D&D 5E (2024) How Many HP Should 5E 2024 Minions Have


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I like the way minions are handled in "Flee Mortals!" (Any successful hit will kill one; if you go over the damage threshold, you can kill another one.)
The damage threshold of a minion at 11th level is 18.
Yeah, I was trying to avoid any convoluted rules but wanted to avoid 1 HP wonkiness.

As to "cleave" I think my main fighter PC relies on that a lot using Weapon Masteries and I don't want to obviate it by giving it away free to everyone.
 

1 hp. Otherwise, you're gonna have a ton of unnecessary tracking to do.

The whole point of minions is that they're one hit kills.

I wouldn't worry too much about hp-dependent effects. Just throw in another wave of minions.
 

I really like this idea. Have you used it in play? If so, how did it work in practice?

Yeah, I used it when the PCs were defending the town from a Hill Giant and his "army." Hill giant and a few lieutenants had regular HP, but all the mooks were minions.

Tried this out because I wanted the minions to go down fast but still be a bit random. And also because that way I didn't have to keep track of their HP at all. Worked great, definitely will use again under those kind of conditions.
 

1 hp. Otherwise, you're gonna have a ton of unnecessary tracking to do.
As I mentioned in the OP, this is not a concern because I am using Fantasy Grounds.
The whole point of minions is that they're one hit kills.
Is it? I mean, usually, yes, but more importantly they are there to a) harry the PCs, and b) make the PCs feel awesome.
I wouldn't worry too much about hp-dependent effects. Just throw in another wave of minions.
In this case, minions can't just appear out of thin air.
 

As I mentioned in the OP, this is not a concern because I am using Fantasy Grounds.
Fair enough!
Is it? I mean, usually, yes, but more importantly they are there to a) harry the PCs, and b) make the PCs feel awesome.
I think it is. Minions are simpler than standard monsters, are designed to eliminate the need to track much, and are satisfying to mow down in large numbers.

IMHO, anything with more than 1 hp is not really a minion. YMMV, obviously.

In this case, minions can't just appear out of thin air.
Is there a nearby location they can enter from or something? Is there a way they could be just off-screen?
 

My minion approach is to give them a pool of communal hit points. So 20 soldiers for an 11th level party might have 300 hit points (15 HP per soldier). Whenever an attack lowers the communal pool by 15, that soldier goes down. But it requires a successful attack to actually make the soldier drop. An crit on a soldier doesn't make an unrelated soldier drop elsewhere.

I also have them make a communal save against area effects, and damage from AoE stacks. If 5 soldiers take 25 damage from fireball, the communal pool takes 125 damage. It makes minions very vulnerable to AoEs, which seems appropriate.
 

My minion approach is to give them a pool of communal hit points. So 20 soldiers for an 11th level party might have 300 hit points (15 HP per soldier). Whenever an attack lowers the communal pool by 15, that soldier goes down. But it requires a successful attack to actually make the soldier drop. An crit on a soldier doesn't make an unrelated soldier drop elsewhere.

I also have them make a communal save against area effects, and damage from AoE stacks. If 5 soldiers take 25 damage from fireball, the communal pool takes 125 damage. It makes minions very vulnerable to AoEs, which seems appropriate.

This is more or less where Draw Steel! landed as well. Any hit over the individual reduces the pool and you figure out how many more die (within boundaries of area). This reduces the need to calculate partial HP per minion, and makes figuring out how many extra you get to cleave simple.
 

My kids would say 6 or 7, but maybe 15 (equivalent of a CR 1/4 creature). Low enough many 11th level character basic attacks will 1-shot them (e.g. an average 3d10 cantrip) but with a chance an erratic low-damage roll might leave one alive. Provides chance. If you don't want chance, then simply 4E minion style (1 HP) will do.
I like this, because if it's 1 hp per creature area of effect spells become nuclear weapons
 

This is more or less where Draw Steel! landed as well. Any hit over the individual reduces the pool and you figure out how many more die (within boundaries of area). This reduces the need to calculate partial HP per minion, and makes figuring out how many extra you get to cleave simple.
My house rule is slightly different (I think, I haven't read Draw Steel!) in that killing all the minions requires both a successful attack on each minion and the depletion of the entire communal pool.
 

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