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	<title>5e24:Damage and Healing - Revision history</title>
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	<updated>2026-08-04T06:14:45Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.rlyehable.com/index.php?title=5e24:Damage_and_Healing&amp;diff=24445&amp;oldid=prev</id>
		<title>Rlyehable: Created page with &quot;&lt;div class=&quot;grid-container-std&quot;&gt; &lt;div class=&quot;bctop&quot;&gt;{{backto|{{5e24|SRD 5.2}}}}&lt;/div&gt; &lt;div class=&quot;notice&quot;&gt;&lt;/div&gt; &lt;div class=&quot;badge&quot;&gt;{{5e24srd}}&lt;/div&gt; &lt;div class=&quot;gi-main&quot;&gt;{{tocright}} ==Damage and Healing== &lt;ref name=&quot;srd52.16&quot;&gt;{{pub|SRD 5.2}} p.16&lt;/ref&gt; Injury and death are frequent threats, as detailed in the following rules.   ===Hit Points=== {{:Damage and Healing (5e24)/Hit Points}}   &lt;div style=&quot;display:block; border:solid 1px gainsboro; border-radius:0.5em; margin...&quot;</title>
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		<updated>2026-03-25T14:59:21Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;div class=&amp;quot;grid-container-std&amp;quot;&amp;gt; &amp;lt;div class=&amp;quot;bctop&amp;quot;&amp;gt;{{backto|{{5e24|SRD 5.2}}}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;notice&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;badge&amp;quot;&amp;gt;{{5e24srd}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;gi-main&amp;quot;&amp;gt;{{tocright}} ==Damage and Healing== &amp;lt;ref name=&amp;quot;srd52.16&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.16&amp;lt;/ref&amp;gt; Injury and death are frequent threats, as detailed in the following rules.   ===Hit Points=== {{:Damage and Healing (5e24)/Hit Points}}   &amp;lt;div style=&amp;quot;display:block; border:solid 1px gainsboro; border-radius:0.5em; margin...&amp;quot;&lt;/p&gt;
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&amp;lt;div class=&amp;quot;gi-main&amp;quot;&amp;gt;{{tocright}}&lt;br /&gt;
==Damage and Healing==&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.16&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.16&amp;lt;/ref&amp;gt; Injury and death are frequent threats, as detailed in the following rules. &lt;br /&gt;
&lt;br /&gt;
===Hit Points===&lt;br /&gt;
{{:Damage and Healing (5e24)/Hit Points}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; border:solid 1px gainsboro; border-radius:0.5em; margin:0.5em; padding:0.5em; background:azure; font-size:9pt;&amp;quot;&amp;gt;&lt;br /&gt;
====Resting====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.16&amp;quot; /&amp;gt; Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for {{5e24 Rest}}&amp;lt;!--Short and Long Rests--&amp;gt;s.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Rolls===&lt;br /&gt;
{{5e24:Damage and Healing/Damage Roll}}&lt;br /&gt;
&lt;br /&gt;
===Critical Hits===&lt;br /&gt;
{{5e24:Damage and Healing/Critical Hit}}&lt;br /&gt;
&lt;br /&gt;
===Saving Throws and Damage===&lt;br /&gt;
{{5e24:Damage and Healing/Saving Throw}} &lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.16.17&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.16-17&amp;lt;/ref&amp;gt; Each instance of damage has a type, like {{5e24|Fire}} or {{5e24|}}Slashing. {{5e24|Damage Type}}s&amp;lt;!--Damage types are listed in “Rules Glossary” and--&amp;gt; have no rules of their own, but other rules, such as {{5e24|Resistance}}, rely on damage types. &lt;br /&gt;
&lt;br /&gt;
===Resistance and Vulnerability===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.17&amp;lt;/ref&amp;gt; Some {{5e24lc|Creature}}s and {{5e24lc|Object}}s have {{5e24|Resistance}} or {{5e24|Vulnerability}} to certain {{5e24lc|Damage Type}}s. If you have Resistance to a damage type, damage of that type is {{5e24|Half|halved}} against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you. For example, if you have Resistance to {{5e24|Cold}} damage, such damage is halved against you, and if you have Vulnerability to {{5e24|Fire}}{{ damage, such damage is doubled against you. &lt;br /&gt;
&lt;br /&gt;
====No Stacking====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you. &lt;br /&gt;
&lt;br /&gt;
====Order of Application====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; Modifiers to {{5e24lc|Damage}} are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; {{5e24|Resistance}} is applied second; and {{5e24|Vulnerability}} is applied third. &lt;br /&gt;
&lt;br /&gt;
For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it’s within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature’s Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22). &lt;br /&gt;
&lt;br /&gt;
===Immunity===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; Some {{5e24lc|Creature}}s and {{5e24lc|Object}}s have Immunity to certain {{5e24lc|Damage Type}}s and {{5e24|Condition}}s. Immunity to a damage type means you don’t take damage of that type, and Immunity to a condition means you aren’t affected by it. &lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; {{5e24|Hit Point}}s can be restored by magic, such as the {{5e24spell|Cure Wounds}} {{5e24lc|Spell}} or a {{5e24|Potion of Healing}}, or by a {{5e24 Rest}}&amp;lt;!--Short or Long Rest (see “Rules Glossary”)--&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can’t exceed your {{5e24|Hit Point Maximum}}, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8. &lt;br /&gt;
&lt;br /&gt;
===Dropping to 0 Hit Points===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; When a {{5e24lc|Creature}} drops to 0 {{5e24|Hit Point}}s, it either dies outright or falls {{5e24lc|Unconscious}}, as explained below. &lt;br /&gt;
&lt;br /&gt;
