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Returning 17 results for 'temporary hit points'.
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8. Temporary Hit Points
Feats
see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Feats
, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the
creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Feats
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Feats
use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8
feats
the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus
Feats
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Feats
combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
backgrounds
in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they
do, they can’t regain hit points from another one of your meals until they finish a long rest.
Marks of Survival (1d8)
d8
Marks of Survival
1
Being alone for so long
feats
’t have the prone condition.
Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.
feats
Constitution score by 1, to a maximum of 20.
When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).
Whenever you regain hit points as a
result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).
feats
one cruelty die to gain temporary hit points equal to the roll.
When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.
You regain all spent cruelty dice when you finish a long rest.
following circumstances, with the indicated result:
When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
When you score a critical hit, spend
Feats
mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature
chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
Classes
society, largely as a result of the wondrous ingenuity of artificers.
Creating an Artificer
To create an artificer, consult the following subsections, which give you hit points, proficiencies, and
cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm
Feats
weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee
Backgrounds
water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way
feats
damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to
Classes
(or finesse weapons). Your next-highest score should be Intelligence, if you plan to focus on the potency of blood curses and mystical power, or Constitution, if you want to have additional hit points