steed takes any damage." So you could pump your Phantom Steed with 100 Temp HP but a normal villager slapping it on the face will still cause it to vanish.
Personaly the way I have always treated Temp HP is like a shield around out. As this I would let you keep the Steed if it only take the Temp hp from the hit as it did not take damage. Mind you I am a easy going DM.
That is definitely a house rule. Note there IS something that count as a 'shield around out'. That is the Abjuror Wizard's Arcane ward specifically "Whenever you take damage, the ward takes the damage instead. " So the wizard takes zero damage, at least until the ward is used up. When you hit 6th level, on you gain the ability to have the ward protect other creatures within 30 ft.
So if you have a handy 6th level Abjurer Wizard nearby, they can protect the steed.
If you're using a Phantom Steed it won't make a difference whether or not the steed has additional health because the spell ends if the steed takes literally any damage at all: "The spell ends if you use an action to dismiss it or if the steed takes any damage." So you could pump your Phantom Steed with 100 Temp HP but a normal villager slapping it on the face will still cause it to vanish.
"Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury."
By RAW, a Phantom Steed losing temporary hit points wouldn't equate to losing hit points.
If you're using a Phantom Steed it won't make a difference whether or not the steed has additional health because the spell ends if the steed takes literally any damage at all: "The spell ends if you use an action to dismiss it or if the steed takes any damage." So you could pump your Phantom Steed with 100 Temp HP but a normal villager slapping it on the face will still cause it to vanish.
"Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury."
By RAW, a Phantom Steed losing temporary hit points wouldn't equate to losing hit points.
Maybe, but the wording of Phantom Steed isn't that it disappears when it loses hit points, but rather, that it disappears when it takes damage. Whether or not it has Temp HP as a buffer, by RAW it is still taking damage.
That said, if I was DMing I would probably allow Temp HP to protect a Phantom Steed, but I would do so knowing that I'm homebrewing.
If you're using a Phantom Steed it won't make a difference whether or not the steed has additional health because the spell ends if the steed takes literally any damage at all: "The spell ends if you use an action to dismiss it or if the steed takes any damage." So you could pump your Phantom Steed with 100 Temp HP but a normal villager slapping it on the face will still cause it to vanish.
"Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury."
By RAW, a Phantom Steed losing temporary hit points wouldn't equate to losing hit points.
Maybe, but the wording of Phantom Steed isn't that it disappears when it loses hit points, but rather, that it disappears when it takes damage. Whether or not it has Temp HP as a buffer, by RAW it is still taking damage.
That said, if I was DMing I would probably allow Temp HP to protect a Phantom Steed, but I would do so knowing that I'm homebrewing.
The definition of temporary hit points is that it is a "buffer against damage". Temp HPs prevent damage; they aren't more hit points, they soak up damage so that you don't take damage.
The definition of temporary hit points is that it is a "buffer against damage". Temp HPs prevent damage; they aren't more hit points, they soak up damage so that you don't take damage.
No, that's incorrect. The most popular example of this being incorrect is that Abjuration Wizards get a Ward that isn't THP and instead works the way you describe, which is why when the Ward takes damage, the Wizard doesn't need to make a concentration save. Because your reasoning is incorrect, ordinarily, when you take damage, even if it's entirely on your THP, you still have to make a concentration save, because you've taken damage.
The definition of temporary hit points is that it is a "buffer against damage". Temp HPs prevent damage; they aren't more hit points, they soak up damage so that you don't take damage.
No, that's incorrect. The most popular example of this being incorrect is that Abjuration Wizards get a Ward that isn't THP and instead works the way you describe, which is why when the Ward takes damage, the Wizard doesn't need to make a concentration save. Because your reasoning is incorrect, ordinarily, when you take damage, even if it's entirely on your THP, you still have to make a concentration save, because you've taken damage.
"Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury."
This is the PHB definition of THP. I understand that the D&D designers painted themselves into a corner with this one, because they want them to be "a buffer against damage" and yet still somehow be damage. Hopefully this is one of the things they will clarify in the new edition in 2 years.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
My character currently has a Mastiff to carry his equipment and will in time use a familiar and Phantom Steed. I was looking for ways to make them all more durable. Obviously inspiring leader will work on a familiar, but will it work on a Mastiff or a Phantom Steed? If not, what other methods can I use to help them last longer if they get targeted in battle.
You can buy barding for a horse. Costs x4 human armor and weighs x2, but worth it usually.
For a dog, I, as a DM, would charge you x2 human cost and have it weigh x1.
Are you riding them? Mounted Combatant feat redirects an attack against the mount to you. Particularly useful if your AC is higher than theirs.
Inspiring Leader says to choose up to 6 friendly creatures. Mastiff will for sure be a valid target and Phantom Steed should based on RAW.
Inspiring leader has a rule where the creatures must hear and understand you for the temp hp to be granted, the way to bypass this is to use an ability at would let the animal understand what you are saying, such as the awaken spell or speak with animals.
as for granting this to a familiar, you can just have the owner telepathically translate.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
True story! I missed that while checking to make sure it said creature.
If you're using a Phantom Steed it won't make a difference whether or not the steed has additional health because the spell ends if the steed takes literally any damage at all: "The spell ends if you use an action to dismiss it or if the steed takes any damage." So you could pump your Phantom Steed with 100 Temp HP but a normal villager slapping it on the face will still cause it to vanish.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Personaly the way I have always treated Temp HP is like a shield around out. As this I would let you keep the Steed if it only take the Temp hp from the hit as it did not take damage. Mind you I am a easy going DM.
I spell Goodly.
That is definitely a house rule. Note there IS something that count as a 'shield around out'. That is the Abjuror Wizard's Arcane ward specifically "Whenever you take damage, the ward takes the damage instead. " So the wizard takes zero damage, at least until the ward is used up. When you hit 6th level, on you gain the ability to have the ward protect other creatures within 30 ft.
So if you have a handy 6th level Abjurer Wizard nearby, they can protect the steed.
"Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury."
By RAW, a Phantom Steed losing temporary hit points wouldn't equate to losing hit points.
Maybe, but the wording of Phantom Steed isn't that it disappears when it loses hit points, but rather, that it disappears when it takes damage. Whether or not it has Temp HP as a buffer, by RAW it is still taking damage.
That said, if I was DMing I would probably allow Temp HP to protect a Phantom Steed, but I would do so knowing that I'm homebrewing.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
The definition of temporary hit points is that it is a "buffer against damage". Temp HPs prevent damage; they aren't more hit points, they soak up damage so that you don't take damage.
No, that's incorrect. The most popular example of this being incorrect is that Abjuration Wizards get a Ward that isn't THP and instead works the way you describe, which is why when the Ward takes damage, the Wizard doesn't need to make a concentration save. Because your reasoning is incorrect, ordinarily, when you take damage, even if it's entirely on your THP, you still have to make a concentration save, because you've taken damage.
"Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury."
This is the PHB definition of THP. I understand that the D&D designers painted themselves into a corner with this one, because they want them to be "a buffer against damage" and yet still somehow be damage. Hopefully this is one of the things they will clarify in the new edition in 2 years.