D&D (2024) Polymorph temp hp remain

ECMO3

Legend
I doubt anyone is going to seriously entertain Polymorph as: "One 7th-level creature you can see within 60' gains 157 temporary hit points." I can see exactly zero DMs allowing that, but that is the literal result of this interpretation.

I would be fine with it.
 

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Ancalagon

Dusty Dragon
Even if you end concentration the polymorph temp hp stay up for the day. There’s no clause in the spell indicating they end early.

So one could give a level 7 pc 157 temp hp (by transforming into a giant ape) and then immediately drop concentration so class abilities can be used, along with much higher ac.
Now combo this with Armor of Agathys...
 

ezo

Get off my lawn!
7th level wizard with 44 hp or so suddenly gets 157 temp HP for the day?

Yeah, no need to help me, fellas, I'm pretty set. Sure, it cost me my only 4th level slot, but let me get in a short rest and I have it back. ;)

:D
 


Lanefan

Victoria Rules
7th level wizard with 44 hp or so suddenly gets 157 temp HP for the day?

Yeah, no need to help me, fellas, I'm pretty set. Sure, it cost me my only 4th level slot, but let me get in a short rest and I have it back. ;)

:D
Which means you can cast it again and get another 157... :)
 

Then elaborate on why…
Restoring hit points does not have a duration. Temp HP has a duration - they last until depleted or you finish a long rest - unless a more specific rule gives it another duration.

The healing from Aura of Vitality (duration 1 minute) does not disappear when the spell ends, since healing does not have a duration to be overridden by the duration of the spell.

The temp HP from Heroism (duration 1 minute) does disappear when the spell ends, since temp HP has a duration and that is shortened to the duration of the spell, since specific trumps general.

The temp HP from False Life lasts until depleted or you finish a long rest, since nothing in the spell overrides the default duration of temp HP.
 

Dausuul

Legend
But again, just more "stuff" and likely much of it practically useless (like the Lion's roar action...). Also, not a fan of the "rend" actions replacing different type of attacks which should do different damage.
Rend would be fine if they got rid of the distinction between slashing, bludgeoning, and piercing damage. I mean, how often does it even come up*?

If you're going to streamline a system (which I generally favor), don't stop halfway.

*Unless you're playing BG3, in which bludgeoning damage is dramatically better than the other two.
 
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FrogReaver

As long as i get to be the frog
Restoring hit points does not have a duration. Temp HP has a duration - they last until depleted or you finish a long rest - unless a more specific rule gives it another duration.
The healing from Aura of Vitality (duration 1 minute) does not disappear when the spell ends, since healing does not have a duration to be overridden by the duration of the spell.
Healed hp last until depleted. That is technically a duration.
The temp HP from Heroism (duration 1 minute) does disappear when the spell ends, since temp HP has a duration and that is shortened to the duration of the spell, since specific trumps general.
Heroism is a good example. It says ‘you gain temporary hp equal to your spell casting modifier at the start of each of its turns’.

The ongoing spell effect for heroism is clearly not the temp hp, it’s the gaining of temp hp each turn. Ending concentration on heroism will not remove the temp hp it’s given you. It explicitly removed them in 2014 for what that’s worth despite having the same concentration language.
The temp HP from False Life lasts until depleted or you finish a long rest, since nothing in the spell overrides the default duration of temp HP.
Nothing in any of the spells override the duration of the temp hp. The problem is trying to treat temp hp as an ongoing spell effect when it’s an instantaneous spell effect, like healing or damage.
 
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Healed hp last until depleted. That is technically a duration.
That is not a duration.

The ongoing spell effect for heroism is clearly not the temp hp, it’s the gaining of temp hp each turn. Ending concentration on heroism will not remove the temp hp it’s given you. It explicitly removed them in 2014 for what that’s worth despite having the same concentration language.
Everything a spell does is its effect. Everything which has a duration that a spell does ends when the spell's duration ends.
 

FrogReaver

As long as i get to be the frog
Since false life was brought up let’s focus on it a moment. It’s no longer a duration spell as it was in 2014. It’s instantaneous. You can’t even dispel those temp hp now :)
 

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