Hi there, so this is my first time playing a Celestial warlock and I. just reached level 10 with my party. I gained Celestial Resilience and was reading its effect.
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
So at level 10 with a modifier of +5 I get 15 and five of my party members get 10 all cool and dandy. But then the question aroused how long do Temporary Hit Point last? I looked online at the ruling and the consensus seems to be that it depends of the way you obtain it i/e if it was a spell, a status effect and so on. Some say a minute, some say 8 hours and others say until you take a short/long rest. I tried finding the specific case of temp hit pts from celestial resilience and didn’t find anything.
Does that mean the my party and I get the extra hit points after the rest and we keep em until we rest again? In which case I can choose to give the points to different party members?
it sound too good to be true, cause in that case it wouldn't be "temporary" for me anymore, I'd just have an extra 15+ (and more at later levels) continuously.
So what's the veridic? If possible please explain why in your answer as to bring it up to my DM.
If there is no overriding limitation, such as a spell duration, your temporary hit points will last until your next long rest.
So yes, your party basically gets free temporary hitpoints every time you take a rest. This is equivalent to a limited 20% bump in durability for you and ~15% for your party.
You can compare and stack this with the second level spell Aid, which increases maximum hitpoints by 5 per level for up to 3 targets. It has a duration of 8 hours with no concentration requirement, and can be refilled with healing magic, unlike temporary hitpoints.
The reason they are called temporary is they can not be broughth back with healing. So for a character with max health at 50 hit points:
If they have aid cast on them (at 2nd level) they have 55 hit points with a max of 55 HP. If they get hit for 10 damage they go down to 45 but their max is still 55 so a healing word for 9 HP would put them up to 54.
If it is a partly member with celestial resistance they have 50 HP plus 10 temporary hit points. If they get hit for 10 damage the temporary HP are gone but they are at max health of 50 so theose HP can not be regained by healing (only by a feature that gives temporary hit points)
The reason they are called temporary is they can not be broughth back with healing. So for a character with max health at 50 hit points:
If they have aid cast on them (at 2nd level) they have 55 hit points with a max of 55 HP. If they get hit for 10 damage they go down to 45 but their max is still 55 so a healing word for 9 HP would put them up to 54.
If it is a partly member with celestial resistance they have 50 HP plus 10 temporary hit points. If they get hit for 10 damage the temporary HP are gone but they are at max health of 50 so theose HP can not be regained by healing (only by a feature that gives temporary hit points)
yup, I understand how temporary hit points work. It was the duration of them that had me a bit confused since the internet didn't have a complete answer. Thanks tho
I'm gonna go out on a limb and assume everything resets when you take a rest. I.e., if you start your day (completing a long rest) by giving temp HP to yourself and some of your teammates, take a short rest, and give temp HP to yourself and different teammates from before... only the most recent targets of the effect continue to benefit.
Can you 'refresh' the temp HP you grant whenever you finish a short/long rest? Yes, absolutely
Can you provide the effect (concurrently) to more creatures than the feature intends by taking multiple rests? No, your rest ends the prior effect
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I'm gonna go out on a limb and assume everything resets when you take a rest. I.e., if you start your day (completing a long rest) by giving temp HP to yourself and some of your teammates, take a short rest, and give temp HP to yourself and different teammates from before... only the most recent targets of the effect continue to benefit.
Can you 'refresh' the temp HP you grant whenever you finish a short/long rest? Yes, absolutely
Can you provide the effect (concurrently) to more creatures than the feature intends by taking multiple rests? No, your rest ends the prior effect
Since the feature is based on 'when' rather than 'while', I assume the RAW interpretation is based on an instantaneous effect, rather than something that being dependent on the Warlock's "active" status. (It's basically the Inspiring Leadership feat.)
Either way, if the Warlock wants to burn 8+ hours just to give 35 NPCs +10 Temp HP for a big fight at the end of the day, then that's a pretty low ask with a decent RP potential. The DM will have plenty of opportunities to interrupt the process, and a CR appropriate monster will plow through it like it wasn't even there.
