D&D 5e Hit Point Rules

Complete guide to understanding hit points, hit dice, and character health in Dungeons & Dragons 5th edition.

What are Hit Points?

Hit points (HP) represent a character's health, stamina, and luck in combat. They measure how much damage a character can take before falling unconscious or dying. Hit points are one of the most important statistics in D&D 5e.

When a character takes damage, they lose hit points. When their hit points reach 0, they fall unconscious and begin making death saving throws. If they reach negative hit points equal to their maximum hit points, they die instantly.

Hit Dice

Hit dice determine how many hit points a character gains when they level up. Each class has a specific hit die size, and characters gain one hit die per level.

Hit Die by Class

Class Hit Die Average HP per Level
Barbarian d12 7 HP
Fighter, Paladin, Ranger d10 6 HP
Artificer, Bard, Cleric, Druid, Monk, Rogue, Warlock d8 5 HP
Sorcerer, Wizard d6 4 HP

Calculating Hit Points

Level 1 Characters

First Level Rule

At 1st level, a character's hit points equal the maximum value of their class's hit die plus their Constitution modifier. This represents the character at their peak health when they begin their adventuring career.

Subsequent Levels

When a character gains a level, they roll their hit die and add their Constitution modifier to determine how many hit points they gain. Alternatively, they can take the average value (rounded up) instead of rolling.

Example: Leveling Up

A 3rd-level Fighter with a Constitution modifier of +2 gains a level. They can either:

  • Roll: Roll 1d10 and add +2 to the result
  • Average: Take 6 hit points (average of d10, rounded up) plus +2 = 8 hit points

Constitution Modifier

A character's Constitution modifier affects their hit points at every level. This modifier is calculated from their Constitution ability score:

Constitution Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20 +5

Important Note

A character always gains at least 1 hit point per level, even if their Constitution modifier is negative and would reduce their hit points below 1.

Special Rules and Modifiers

Racial Bonuses

Some races provide additional hit points:

Feats

The Tough feat provides additional hit points:

Multiclassing

When multiclassing, a character gains hit points based on the hit die of the class they're taking a level in. For example, if a Fighter (d10) takes a level in Wizard (d6), they would roll 1d6 + Constitution modifier for that level.

Temporary Hit Points

Temporary hit points are a special type of hit points that provide additional protection. They have several important rules:

Example: Temporary Hit Points

A character with 20 current hit points gains 5 temporary hit points from a spell. They now effectively have 25 hit points. If they take 7 damage, they lose all 5 temporary hit points and 2 regular hit points, leaving them with 18 hit points.

Hit Point Recovery

Short Rest

During a short rest (at least 1 hour), a character can spend one or more Hit Dice to recover hit points. For each Hit Die spent, roll the die and add the character's Constitution modifier.

Long Rest

A long rest (at least 8 hours) restores all hit points and half of the character's spent Hit Dice (minimum of one die).

Healing Spells and Potions

Various spells, potions, and magical items can restore hit points instantly. These effects are added to the character's current hit points, but cannot exceed their maximum hit points.

Common Questions

Can I change my hit point calculation method?

Generally, no. Once you choose to roll or take average for a level, that choice is permanent for that character. However, some DMs may allow different methods - always check with your DM.

What happens if my Constitution changes?

If your Constitution score increases, you gain additional hit points equal to your new modifier for each level you have. If it decreases, you lose hit points accordingly.

Do hit points affect anything else?

Yes! Some abilities and spells have effects based on your current hit points or hit point maximum. For example, the spell "Aid" increases your hit point maximum temporarily.