temp hit points Barb vs fighter, allowed?

Post/Author/DateTimePost
#1

Durwan

Aug 05, 2014 15:24:10

Hello.

So iv read the section "temporary hit points" on page 76 in the basic rules, but I wanted to double check one thing.

The section talkes about extra hit points you add on top of your normal base, and that they are lost first. The barb is a perfect example with the extra hit points it get from rage.

But what about the new fighter ability "second wind". This is not an extra on top HP, its rather an last chance when you are down on your health and the day has to be saved.(nearly a short time heal) So I dont think this aplies to the "temp hit points"?

 

The reason Im asking this is ofcource multiclassing barb and fighter. I could see the barb having a great use for the extra hp if everything went bad. It wouldent be used alot, but it would grant the melee fighter a great span of Hp from the normal, the +rage and finaly the low end last chance second wind of the fighter.

The rule states that you cannot have 2  temp points added together and have to choose. But would you say you can have both as long as they are not at the same time?

Example:

Slayer the barb/fighter has 15HP, he rages to 20, but gets attacked and looses 17. So he is now at 3 with the earlier temporary barb points lost. Can he then use second wind and come back into the fight??
 

 

Feel free to coment and come with your view

 

#2

Plaguescarred1

Aug 05, 2014 17:53:32

Temporary hit points are a not real HP and are thus tracked seperatly. Second Wind doesn't grant THP but real HPs, so it will always reimplish your pool of real HP and not your THP one.

 

So in your exemple the Barbarian/Fighter having (HP/THP)  15/20, that get hit for 17 dmg and would be now be 15/3 then use Second Wind to regain 1d10+level HP (say 7) would be now at 22/7 (this presume 15 was not his max HP otherwise the healing from Second Wind will have no effect since you can't go higher than your max HP.

 

 

#3

alienux

Aug 05, 2014 18:24:29

Durwan wrote:
#4

2Chlorobutanal

Aug 05, 2014 18:45:15

I think it is easier and more correct to never add temporary hp to your real hp.

 

I always track them separately.

 

In your example, the Barbarian/Fighter has 15 hp + 5 temporary hp.  He does not have 20 hp.

 

The temporary hp are always lost first, they are like shields/absorbs in MMOs such as WoW.  They don't actually give any hp, though.

 

Let's say the character has a maximum hp of 15.  He can have any number of temporary hp:  5, 15, 500.  His maximum hp value doesn't matter.

 

So, a Barbarian/Fighter with 15 hp + 5 temp hp gets hit for 17 damage.  He loses the 5 temp hp, then he loses 12 hp.  He has 3 hp left.

 

Now, he can use second wind to get back up to his maximum 15 hp.  It's just normal healing.  He could also spend Hit Dice during a rest or recieve a cure wounds spell or drink a Potion of Healing.

#5

Archon007

Aug 07, 2014 19:46:32

2Chlorobutanal wrote: