[{"data":1,"prerenderedAt":313},["ShallowReactive",2],{"page-\u002Fwiki\u002Fplaying-the-game\u002Fdamage-and-healing":3,"navigation-main":191},{"id":4,"title":5,"body":6,"description":183,"extension":184,"meta":185,"navigation":186,"path":187,"seo":188,"stem":189,"__hash__":190},"wiki\u002Fwiki\u002F3.playing-the-game\u002F10.damage-and-healing.md","Damage and Healing",{"type":7,"value":8,"toc":175},"minimark",[9,29,34,47,59,63,66,91,99,107,111,119,137,140,144,150,157],[10,11,12,13,18,19,23,24,28],"p",{},"An attack that hits, a spell that lands, a fall that ends — all of them arrive\nhere.\n",[14,15],"tooltip",{"label":16,"tooltip-key":17},"Hit Points","rules\u002Fhit-points"," measure how hard a\ncreature is to put down;\n",[14,20],{"label":21,"tooltip-key":22},"damage","rules\u002Fdamage"," takes them away and\n",[14,25],{"label":26,"tooltip-key":27},"healing","rules\u002Fhealing"," puts them back, and\nneither can push you past your maximum or below zero.",[30,31,33],"h2",{"id":32},"rolling-the-damage","Rolling the damage",[10,35,36,37,41,42,46],{},"A ",[14,38],{"label":39,"tooltip-key":40},"damage roll","rules\u002Fdamage-roll"," is dice plus\nwhatever modifiers apply, and it always carries a type from the list of\n",[14,43],{"label":44,"tooltip-key":45},"damage types","rules\u002Fdamage-types",". The type has no\nrules of its own — its whole job is to be the thing other rules look at.",[10,48,36,49,53,54,58],{},[14,50],{"label":51,"tooltip-key":52},"Critical Hit","rules\u002Fcritical-hit"," is a natural\n20 on the attack roll. It hits whatever the target's AC is, and it doubles the\n",[55,56,57],"em",{},"dice"," rather than the total: roll every damage die twice, add them together,\nthen add the modifiers once.",[30,60,62],{"id":61},"what-sits-between-the-roll-and-the-hit-points","What sits between the roll and the hit points",[10,64,65],{},"Three of them, and each applies only once to an instance of damage:",[67,68,69,77,84],"ul",{},[70,71,72,76],"li",{},[14,73],{"label":74,"tooltip-key":75},"Resistance","rules\u002Fresistance"," halves the damage,\nrounding down.",[70,78,79,83],{},[14,80],{"label":81,"tooltip-key":82},"Vulnerability","rules\u002Fvulnerability"," doubles it.",[70,85,86,90],{},[14,87],{"label":88,"tooltip-key":89},"Immunity","rules\u002Fimmunity"," means it does nothing\nat all.",[10,92,93,94,98],{},"A few tough creatures and objects also have a\n",[14,95],{"label":96,"tooltip-key":97},"damage threshold","rules\u002Fdamage-threshold",", which\nis all-or-nothing rather than proportional: anything below the number is\nshrugged off entirely, and anything that meets it lands in full.",[10,100,101,102,106],{},"Losing half your hit points makes you\n",[14,103],{"label":104,"tooltip-key":105},"Bloodied","rules\u002Fbloodied",". That is a description\nother rules can refer to, not a penalty in itself.",[30,108,110],{"id":109},"zero","Zero",[10,112,113,114,118],{},"At 0 hit points you drop, with the\n",[14,115],{"label":116,"tooltip-key":117},"Unconscious","rules\u002Funconscious-condition"," condition,\nand you start dying.",[10,120,121,122,126,127,131,132,136],{},"At the start of each of your turns you make a\n",[14,123],{"label":124,"tooltip-key":125},"Death Saving Throw","rules\u002Fdeath-saving-throw",": a\nbare d20 against DC 10, with no modifiers on it at all. Three successes and you\nare ",[14,128],{"label":129,"tooltip-key":130},"Stable","rules\u002Fstable"," — still unconscious,\nstill on 0, but no longer rolling. Three failures and you are\n",[14,133],{"label":134,"tooltip-key":135},"dead","rules\u002Fdead",". A natural 20 puts you back on\nyour feet with 1 hit point; a natural 1 counts as two failures. Regaining any\nhit points at all wipes the tally and ends it.",[10,138,139],{},"Damage taken while you are down is worse than damage taken standing up, which is\nwhy nothing about this is a stable position to be left in.",[30,141,143],{"id":142},"getting-it-back","Getting it back",[10,145,146,149],{},[14,147],{"label":148,"tooltip-key":27},"Healing"," of any kind restores hit\npoints up to your maximum and no further; the overflow is simply lost.",[10,151,152,156],{},[14,153],{"label":154,"tooltip-key":155},"Temporary Hit Points","rules\u002Ftemporary-hit-points"," are\nthe exception, because they are not hit points. They are a separate buffer\nthat damage eats first, they do not stack with another lot — you take the better\npool, not the sum — and healing never restores them.",[10,158,159,160,164,165,169,170,174],{},"Two rests do the ordinary work.\n",[14,161],{"label":162,"tooltip-key":163},"Hit Point Dice","rules\u002Fhit-point-dice"," are the pool\nyou spend on a ",[14,166],{"label":167,"tooltip-key":168},"Short Rest","rules\u002Fshort-rest"," to buy\nhit points back: roll one, add your Constitution modifier, and decide whether to\nspend another only after you have seen the result. A\n",[14,171],{"label":172,"tooltip-key":173},"Long Rest","rules\u002Flong-rest"," skips the arithmetic —\nit returns you to your hit point maximum outright and gives back every Hit Die\nyou spent getting there.",{"title":176,"searchDepth":177,"depth":177,"links":178},"",2,[179,180,181,182],{"id":32,"depth":177,"text":33},{"id":61,"depth":177,"text":62},{"id":109,"depth":177,"text":110},{"id":142,"depth":177,"text":143},"An attack that hits, a spell that lands, a fall that ends — all of them arrive\nhere.\n measure how hard a\ncreature is to put down;\n takes them away and\n puts them back, and\nneither can push you past your maximum or below 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