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Temp HP - a hidden nerf to druids and others
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<blockquote data-quote="ezo" data-source="post: 9469032" data-attributes="member: 7037866"><p>I'm confused. They seem to work exactly as the did in 2014 (or its errata anyway). Temporary hit points have never "stacked". If you current have a source of temporary hp, and a new source can be applied, you choose with of the two sources of temporary hit points you want--your current or the new.</p><p></p><p>It has always been this way AFAIK. As I understand it, the only nerf to temp HP is some sources have them vanish prior to finishing a long rest...?</p><p></p><p>Given your example of a cleric with <em>inspiring leader</em> and a barbarian of the world tree. After finishing a rest, the PCs benefit the 8 temp HP (Cleric level 4 + 4 ability modifier). Later, the barbarian (level 4) rages, and must choose to have 4 hp from his rage or keep the 8 from the cleric's inspiring leader. He keeps the 8 temp hp obviously.</p><p></p><p>On the next turn of the barbarian who raged, chooses to give the fighter the temp HP from <em>life-giving force</em>, equal to 2d6 temp hp. The fighter was hit and so currently only has 4 temp hp remaining from gained by the <em>inspiring leader</em>. Judging 2d6 will likely yield better than 4, the player accepts the temp Hp granted by the barbarian. The lucky player rolls only 12, so his temp HP goes from 4 to 12.</p><p></p><p>The battle ends without the fighter being hit again, and because the <em>life-giving force</em> specifies it ends when the barbarian's rage ends, the fighter loses the 12 temp HP immediately.</p><p></p><p>Meanwhile, the barbarian (who kept the 8 temp HP from inspiring leader) was never hurt, so still has 8 and will keep them until he finishes a long rest.</p></blockquote><p></p>
[QUOTE="ezo, post: 9469032, member: 7037866"] I'm confused. They seem to work exactly as the did in 2014 (or its errata anyway). Temporary hit points have never "stacked". If you current have a source of temporary hp, and a new source can be applied, you choose with of the two sources of temporary hit points you want--your current or the new. It has always been this way AFAIK. As I understand it, the only nerf to temp HP is some sources have them vanish prior to finishing a long rest...? Given your example of a cleric with [I]inspiring leader[/I] and a barbarian of the world tree. After finishing a rest, the PCs benefit the 8 temp HP (Cleric level 4 + 4 ability modifier). Later, the barbarian (level 4) rages, and must choose to have 4 hp from his rage or keep the 8 from the cleric's inspiring leader. He keeps the 8 temp hp obviously. On the next turn of the barbarian who raged, chooses to give the fighter the temp HP from [I]life-giving force[/I], equal to 2d6 temp hp. The fighter was hit and so currently only has 4 temp hp remaining from gained by the [I]inspiring leader[/I]. Judging 2d6 will likely yield better than 4, the player accepts the temp Hp granted by the barbarian. The lucky player rolls only 12, so his temp HP goes from 4 to 12. The battle ends without the fighter being hit again, and because the [I]life-giving force[/I] specifies it ends when the barbarian's rage ends, the fighter loses the 12 temp HP immediately. Meanwhile, the barbarian (who kept the 8 temp HP from inspiring leader) was never hurt, so still has 8 and will keep them until he finishes a long rest. [/QUOTE]
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