0:00
D andd content creators especially
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character optimizers noticed pretty
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quickly in the 2024 rules that spells
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are very very vague about how temporary
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hit points work now the kind of abuse
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case that folks have noticed is you can
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cast polymorph get like a 100 plus
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temporary hit points and then let the
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spell end and keep those temporary hit
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points but I'm not sure if we have that
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rule right the rule for temporary hit
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points in the 2024 rules is that they
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last until you complete your next long
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rest unless they have a specified
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expiration time so like if you have an
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ability that gives you temporary hit
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points for one minute they end at the
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end of one minute otherwise they'll last
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until you complete your next long rest
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where things get complicated is the
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rules for durations on spells spells
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last until their duration expires which
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means presumably that all of the effects
0:55
of those spells end when the spell does
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so if you cast polymor
1:00
when polymorph ends your temporary hit
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points should probably go away and I do
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believe that is the intent of the rule
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but where things get complicated
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is spells like false life spells with an
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instantaneous duration instantaneous
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spells they do something immediately and
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there are no lingering effect false life
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has an instantaneous duration which
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means it creates temporary hit points
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since those temporary hit points don't
1:29
have a a wisted duration they expire at
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the end of your next long restr there
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hasn't been any clarification from
1:37
Wizards of the Coast on like how are we
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supposed to handle this are we supposed
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to use the general rule for temporary
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hit points are we supposed to use the
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general rule for spellcasting durations
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because the two do seem to conflict I
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believe the intent is that spells
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provide their temporary hit points until
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their duration expires unless the spell
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is instantaneous like FAL life in which
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case you default to the normal rule but
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the rules as written sure as clear as