====Instant Death====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; Here are the main ways a creature can {{5e24|Death|die}}} instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Monster Death.&amp;#039;&amp;#039;&amp;#039; A {{5e24lc|Monster}} dies the instant it drops to 0 Hit Points, although a {{5e24|Game Master}} can ignore this rule for an individual monster and treat it like a {{5e24lc|Character}}. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hit Point Maximum of 0.&amp;#039;&amp;#039;&amp;#039; A creature dies if its {{5e24|Hit Point Maximum}} reaches 0. Certain effects drain life energy, reducing a creature’s Hit Point maximum. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Massive Damage.&amp;#039;&amp;#039;&amp;#039; When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum. &lt;br /&gt;
&lt;br /&gt;
====Character Demise====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; If your character {{5e24|Dead|dies}}, others might find a magical way to revive your {{5e24lc|Character}}, such as with the {{5e24spell|Raise Dead}} {{5e24lc|Spell}}. Or talk with the {{5e24|GM}} about making a new character to join the group.&amp;lt;!-- “Rules Glossary” has more information on being dead.--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; border:solid 1px gainsboro; border-radius:0.5em; max-width:30svw; margin-left:0.5em; padding:0.5em; background:azure; font-size:9pt.&amp;quot;&amp;gt;&lt;br /&gt;
====Knocking Out a Creature====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; When you would reduce a {{5e24lc|Creature}} to 0 {{5e24|Hit Point}}s with a {{5e24lc|Melee Attack}}, you can instead reduce the creature to 1 Hit Point and give it the {{5e24|Unconscious}} condition. It then starts a {{5e24|Short Rest}}, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an {{5e24lc|Action}} to administer first aid to it, making a successful {{5e24|DC}} 10 {{5e24|Wisdom}} ({{5e24|Medicine}}) {{5e24lc|Check}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====Falling Unconscious====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17&amp;quot; /&amp;gt; If you reach 0 {{5e24|Hit Point}}s and don’t {{5e24|Instant Death|die instantly}}, you have the {{5e24|Unconscious}} condition&amp;lt;!-- (see “Rules Glossary”)--&amp;gt; until you regain any Hit Points, and you now face making {{iplink|Death Saving Throws}} (see below). &lt;br /&gt;
&lt;br /&gt;
====Death Saving Throws====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.17.18&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.17-18&amp;lt;/ref&amp;gt; Whenever you start your {{5e24lc|Turn}} with 0 {{5e24|Hit Point}}s, you must make a Death Saving Throw to determine whether you creep closer to {{5e24|Dead|death}} or hang on to life. Unlike other {{5e24lc|Saving Throw}}s, this one isn’t tied to an {{5e24lc|Ability Score}}. You’re in the hands of fate now. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Three Successes/Failures.&amp;#039;&amp;#039;&amp;#039; Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become {{5e24|Stable}} (see “{{iplink|Stabilizing a Character}}” below). On your third failure, you {{5e24|Dead|die}}. &lt;br /&gt;
&lt;br /&gt;
The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any {{5e24|Hit Point}}s or become {{5e24|Stable}}.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rolling a 1 or 20.&amp;#039;&amp;#039;&amp;#039; When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 {{5e24|Hit Point}}. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Damage at 0 Hit Points.&amp;#039;&amp;#039;&amp;#039; If you take any {{5e24lc|Damage}} while you have 0 {{5e24|Hit Point}}s, you suffer a {{5e24|Death Saving Throw}} failure. If the damage is from a {{5e24|Critical Hit}}, you suffer two failures instead. If the damage equals or exceeds your {{5e24|Hit Point Maximum}}, you {{5e24|Dead|die}}. &lt;br /&gt;
&lt;br /&gt;
====Stabilizing a Character==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.18&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.18&amp;lt;/ref&amp;gt; You can take the {{5e24|Help}} {{5e24lc|Action}} to try to stabilize a {{5e24lc|Creature}} with 0 {{5e24|Hit Point}}s, which requires a successful {{5e24|DC}} 10 {{5e24|Wisdom}} ({{5e24|Medicine}}) {{5e24lc|Check}}. &lt;br /&gt;
&lt;br /&gt;
A {{5e24|Stable}} creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the {{5e24|Unconscious}} condition. If the creature takes damage, it stops being Stable and starts making {{5e24|Death Saving Throw}}s again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.&lt;br /&gt;
&lt;br /&gt;
===Temporary Hit Points===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.18&amp;quot; /&amp;gt; Some {{5e24lc|Spell}}s and other effects confer {{5e24|Temporary Hit Point}}s, which are a buffer against losing actual Hit Points, as explained below. &lt;br /&gt;
&lt;br /&gt;
====Lose Temporary Hit Points First====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.18&amp;quot; /&amp;gt; If you have {{5e24|Temporary Hit Point}}s and take {{5e24lc|Damage}}, those points are lost first, and any leftover damage carries over to your {{5e24|Hit Point}}s. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those points and then lose 2 Hit Points. &lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.18&amp;quot; /&amp;gt; {{5e24|Temporary Hit Point}}s last until they’re depleted or you finish a {{5e24|Long Rest}}&amp;lt;!-- (see “Rules Glossary”)--&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
====They Don’t Stack====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.18&amp;quot; /&amp;gt; {{5e24|Temporary Hit Point}}s 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. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22. &lt;br /&gt;
&lt;br /&gt;
====They’re Not Hit Points or Healing====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.18&amp;quot; /&amp;gt; {{5e24|Temporary Hit Point}}s can’t be added to your {{5e24|Hit Point}}s, {{5e24lc|Healing}} can’t restore them, and receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a {{5e24lc|Creature}} can be at full Hit Points and receive Temporary Hit Points. &lt;br /&gt;
&lt;br /&gt;
If you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Rlyehable</name></author>
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