If I have 12 temporary hp from like false life, and I take 10 damage
So I'll still be affected by false life for 12 temporary hp, but I only have 2 temporary hp left, if I then get 6 temporary from an other effect what will happen? I would assume 12 temporary hp is more than 6 so nothing happens, or can I saw 6 is more than 2 and update my temporary hp to 6?
It's the players choice. So keep the ones you have (2) or take the new (6), whatever you like. You could even take a new amount that's lower than what you currently have if you for some reason wanted to.
So if you have Fiendish Vigor Warlock Eldritch Invocation, allowing you to cast False Life at will, you can basically give yourself a shield that absorbs 12dmg each round? That sounds feels unbalanced, but I guess it's not that powerfull as you do need to spend 1 magic action each turn to activate it
So if you have Fiendish Vigor Warlock Eldritch Invocation, allowing you to caste False Life at will, you can basically give yourself a shield that absorbs 12dmg each round? That sounds feels unbalanced,but I guess it's not that powerfull as you do need to spend 1 magic action each turn to activate it
I'd say your interpretation (EDIT: and drawback) is right.
So if you have Fiendish Vigor Warlock Eldritch Invocation, allowing you to cast False Life at will, you can basically give yourself a shield that absorbs 12dmg each round? That sounds feels unbalanced, but I guess it's not that powerfull as you do need to spend 1 magic action each turn to activate it
Its a nice perk at low levels, a bonus 12 HP before every fight. Outside of that I can see it on a roleplaying level allowing some reckless behavior, jumping from 30 foot heights, running into a burning building that isn't quite at a raging inferno level, get in low level bar fights with impunity etc. As anything in the 3d6/2d10 range will basically do nothing to you. And depending on how you flavor the ability it can make narrative sense. And not in the high level lol I can skydive without a parashoot justification.
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I was wondering how temporary hp works
If I have 12 temporary hp from like false life, and I take 10 damage
So I'll still be affected by false life for 12 temporary hp, but I only have 2 temporary hp left, if I then get 6 temporary from an other effect what will happen? I would assume 12 temporary hp is more than 6 so nothing happens, or can I saw 6 is more than 2 and update my temporary hp to 6?
The way I read it, in your example, you decide whether to keep your current 2 Temporary Hit Points or use the new 6 TPH from the new source.
It's the players choice. So keep the ones you have (2) or take the new (6), whatever you like. You could even take a new amount that's lower than what you currently have if you for some reason wanted to.
So if you have Fiendish Vigor Warlock Eldritch Invocation, allowing you to cast False Life at will, you can basically give yourself a shield that absorbs 12dmg each round? That sounds feels unbalanced, but I guess it's not that powerfull as you do need to spend 1 magic action each turn to activate it
I'd say your interpretation (EDIT: and drawback) is right.
Its a nice perk at low levels, a bonus 12 HP before every fight. Outside of that I can see it on a roleplaying level allowing some reckless behavior, jumping from 30 foot heights, running into a burning building that isn't quite at a raging inferno level, get in low level bar fights with impunity etc. As anything in the 3d6/2d10 range will basically do nothing to you. And depending on how you flavor the ability it can make narrative sense. And not in the high level lol I can skydive without a parashoot justification.