sageadvice.eu is a fine way to find rules answers as long as you only look at Jeremy Crawford's tweets; the rest of the D&D team can't make official rulings.
Thanks. Good to know about temporary HP. I am considering multi-classing as a barbarian. If a raging barbarian has temporary hit points and is damaged (bludgeoning/slashing/piercing) does the damage get halved before being applied to the temporary hit points? Thanks again.
Yes. Vulnerability and resistance are the last step in any damage calculation. You need to know how much damage you took before you can subtract from your HP (or temporary HP).
Thanks yet again. Since Bear's Endurance requires concentration is a concentration check needed if the damage never made it to the character's actual/permanent hit points? This would be if the damage taken was less than the character's temporary hit points. This would be the space-gaming equivalent of "the shields held, there was no hull damage".
That helps. Why (in flavor) does barkskin require concentration? A defensive spell that might go away if you take damage? I do not recall this being the case in 1st Edition or 3.5.
Most combat spells require concentration in 5th edition; it helps keep the game moving quickly, prevents fights from boiling down to who set up more buffs beforehand, and guarantees that spellcasters can be stopped regardless of access to Counterspell or Dispel Magic (which monsters usually don't have.)
There are some exceptions, but those spells tend not to be as strong. Mage Armor is only 1 AC point better than studded leather armor. Spiritual Weapon is short-lived (1 minute), deals damage equivalent to a 1-handed weapon and uses your bonus action so it doesn't stack with things like Polearm Master, Frenzy, Martial Arts or two-weapon fighting.
Do temporary hit points gained from casting Enhance Ability (Bear's Endurance) carry over when using Wild Shape? It seems like barkskin carries over. I do not know if this other site is a valid resource on spells carrying over.
Thank you!
Wild Shape replaces your hit points, not your temporary hit points. The two are separate and never added together, so yes, temporary hit points carry over into Wild Shape.
sageadvice.eu is a fine way to find rules answers as long as you only look at Jeremy Crawford's tweets; the rest of the D&D team can't make official rulings.
The Forum Infestation (TM)
Thanks. Good to know about temporary HP. I am considering multi-classing as a barbarian. If a raging barbarian has temporary hit points and is damaged (bludgeoning/slashing/piercing) does the damage get halved before being applied to the temporary hit points? Thanks again.
Yes. Vulnerability and resistance are the last step in any damage calculation. You need to know how much damage you took before you can subtract from your HP (or temporary HP).
The Forum Infestation (TM)
Thanks yet again. Since Bear's Endurance requires concentration is a concentration check needed if the damage never made it to the character's actual/permanent hit points? This would be if the damage taken was less than the character's temporary hit points. This would be the space-gaming equivalent of "the shields held, there was no hull damage".
You still need to make a saving throw. The concentration rules only care about the fact that you took damage; it doesn't matter whether the damage is deducted from your temporary or non-temporary hit points. You're probably better off using Barkskin over Bear's Endurance for Wild Shape.
The Forum Infestation (TM)
That helps. Why (in flavor) does barkskin require concentration? A defensive spell that might go away if you take damage? I do not recall this being the case in 1st Edition or 3.5.
Most combat spells require concentration in 5th edition; it helps keep the game moving quickly, prevents fights from boiling down to who set up more buffs beforehand, and guarantees that spellcasters can be stopped regardless of access to Counterspell or Dispel Magic (which monsters usually don't have.)
There are some exceptions, but those spells tend not to be as strong. Mage Armor is only 1 AC point better than studded leather armor. Spiritual Weapon is short-lived (1 minute), deals damage equivalent to a 1-handed weapon and uses your bonus action so it doesn't stack with things like Polearm Master, Frenzy, Martial Arts or two-weapon fighting.
The Forum Infestation (TM)
That makes sense. I am used to having multiple buffs up. It looks like they tried to put a limiter on that.