How the 5e HP Calculator Formula Works
Hit Points in fifth edition measure how much punishment your adventurer can absorb before dropping to 0 HP. Unlike many roleplaying systems, 5e never asks you to roll for health at character creation. Instead, Level 1 rewards survivability by granting the highest face value on your starting class Hit Die, while subsequent levels let your table choose between taking the deterministic Fixed Average or rolling the die physically.
Level 1 HP = Max Hit Die + CON Modifier + Per-Level Traits (minimum 1 base HP)
Level 2+ HP = (Fixed Average OR Rolled Die) + CON Modifier + Per-Level Traits (minimum 1 base HP)
Notice one subtle safeguard confirmed by official rules errata: if a fragile character starts with a negative Constitution modifier (such as 6 CON, or -2) and rolls a 1 on a level-up die, the minimum HP gained from your Hit Die plus Constitution modifier at any level is 1 HP before applying species or feat bonuses like Tough. You can test negative Constitution scores in the calculator above by switching the dropdown to score or decrementing the modifier below zero.
Fixed Average vs. Rolling Hit Dice: Why Fixed Wins Math
Most Organized Play campaigns and cautious optimizers choose the Fixed Average method shown by default in our calculator. Because 5e rounds up the statistical mean of an even-sided die, Fixed Average progression is literally stronger than the long-run probability curve of rolling dice:
- d6 classes (Sorcerer, Wizard): True die average is 3.5; Fixed Average grants 4 HP per level (+0.5 advantage every level).
- d8 classes (Artificer, Bard, Cleric, Druid, Monk, Rogue, Warlock): True average is 4.5; Fixed Average grants 5 HP per level.
- d10 classes (Fighter, Paladin, Ranger): True average is 5.5; Fixed Average grants 6 HP per level.
- d12 class (Barbarian): True average is 6.5; Fixed Average grants 7 HP per level.
Over a full Level 1 to Level 20 campaign (19 level-up rolls), taking the Fixed Average puts a character roughly 9.5 Hit Points ahead of someone rolling randomly without house rules like rerolling 1s. If your Dungeon Master allows house rules such as rerolling 1s, switch the radio button above to Rolled Hit Dice and use the built-in Reroll 1s button inside the per-level tray.
5e Class Hit Dice & Benchmark HP Reference Table
Use the chart below to compare every core 5e class from Level 1 to Level 20 using Fixed Average progression. Benchmarks assume either +2 Constitution (typical caster or ranged Striker starting with 14 CON) or +3 Constitution (typical frontline tank starting with 16 CON via 27-Point Buy).
| Class |
Hit Die |
Fixed Gain / Lvl |
Lv 1 (+2 CON) |
Lv 5 (+2 CON) |
Lv 10 (+3 CON) |
Lv 20 (+3 CON) |
| Barbarian |
d12 |
7 + CON |
14 HP |
50 HP |
105 HP |
205 HP |
| Fighter / Paladin / Ranger |
d10 |
6 + CON |
12 HP |
44 HP |
94 HP |
184 HP |
| Artificer / Bard / Cleric / Druid / Monk / Rogue / Warlock |
d8 |
5 + CON |
10 HP |
38 HP |
83 HP |
163 HP |
| Sorcerer / Wizard |
d6 |
4 + CON |
8 HP |
32 HP |
72 HP |
142 HP |
Note that a Barbarian with Primal Champion at Level 20 gains +4 Strength and +4 Constitution (up to 24 CON, or +7 CON mod), jumping an additional +80 Max HP retroactively across all 20 levels. Even before Level 20, Barbarians double the real survivability of these numbers while Raging—simulate Rage mitigation cleanly in our Effective HP & Resistance Calculator.
Multiclass HP Rules & 2024 vs. 2014 Edition Changes
One of the most frequent table mistakes happens when players multiclass and accidentally give themselves Maximum Hit Die again on their first level in the new class. In both 2014 and 2024 5e rules, you receive the Maximum Hit Die only once—at Character Level 1. Every level after that uses the Fixed Average or a Hit Die roll for whichever class you added at that level.
2024 Revised Rules Updates
- Tough Origin Feat: Now available right at Level 1 through the Farmer background or Origin Feat selection, adding +2 Max HP per character level (+40 HP at Level 20).
- All Dwarves Gain Dwarven Toughness: The 2024 Player's Handbook removes subraces and grants +1 Max HP per level to every Dwarf character automatically.
- Long Rest Hit Dice Recovery: Characters now recover all spent Hit Dice on a Long Rest rather than half—track your pool on the Hit Dice Calculator.
- Temp HP Replaces Morph Pools: Wild Shape and Polymorph now grant Temporary HP instead of separate creature HP pools.
2014 Classic Rules
- Tough as a General Feat: Usually required waiting until Level 4 ASI (or picking Variant Human / Custom Lineage at Level 1), though its +2 HP/level applies retroactively to previous levels.
- Hill Dwarf Subrace Only: Only the Hill Dwarf subrace granted +1 HP per level; Mountain Dwarves received +2 STR and medium armor proficiency instead.
- Draconic Sorcerer: Unchanged across editions—adds +1 HP per Sorcerer level (does not apply to non-Sorcerer multiclass levels).
- Half Hit Dice on Long Rest: Classic rules restore only half your total Hit Dice (minimum 1) per Long Rest.
Worked Example: Level 5 Cleric 3 / Fighter 2 (+2 CON)
Suppose you start Level 1 as a Cleric (d8) with +2 CON and later take two levels of Fighter (d10) for Action Surge and Fighting Style:
- Character Level 1 (Cleric 1): Max d8 (8) + 2 CON = 10 HP.
- Character Levels 2–3 (Cleric 2–3): Two d8 Fixed Averages (5 each) + 2 CON = 7 × 2 = 14 HP.
- Character Levels 4–5 (Fighter 1–2): You do not take 10 max HP at Fighter 1. Instead, take two d10 Fixed Averages (6 each) + 2 CON = 8 × 2 = 16 HP.
- Total HP: 10 + 14 + 16 = 40 HP (or 42 HP if you had started Fighter at Character Level 1 instead!). Starting in the class with the larger Hit Die permanently saves +2 Max HP.
Because Constitution increases apply retroactively, raising CON from 14 (+2) to 16 (+3) at Level 4 adds +1 HP for every previous level as well as every level moving forward. When planning your starting array, check 27-Point Buy first so you don't accidentally leave CON at an odd number like 13 or 15, and verify your final front-line survivability with the Armor Class (AC) Calculator.