Hit Points and Hit Dice in D&D 5e: Complete Guide
How HP and Hit Dice work in 5e: starting HP, HP per level, hit dice recovery on short rests, and why Constitution matters for every class.
Hit Points and Hit Dice in D&D 5e: Complete Guide
Hit Points are your character's resilience. When they drop to 0, you start dying. When they get to -max HP, you die outright. Everything in between is the adventure.
Hit Dice are the resource you spend during short rests to recover HP. They also determine your starting HP at each level.
HP at Level 1
Your starting HP is:
Maximum of your class hit die + Constitution modifier
Class hit dice:
- Barbarian: d12
- Fighter, Paladin, Ranger: d10
- Blood Hunter, Monk, Rogue, Bard, Cleric, Druid, Warlock: d8
- Sorcerer, Wizard: d6
At level 1, a Fighter with 14 Con has 10 + 2 = 12 HP. A Wizard with 14 Con has 6 + 2 = 8 HP.
HP per Level (Level 2+)
Every level, you gain:
d[hit die size] + Con modifier (always at least 1)
Or, alternatively, the average HP per hit die + Con mod:
- d12: 7
- d10: 6
- d8: 5
- d6: 4
You pick whichever method each level. Most players take the average to avoid bad rolls (a d6 rolled 1 gives you 1 HP + Con; you'd rather have 4 + Con).
Most GMs and the AI let you choose. Average is usually safer.
Constitution's Impact
Every +1 Con modifier = +1 HP per level. Across 20 levels, +1 Con = +20 HP.
Con also:
- Adds to your starting HP.
- Contributes to concentration saves.
- Is a save type in most heroic classes.
Con is the most universally-valuable stat. Every character wants some Con.
Hit Dice Recovery
Hit Dice are a resource. You have a number of Hit Dice equal to your character level (e.g., a level 5 Fighter has 5 d10 Hit Dice).
Spending Hit Dice on Short Rest
During a short rest (1 hour), you can spend any number of Hit Dice. For each one, roll the die, add your Con modifier, gain that much HP.
Example: Level 5 Fighter with 14 Con. Spends 2 Hit Dice (2d10 + 2+2 = 2d10 + 4). Rolls 5 and 7 = 12 + 4 = 16 HP recovered.
Long Rest Recovery
A long rest (8 hours) restores all your HP AND restores Hit Dice up to half your max.
Level 10 character: max 10 Hit Dice. Long rest restores up to 5 Hit Dice (half, rounded down).
So you can't infinitely short rest to full health. You burn through Hit Dice, and it takes long rests to get them back.
In-Combat Recovery
Some features restore HP during combat:
- Second Wind (Fighter). 1d10 + Fighter level, once per short rest.
- Lay on Hands (Paladin). Pool of 5 x Paladin level, spend as an action.
- Healing spells. Cure Wounds, Healing Word, Aura of Vitality.
- Song of Rest (Bard). Extra HP on Hit Dice rolls during short rests.
Temporary HP
Separate from regular HP. Don't stack with themselves (new Temp HP replaces old if higher; otherwise ignored).
Sources:
- Spells: False Life, Heroism, Aid (sort of; increases max HP), Armor of Agathys.
- Class features: Dark One's Blessing (Warlock), Bladeheart (non-SRD), Rage (Barbarian, sort of; damage resistance).
- Feats: Inspiring Leader.
Temp HP goes first when damage comes in. Pre-combat Temp HP is the defensive move of the day.
HP at Low Levels
Low-level characters are fragile. A level 1 Wizard with 8 HP can die to one goblin's scimitar crit (2d6 max = 12).
This fragility is why some campaigns start at level 3, where HP is high enough to survive mishaps. A level 3 Fighter typically has 30+ HP.
HP at High Levels
High-level characters have HP pools that reflect their experience. A level 20 Fighter with 20 Con has 10 (level 1) + 19 x 6 (average per level) + 40 (+2 Con x 20 levels) = 10 + 114 + 40 = 164 HP.
At that HP pool, single-hit dangers are rare. Multi-round attrition is the main threat.
In Solo Play
Solo characters rely heavily on HP and Hit Dice management:
- Start fights full HP when possible. Short rest between encounters.
- Spend Hit Dice generously during short rests. They only come back half per long rest anyway.
- Preserve healing spells for crisis. Use Hit Dice first.
- Boost max HP. Tough feat (+2 HP per level), Hill Dwarf (+1 HP per level), Aid spell (+5 to max for 8 hours).
For more, our classes ranked for solo play covers class durability.
The Endlessness and HP
Our AI Dungeon Master tracks HP continuously: current, max, temporary, Hit Dice spent and restored. You don't have to track "did I spend 3 Hit Dice last short rest"; the system does it. Healing spells add the right amount. Temp HP is tracked separately.
For related reads, our combat rules, death saves guide, and short rest vs. long rest post (see related content) cover the wider picture.
Final Takeaway
HP is your life. Hit Dice are your recovery resource. Constitution is the stat that compounds into both.
Know your HP. Know your Hit Dice count. Spend them wisely. Rest when you can.
Start a character on The Endlessness and feel HP management in action.
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