Temporary Hit Points (PSR Supplement)

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

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
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Carry Slots

Encounters

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

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

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Improvised
Attire
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Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

An effect might give you temporary hit points (THP). These aren't actual hit points; they're a buffer against damage.

Excessive HP. 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.

Lost First. 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 lose 2 normal hit points.

Not Restorative. 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 reduction to your hit point maximum.

Duration. Any THP you have last until they're depleted, until you finish downtime, or until the granting effect ends—whichever happens first.

Don't Stack. While multiple effects can give you temporary hit points, they never stack. When two or more effects simultaneously give you THP, you choose which effect to keep.