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View Full Version : Optimization just a flesh wound. a list of ways you can gain temporary hit points.



stoutstien
2019-04-11, 03:15 PM
basic rules of temporary hit points or THP.
Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. so if you take damage to THP you would still need to make concentration check and so on.

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points.

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. Important to note you cannot 'heal' THP with a new source of it. you take the new or keep to old source.

If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until you finish a long rest.

gold are sources of THP that stand out as easy, constant, and large enough to be an impact for the whole game.



Lv 1 spells
Armor of agaths/warlock and conquest paladin/ 1 hour/ grants 5 THP and 5 cold damage to anyone who hits you with a melee attack as long as you have THP from this source. Up cast increases both values by 5. A favorite for masochists and those who really don’t like being hit.

False life/ sorcerer, wizard, death and grave cleric/ 1 hour/ grants 1d4+4 THP. Up cast grants 5 more THP per lv. Wizards can cast this before a short rest and use arcane recovery to recharge the slot but the short duration makes it hard to work with. The best part of this spell is the M component.

Heroism/ bard, paladin and order domain cleric/ concentration up to a minute/ THP equal to casters spell casting modifier the start of each of the targets turn and fear immunity. Up cast adds additional targets but with a range of touch I guess you just rub against everyone at once.

Lv 2 spells
**Aid/cleric and paladin/ 8 hours/ grants 3 targets 5 hp and and increase max hp by same amount. Up cast adds 5 more to each value. This is one of only two spells that stack with THP.

Lv 4 spells
Guardian of nature/druid and rangers/ concentration up to a minute/ great tree grants 10 THP. If you are using this spell you will be looking at literally every other part of this spell than the THP.

Lv 6 spells
Heroes’ feast/ cleric and druid/ 10 minutes casting (1000g gem witch it consumes)/ spend an hour eating this and up to 12 creatures get a list of buffs including 2D10 increase to max HP. This stacks with THP and Aid.

Tenser's transformation/wizard/ concentration up to 10 minute/ action to turn into a magic hulk and gain 50 THP.

Lv 9 spells
Mass polymorph/ sorcerer, wizard, and bard/ concentration up to an hour/ the hp of the new forms are THP so they cannot be healed by normal means. Still a great spell when need the party to turn into a bunch of giant apes or what not.



Barbarian

Battlerager/ lv 6 reckless abandon/ while raging, if you use reckless attack you get THP equal to your Con modifier. They don’t even let you keep them after the rage ends. This is a bad source from a bad subclass.
Storm herald/ lv3+ storm aura/ while raging, as a bonus action you can grant 2 thp to every target with in 10 feet of you. Increase to 3 at 5th, 4 at 10th, 5 at 15th, and 6 at 20th level. No duration so they will last until end of next long rest. Starts strong but scales badly.

Bard
Glamour/ lv3+ mantle of inspiration/ spend a bonus action and a bard inspiration die and give a number of targets up to your cha modifier who can see you within 60 ft 5 THP and a reaction to move up movement speed without provoking AOO. Increase THP to 8 at 5th, 11 at 10th, and 14 at 15th level. Once bard inspiration dice come back on a short rest this becomes one of the best ways to grant the party a solid amount of THP for very little cost.

Druid

Dream/ lv 2+ balm of summer court/ bonus action to spend any number of 1d6 you have to heal a target within 120 ft and grant 1 THP per die. One die per druid lv means theoretically you could drop a pile of dice and get a solid THP amount but it is hard to also be constant with D6s. long rest recharge heal is good but the THP are kinda meh.

Shepherd/ lv 2+ spirt totem/ once a short rest, as a bonus action, you drop a 30 ft radius bear totem that grants 5+ druid lv THP. This could be the biggest single action source of THP in the game. Use right after you use a summon X spell to really stack them up.

Spore/ lv 2+ symbiotic entity/ use a wild shape charge to grant 5 THP per druid lv. You much maintain there THP to get the bonus spore damage and extra poison on melee weapon hits. Good luck. Good flavor tho.

fighter
samurai/ lv 3+ fighting spirit/ as a bonus action you gain 5 thp and advantage on attacks for that turn. Increase THP by 5 at 10th and 15th lv.
Monk
Way of the long death/ lv 3+ touch of death/ when you reduce a target to 0 within 5 ft you gain THP equal to monk lv+ Wis modifier. Solid if your table likes lots of low hp targets.

Warlock
Celestial/lv 10 celestial resistance/ every time you end a s/l rest you gain THP equal to warlock lv+ cha modifier and up to 5 others get ½ warlock lv + cha modifier. Comes online late but hard to argue against its impact.

