Hit points (HP) measure how much punishment your character can take before dropping. Here is how to work out yours.
At level 1
Take the highest number on your class’s Hit Point Die and add your Constitution modifier.
- Barbarian: 12 + Con
- Fighter, paladin, ranger: 10 + Con
- Bard, cleric, druid, monk, rogue, warlock: 8 + Con
- Sorcerer, wizard: 6 + Con
Each level after that
Either roll your Hit Point Die and add your Constitution modifier, or take the fixed value: 7 for barbarians; 6 for fighters, paladins and rangers; 5 for bards, clerics, druids, monks, rogues and warlocks; 4 for sorcerers and wizards — plus Constitution each time. Most tables take the fixed value so nobody gets unlucky.
Constitution counts every level
If your Constitution modifier goes up, your maximum HP goes up by 1 for every level you have — retroactively. That’s why Constitution is a strong second-best score for every class.
Temporary hit points
Some spells and features give temporary hit points. They’re a buffer that is lost first, they don’t stack (you keep the larger amount), and healing can’t restore them. They disappear after a long rest unless the effect says otherwise.
Healing and 0 HP
Healing can’t take you above your maximum. Drop to 0 and you start making death saving throws. Spend Hit Point Dice on a short rest to heal between fights.
Track it in one place
Roleplayer character sheets track current, maximum and temporary HP, and the level-up assistant adds the right amount when you level.