

If you only chose the average when you leveled up, the formulaĭetermines your hit point maximum where l = level, c = Constitution modifier, and m = maximum hit die result (12 for Barbarian, 10 for Fighter, etc.). When leveling up, you can either choose the average or roll for hit points. Your hit point maximum is based off your class(es), level, and Constitution modifier. And at level 4, the character is level 4, so only gets the per level "fixed roll values" Note: Con penalty applies every level, too. Level 6: Fighter is +6, Con is -1, so is +5, so is 21 +5 = 26.Level 5: Fighter is +6, Con is -1, so is +5, so is 16 +5 = 21.Level 3: Wizard is +4, con is -1, so +3, so 8 + 3 is 11.Level 2: wizard is +4, con is -1, so +3, so 5 +3 = 8.Level 1: wizard is d6, con is -1, so 6-1 = 5.but went Wizard to 3rd, then fighter to third, then cleric for 7th. Level 2: He rolls a 3 on the d12, and adds his con mod of +3.At first level, he gets maximum: 12 (Die sides) +3 (Con Mod) = 15.At level 3: he adds 6 + 2 (just like level 2) for 20 + 8 = 28 total.īilly's in a campaign using the standard rules.At level 2: he adds 6 (the "hit die") +2 (the con mod) = 12+8 = 20.At Level 1: 10 (the sides of the die) + 2 (the con mod) = 12.He's using the alternate, because he's in an Adventurer's League Game. Some Examples Fred Fighterįred is a fighter. At higher levels, most DM's using this option do not allow raising. Jojo also rolls, but gets a 2 on his d10. So, fred is level 1, and rolls a 6 on his d10. Roll the hit die at level 1, but if less than the variant's listed HP/die, raise it to that. Just roll the die each level, add con bonus. Common other variations not in the rules Rolled at level 1:

Con Mod multiplied by level is added to the total (effectively it modifies each die). Note that only monsters use d4 and d20 HD.

if you multiclass into another, you still roll (or take the reduced amount. Only the first class taken gets "1st level HP". (Number of sides)+(Con mod).Īt later levels, 1+((number of sides)/2) + (Con mod) for each level. Option (and Adventurer's League)Īt first level, still the number of sides plus Con bonus.

Each level therafter, you roll the HD and add it to the maximum. If the stock option is used: at level 1, take the type of die (eg d8) and you get the number of sides + your con bonus (so if mr d8 HD had con 10, he'd get 8). 0.5 for the average, and 0.5 for the round up. The same effect can be done by dividing the maximum, then adding 1. For all even dice, this ends in a half (a _.5). Note that average for a die is (minimum + maximum)/2. Max at first, and average rounded up thereafter.Max at first and rolled after (PHB 12 & 15).This depends upon which option the DM is using.
