It's good code, but I think we'll wind up going with adding an independant temporary hp pool with the min/max hp granted set statically to level count plus CHA mod.
Since all class special abilities are added with a field: xTotalLev, it's slightly better to use it just in case you wanted to just let another class have the same ability (like Channel Divinity) rather than #levelcount[].
So, I'll probably build a temp hp pool called thp5CCelRa or call a copy of the existing Dark One's Blessing pool and overwrite the livename and then in a script post-attribute (15000) do the following:
Code:
doneif (tagis[Helper.Disable] <> 0)
doneif (field[xTotalLev].value <= 10)
var BonusHP as number
BonusHP = #attrmod[aCHA] + field[xTotalLev].value
hero.childfound[thp5CCelRa].field[thpMinAllw].value = BonusHP
hero.childfound[thp5CCelRa].field[thpMaxAllw].value = BonusHP
It requires the person to activate the pool when it's on, but at least it makes clear what type of hit points are available.
I can throw the same code into an adjustment if people want to add it to another character and have something less generic than a generic temporary hit points pool.