Calculate your character's HP at every level — all classes, CON modifier, feats & multiclass
| Class | Hit Die | Avg/Die | Max/Die | Lv 1 | Lv 5 | Lv 10 | Lv 15 | Lv 20 |
|---|---|---|---|---|---|---|---|---|
| Barbarian | d12 | 7 | 12 | 12 | 47 | 89 | 131 | 173 |
| Fighter | d10 | 6 | 10 | 10 | 38 | 73 | 108 | 143 |
| Paladin | d10 | 6 | 10 | 10 | 38 | 73 | 108 | 143 |
| Ranger | d10 | 6 | 10 | 10 | 38 | 73 | 108 | 143 |
| Bard | d8 | 5 | 8 | 8 | 29 | 57 | 85 | 113 |
| Cleric | d8 | 5 | 8 | 8 | 29 | 57 | 85 | 113 |
| Druid | d8 | 5 | 8 | 8 | 29 | 57 | 85 | 113 |
| Monk | d8 | 5 | 8 | 8 | 29 | 57 | 85 | 113 |
| Rogue | d8 | 5 | 8 | 8 | 29 | 57 | 85 | 113 |
| Warlock | d8 | 5 | 8 | 8 | 29 | 57 | 85 | 113 |
| Sorcerer | d6 | 4 | 6 | 6 | 20 | 41 | 62 | 83 |
| Wizard | d6 | 4 | 6 | 6 | 20 | 41 | 62 | 83 |
Constitution is your most important ability for HP. Every +1 to your CON modifier adds +1 HP per level, totaling +20 HP by level 20. Prioritize CON when using Standard Array or Point Buy, especially for front-line melee characters. The Tough feat adds +2 HP per level, giving +40 HP total by level 20 — comparable to a +2 CON increase.
By RAW, at level 1 you always take maximum hit die value. For subsequent levels you may roll or take the average (rounded up). The average method is more consistent and prevents catastrophically low HP from bad rolls. Most tables allow both options. The max method guarantees the highest possible HP but is often reserved for special campaigns or one-shots.
In D&D 5e, hit points (HP) represent how much damage your character can take before they faint or die. They are basically your health pool, a mix of physical strength, combat experience, luck and mental will combined in one abstract number When you take damage, it reduces your current HP, and when you reach zero, things get serious.
What often confuses new players is that losing HP does not actually slow you down or make you weaker in a fight. Your skills stay full until the moment when you fall to 0 HP. There is no mechanic for tiredness or penalty for being injured, you are just as effectiv with only 1 HP as with full health.
But as soon as you reach zero, you suddenly fall from the action.
So managing your HP is very serious. When you create a character, you start with the hit die of your class, roll it, and then add your Constitution modifier. That amount becomes your “Hit Point Maximum” on the character sheet and serves as your base.
For instance, if you are first level, roll 6 on d8 and have +2 Constitution, you start with 8 HP.
Every time you level up, you get more HP. You again roll your hit die, add the Constitution modifier, and add that to your total. If you had 8 HP at level one and rolled 5 at level two, you now have 13 HP; not only 5.
That is why good Constitution is important. Having at least +2, your hit points grow more quickly. Hit Dice themselves work differently than the healing surges of 4e…
They are the “currency” that you use to recover HP during short rests.
Here is the thing that many people misunderstand: hit points do not represent only physical wounds on your body. When you take damage, your character does not always get a deep slice or crushed limb; they maybe escaped the worst part, turned a fatal blow to a simple tap, or moved their arm so that the attack only touched them. The Constitution modifier is the only part that represents raw physical strength.
The rest is experience, luck and willpower that keeps you standing.
When you actually reach 0 HP, you fall and start to do death saving throws with DC 10. Three successes mean that you stabilize, although you stay unconscious with zero hit points until someone heals you. Even so, if the damage surpasses your maximum HP, you are done, totally dead.
If you have 6 HP total and take 13 damage, you fall to 0 with 7 points of extra damage. Because that surpasses your maximum, the death is immediate.
Starting a campaign with only 6 hit points puts you in a dangerous situation. The bloodied condition in 5e helps here, it gives players a clear feeling about their current state and allows them to make smarter tactical choices duringthe game.