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

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But, normally, when I use minions, I just use regular 4e minion rules but in 5e. Basically the monster is the same (so a threat) but has 1hp so dies fast (though never on a miss effect).

I've also used swarm/mob mechanics as some above have suggested - but that doesn't seem as fitting as the regular minion mechanic for your scenario.
I've always wanted to try above, with those that save versus i.e. fireball live, those that fail die. In other words the save determines the "hit" or not.
 

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I don't give them hit points at all. Well, not really.

In my game, there are two kinds of minions: Lesser and Greater. Lesser minions are dispatched the first time they take damage, and Greater minions are dispatched the second time they take damage. The amount of damage can be any number greater than zero.

Minions in my game are almost always summoned creatures. Not sure if that matters, but I felt like sharing.
 

I don't give them hit points at all. Well, not really.

In my game, there are two kinds of minions: Lesser and Greater. Lesser minions are dispatched the first time they take damage, and Greater minions are dispatched the second time they take damage. The amount of damage can be any number greater than zero.

Minions in my game are almost always summoned creatures. Not sure if that matters, but I felt like sharing.
🤛 I like using Two Shot Sandys.
 




I think zombies have the perfect minion ability, we just need to put it on a 1 hp monster. Now we have to combine it with orc relentless endurance and make it a short rest power.

If you hit them, they make a con save vs damage dealt. Depending on the creature you add a number.

An easy minion (CR 1/8) saves against 15+damage dealt. A medium minon (CR 1/4) vs 10 + damage dealt. A strong minion (CR 1/2) vs 5+damage dealt.

That way you don't have to track hp, but they sometimes die instantly and sometimes they need 2 hits.
 

i think 2-hit minions are probably a good toughness but with the previously mentioned all-or-nothing minion rules hit detection on them rather than trying to find the right number of specific hitpoints.
 

If you hit them, they make a con save vs damage dealt. Depending on the creature you add a number.

This does add another roll for minions though. One reason minions have only 1 health originally is to make them as fast and simple to handle as possible.

With this rule you need a damage roll + another roll. (+ anothet stat on minions). In a vtt its easier but even there you need to have and show these rolls such that players can understand whats happening


i think 2-hit minions are probably a good toughness but with the previously mentioned all-or-nothing minion rules hit detection on them rather than trying to find the right number of specific hitpoints.

This can work well especially since it can really easily be tracked with 2 sided tokens. (Or minion images getting red on vtt).
 

For level 11 PCs, I’d give your CR3-4 minions around 6–10 HP. That way, a normal attack will usually take one down, but a low damage roll won’t insta-kill them. It keeps the combat feeling fast and heroic without completely trivializing the encounter.
 

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