Temporary Hit Points (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Some effects confer temporary hit points (THP) to a creature. These aren't actual hit points; they're a buffer against damage.

When you have THP and take damage, your THP are lost first. Any leftover damage carries over to your normal hit points. If for example you have 5 THP and then take 7 damage, you lose all your THP, and then take 2 damage.

Because THP are separate from your actual hit points, they can exceed your hit point maximum. You can receive THP even while at your hit point maximum.

If you are at 0 hit points, receiving THP doesn't bring you back to consciousness, but they can still absorb damage and potentially prevent your death.

Any THP you have last until they're depleted, until you camp, or until the granting effect ends.

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