I'm gonna go out on a limb and assume everything resets when you take a rest. I.e., if you start your day (completing a long rest) by giving temp HP to yourself and some of your teammates, take a short rest, and give temp HP to yourself and different teammates from before... only the most recent targets of the effect continue to benefit.
Can you 'refresh' the temp HP you grant whenever you finish a short/long rest? Yes, absolutely
Can you provide the effect (concurrently) to more creatures than the feature intends by taking multiple rests? No, your rest ends the prior effect
If it was meant to end early for any reason, it would say so (like all the other effects that say "lasts until you use this feature again").
I don't think it resets the temp hp at any point - only if the temp hp are spent on damage or are overwritten by a more powerful temp hp effect would they change. As I see it.
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Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter
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Hi there, so this is my first time playing a Celestial warlock and I. just reached level 10 with my party. I gained Celestial Resilience and was reading its effect.
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
So at level 10 with a modifier of +5 I get 15 and five of my party members get 10 all cool and dandy. But then the question aroused how long do Temporary Hit Point last? I looked online at the ruling and the consensus seems to be that it depends of the way you obtain it i/e if it was a spell, a status effect and so on. Some say a minute, some say 8 hours and others say until you take a short/long rest. I tried finding the specific case of temp hit pts from celestial resilience and didn’t find anything.
Does that mean the my party and I get the extra hit points after the rest and we keep em until we rest again? In which case I can choose to give the points to different party members?
it sound too good to be true, cause in that case it wouldn't be "temporary" for me anymore, I'd just have an extra 15+ (and more at later levels) continuously.
So what's the veridic? If possible please explain why in your answer as to bring it up to my DM.
If there is no overriding limitation, such as a spell duration, your temporary hit points will last until your next long rest.
So yes, your party basically gets free temporary hitpoints every time you take a rest. This is equivalent to a limited 20% bump in durability for you and ~15% for your party.
You can compare and stack this with the second level spell Aid, which increases maximum hitpoints by 5 per level for up to 3 targets. It has a duration of 8 hours with no concentration requirement, and can be refilled with healing magic, unlike temporary hitpoints.
Well hell, I wasn't expecting the best case scenario to be real. Damn this boost is great.
Thanks for the reply
Do remember that you cannot heal temporary hit points. Once they’re gone, they’re gone (until you take a rest and grant them again).
The reason they are called temporary is they can not be broughth back with healing. So for a character with max health at 50 hit points:
If they have aid cast on them (at 2nd level) they have 55 hit points with a max of 55 HP. If they get hit for 10 damage they go down to 45 but their max is still 55 so a healing word for 9 HP would put them up to 54.
If it is a partly member with celestial resistance they have 50 HP plus 10 temporary hit points. If they get hit for 10 damage the temporary HP are gone but they are at max health of 50 so theose HP can not be regained by healing (only by a feature that gives temporary hit points)
yup, I understand how temporary hit points work. It was the duration of them that had me a bit confused since the internet didn't have a complete answer. Thanks tho
I'm gonna go out on a limb and assume everything resets when you take a rest. I.e., if you start your day (completing a long rest) by giving temp HP to yourself and some of your teammates, take a short rest, and give temp HP to yourself and different teammates from before... only the most recent targets of the effect continue to benefit.
Can you 'refresh' the temp HP you grant whenever you finish a short/long rest? Yes, absolutely
Can you provide the effect (concurrently) to more creatures than the feature intends by taking multiple rests? No, your rest ends the prior effect
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Since the feature is based on 'when' rather than 'while', I assume the RAW interpretation is based on an instantaneous effect, rather than something that being dependent on the Warlock's "active" status.
(It's basically the Inspiring Leadership feat.)
Either way, if the Warlock wants to burn 8+ hours just to give 35 NPCs +10 Temp HP for a big fight at the end of the day, then that's a pretty low ask with a decent RP potential. The DM will have plenty of opportunities to interrupt the process, and a CR appropriate monster will plow through it like it wasn't even there.
If it was meant to end early for any reason, it would say so (like all the other effects that say "lasts until you use this feature again").
I don't think it resets the temp hp at any point - only if the temp hp are spent on damage or are overwritten by a more powerful temp hp effect would they change. As I see it.
Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter