D&D 5e HP Calculator (2024 Rules)



Total HP: 0

How Hit Points Work in D&D 5e (2024 Rules)

Your Hit Points (HP) represent how much damage your character can take before falling unconscious. HP is based on your class and Constitution modifier, and it increases as you level up.

Starting HP at Level 1

At 1st level, you take the maximum value of your class’s Hit Die and add your Constitution modifier:

  • Barbarian: 12 + Con modifier
  • Fighter, Paladin, Ranger: 10 + Con modifier
  • Bard, Cleric, Druid, Monk, Rogue, Warlock: 8 + Con modifier
  • Sorcerer, Wizard: 6 + Con modifier

You start with 1 Hit Die (used during Short Rests to heal).

Gaining HP When You Level Up

Each time you level up, you:

  • Gain another Hit Die (based on the class you’re leveling in)
  • Increase your HP by either:
    • Rolling your new class’s Hit Die and adding your Constitution modifier
    • Or taking the fixed HP value shown below instead

Fixed HP Gains by Class:

  • Barbarian: 7 + Con modifier
  • Fighter, Paladin, Ranger: 6 + Con modifier
  • Bard, Cleric, Druid, Monk, Rogue, Warlock: 5 + Con modifier
  • Sorcerer, Wizard: 4 + Con modifier

Multiclassing and Hit Points

If you choose to multiclass (take levels in more than one class), here’s how HP is handled:

  • Whenever you gain a level in a different class, add that class’s HP gain (rolled or fixed) to your total.
  • You also gain an additional Hit Die matching the new class’s die size.

Example: If you start as a Fighter (10 + Con) and later take a level in Wizard, you’ll add 1d6 + Con (or 4 + Con if fixed) and gain a d6 Hit Die.

Increasing Your Hit Points Through Feats and Species

There are a few ways to increase your Hit Points outside of levelling up, choosing a class with a higher Hit Dice, or increasing your Constitution modifier. Certain feats and species traits give your character bonus Hit Points: