At level 1, HP = your hit die's maximum + Constitution modifier. Each level after, roll the hit die (or take the fixed average: 4 for d6, 5 for d8, 6 for d10, 7 for d12) + Con modifier. On a short rest, spend hit dice to heal; a long rest restores all HP and returns spent hit dice.
Hit dice by class
| Hit die | Classes | Level 1 HP | Fixed per level |
|---|---|---|---|
| d6 | Sorcerer, Wizard | 6 + Con | 4 + Con |
| d8 | Bard, Cleric, Druid, Monk, Rogue, Warlock | 8 + Con | 5 + Con |
| d10 | Fighter, Paladin, Ranger | 10 + Con | 6 + Con |
| d12 | Barbarian | 12 + Con | 7 + Con |
Levelling up
Each level, add either a roll of your hit die or the fixed value, plus your Constitution modifier (minimum 1 HP gained per level). If your Constitution modifier increases, your max HP rises by 1 per level retroactively.
Example: a level 5 fighter with Con 14 (+2) taking fixed HP: 10 + 2 at level 1, then 4 × (6 + 2) = 32, for 44 HP.
Short rests: spending hit dice
A short rest is at least an hour of downtime. You can spend any number of available hit dice: roll each one and add your Con modifier to regain that many HP. You have hit dice equal to your level.
Long rests
A long rest (8 hours) restores all hit points. Spent hit dice come back too: half your total in the 2014 rules, all of them in the 2024 rules.
Dropping to 0 HP
At 0 HP you fall unconscious and start making death saving throws. If the leftover damage equals or exceeds your hit point maximum, you die instantly.
Roll it
Roll your hit dice in the dice roller (d8 for a cleric: d8 roller) and add your Con modifier, or keep your hero and their stats in the Rollune character tracker.