Some spells and special abilities confer [[Temporary Hit Points]] to a creature. [[Temporary Hit Points]] aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. When you have [[Temporary Hit Points]] and take damage, the [[Temporary Hit Points]] are lost first, and any leftover damage carries over to your normal [[Hit Dice|Hit Points]]. > [!example] Example > For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. Because [[Temporary Hit Points]] are separate from your actual [[Hit Points]], they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. <mark style="background: #FFB86CA6;">Healing can't restore temporary hit points, and they can't be added together.</mark> 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. > [!example] Example > If a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. <mark style="background: #FFB86CA6;">If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.</mark> They can still absorb damage directed at you while you're in that state, but only true healing can save you. Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.