Fiend/ lv 1 dark one’s blessing/ if you reduce a hostile target to 0 you get THP equal to cha mod+ warlock lv. Note there isn’t a range or per turn limit here. If you are the party blaster this gets better when you start dropping AOEs

Invocations
Fiendish vigor- false life at lv 1 at will. At low lvs this could be a huge boost is survivability. Falls off as you lv up.

Tomb of levistus- lv 5/ as a reaction you freeze into a block of ice at the end of your next turn. You gain 10 THP per warlock lv and they disappear with the ice. this recharges on a S/L rest. Depending when your next turn is when you use ice block, this can be a solid oh crap button but not a source of THP.

Feats
inspiring leader/ Prereq Cha 13/ 10 minutes inspiring your companions, up to six friendly creatures (include yourself) within 30 feet of you can can see or hear you and can understand you. Each creature gains temporary hit point equal to your level + your Cha modifier. usable once a S/L rest. this is the best no frill way to get constant THP for the party

Magic items

Potion of heroism/rare/ gain 10 THP and bless for an hour

Life stealing sword/rare/ attunement/ on a 20 attack roll you do 10 extra necrotic damage and get 10 THP.

Blackrazor/ legendary/ attunement non lawful/ massively powerful weapon as long as you feed it souls. Every living creature you kill with it grants THP equal to that creatures total HP. Don't hit undead with him or you may loose your soul.




lizardfolk/ hungry jaw/ as a bonus action you can attempt a bite attack at 1d6+str mod and you gain THP equal to your Con modifier. recharge on a S/L rest.

shifters/shifting/ as a bonus action you can shift which last one minute and you gain THP equal to level+ con modifier. beasthide subrace gains an extra 1d6. by the wording you keep the THP after the shift timer runs out. recharge on S/L rest.


arcane ward- will add later

stoutstien
2019-04-11, 03:40 PM
Save for tactics

Grod_The_Giant
2019-04-11, 04:04 PM
I wouldn't be so dismissive of Reckless Abandon-- I'd argue that it's the best part of the subclasses. Sure, it's only 3-5 thp that vanish at the end of your rage... but it's every turn. And you're a Barbarian; you're going to be smacked pretty much every round, so it's not really wasted, and it's effectively doubled by your weapon damage resistance. If you figure +4 Con and a 4-round combat, that's 32 damage effectively ignored. That's damn solid.

stoutstien
2019-04-11, 04:08 PM
I wouldn't be so dismissive of Reckless Abandon-- I'd argue that it's the best part of the subclasses. Sure, it's only 3-5 thp that vanish at the end of your rage... but it's every turn. And you're a Barbarian; you're going to be smacked pretty much every round, so it's not really wasted, and it's effectively doubled by your weapon damage resistance. If you figure +4 Con and a 4-round combat, that's 32 damage effectively ignored. That's damn solid.
It is probably the best part of the worse Barbarian sub class. Outside of making a grappler it doesn't offer much. I probably to harsh on it because I had high hopes for the sub class

NOMster
2019-04-12, 06:32 AM
Will you be adding races as well?

stoutstien
2019-04-12, 08:29 AM
Will you be adding races as well?
I will be adding an races when I finish magic items.

JackPhoenix
2019-04-12, 08:44 AM
Note: Mass Polymorph can't turn your party into dragons. 157 THP from giant apes is still solid.

stoutstien
2019-04-12, 09:39 AM
Note: Mass Polymorph can't turn your party into dragons. 157 THP from giant apes is still solid.
Ok young dragons 😁

JNAProductions
2019-04-12, 09:40 AM
Ok young dragons 😁

AFB, but pretty sure you're limited to Beasts.

Zirconia
2019-04-12, 09:53 AM
I didn't see Wizard, School of Abjuration Arcane Tradition, get THPs for casting Abjuration spells from Arcane Ward. Especially nice since you can cast 1st level Alarm as a ritual and recharge them without spending slots, if you have time. Also commonly cast spells like Shield will recharge it, and at 6th level you can even pass it to teammates as a reaction, to keep your Cleric from failing a concentration check for example.

stoutstien
2019-04-12, 09:55 AM
AFB, but pretty sure you're limited to Beasts.
It does say beast. So I guess giant apes are the winner

stoutstien
2019-04-12, 09:57 AM
I didn't see Wizard, School of Abjuration Arcane Tradition, get THPs for casting Abjuration spells from Arcane Ward. Especially nice since you can cast 1st level Alarm as a ritual and recharge them without spending slots, if you have time. Also commonly cast spells like Shield will recharge it, and at 6th level you can even pass it to teammates as a reaction, to keep your Cleric from failing a concentration check for example.
Arcane Ward isnt THP. I'm working on the section covering it.