Ultimate Dungeons & Dragons 5th Edition Hit Point Calculator
Introduction
In Dungeons & Dragons 5th Edition, hit points (HP) represent a character’s capacity to endure damage and persevere through perilous encounters. From low-level wizards with fragile hit dice to high-level barbarians who tenaciously withstand torrents of blows, understanding how to calculate HP accurately is essential for balanced gameplay and informed character building. This guide offers detailed explanations of the rules, walks through class-by-level examples, addresses multiclass combinations, and examines the impact of Constitution modifiers and the Tough feat. Whether you’re new to D&D or a veteran looking to optimize survivability, our interactive calculator below will provide instant results for any configuration of class, level, and feats.
By the end of this article, you’ll be able to:
- Compute your character’s maximum HP at any level.
- Compare rolling vs. taking the average hit die.
- Factor in Constitution modifiers and additional feats or racial bonuses.
- Navigate multiclass HP calculations with confidence.
Hit Dice & Constitution Modifier
Each class in D&D 5e comes with a specific hit die, defining how many hit points you gain as you level up:
- d6 (Wizard): More vulnerable but versatile spellcasters.
- d8 (Cleric/Rogue): Balanced hit die for divine casters and stealthy rogues.
- d10 (Fighter): Sturdy martial combatants with solid hit points.
- d12 (Barbarian): The toughest class with the highest hit die.
At 1st level, your HP equals the maximum roll of your hit die plus your Constitution modifier. For example, a 1st-level Cleric with a Constitution score of 14 (+2 modifier) starts with 8 + 2 = 10 HP.
At each level after 1st, you have two options:
- Roll your hit die: Adds unpredictability—if you roll low, you risk having fewer HP than average.
- Take the average: For hit dice, the average is defined as:
- d6 → 4
- d8 → 5
- d10 → 6
- d12 → 7
- After choosing roll or average, add your Constitution modifier again.
Example for a 3rd-level Cleric with +2 Con:
Level 1: 8 (max d8) + 2 = 10 HP Levels 2–3 (average): each level (5 + 2) = 7 → 7 × 2 = 14 HP Total HP at Level 3 = 10 + 14 = 24 HP
Rolling vs. Average
The choice between rolling your hit die or using the fixed average can significantly impact gameplay:
- Rolling: Introduces excitement and variability. A lucky roll can boost early survivability, but a string of low rolls can leave your character vulnerable.
- Average: Provides consistent, predictable progression. Many groups adopt a house rule: roll for 1st–2nd levels, then switch to average to avoid extreme fluctuations.
Here are the average values for each hit die (rounded up):
- d6 → 4
- d8 → 5
- d10 → 6
- d12 → 7
Choosing average is often recommended for new players or campaigns that prioritize balance over randomness.
Class-by-Level Examples
Wizard (d6 HD, +1 Con):
- Level 1: 6 (max d6) + 1 Con = 7 HP
- Levels 2–5 (average): Each level: 4 + 1 = 5 HP → 5 × 4 = 20 HP
- Total at Level 5: 7 + 20 = 27 HP
Fighter (d10 HD, +3 Con):
- Level 1: 10 + 3 = 13 HP
- Levels 2–5 (average): Each level: 6 + 3 = 9 HP → 9 × 4 = 36 HP
- Total at Level 5: 13 + 36 = 49 HP
Notice how the higher hit die (d10) and better Constitution modifier make the Fighter significantly more durable than the Wizard at the same level.
Tough Feat & Racial Traits
The Tough feat is a popular choice for any class that aims to increase durability. When you take Tough, you gain +2 HP per character level. Over 20 levels, that’s an additional 40 HP—enough to swing the outcome of many deadly encounters.
Some races also provide bonus hit points each level. For example, Hill Dwarves gain +1 HP per level due to their stout resilience. Combining racial bonuses and Tough can turn even a squishy class into a surprisingly resilient build.
Example: A level 5 Fighter with +3 Con and Tough would calculate HP as follows:
- Base HP from hit dice and Con (as shown above): 49 HP
- Tough bonus: +2 × 5 levels = +10 HP
- Total HP at Level 5 (with Tough): 49 + 10 = 59 HP
Multiclassing
When you multiclass, each time you level up in a new class, you use that class’s hit die. You still add your Constitution modifier each level, and any feats or racial bonuses apply as normal. Keep track of each class’s contribution separately to avoid confusion.
Example: A character who is 3rd-level Fighter (d10) / 2nd-level Cleric (d8) with +2 Con modifier calculates HP as follows:
- Fighter Level 1: 10 (max d10) + 2 = 12 HP
- Fighter Levels 2–3 (average): Each: 6 + 2 = 8 → 8 × 2 = 16 HP
- Cleric Level 1: 8 + 2 = 10 HP
- Cleric Level 2 (average): 5 + 2 = 7 HP
- Total HP after 5 levels: 12 + 16 + 10 + 7 = 45 HP
If this character also took Tough at 4th level, add +2 per level (5 levels total) = +10 → New total = 55 HP.
Using the Interactive Calculator
- Select your class’s hit die (d6, d8, d10, or d12).
- Enter your character’s total level (1–20).
- Input your Constitution score; the modifier is calculated automatically.
- Choose whether you have the Tough feat; this adds +2 HP per level.
- Click “Compute HP” to instantly display your maximum hit points.
- Use the Print, Download, or Share buttons to export your result for your character sheet.
This tool updates in real time and will accurately reflect multiclass combinations if you calculate each class separately in successive sessions.
Advanced Tips & Strategies
- Maximize Constitution Early: Investing in Constitution at character creation yields more total HP across all levels. Even a +1 increase early can net dozens of extra HP by level 20.
- Temporary HP Sources: Don’t forget spells, abilities, or consumables that grant temporary HP (e.g., Inspiring Leader or Aid). These buffers do not increase your maximum HP but can absorb damage in critical moments.
- Plan Feat & Ability Score Increases: When you reach levels that offer Ability Score Improvements or feats, consider whether increasing Constitution or taking Tough yields greater benefit for your build.
- Coordinate with Your Party: Party healers and spellcasters can mitigate low HP via healing spells or buffs, allowing classes with smaller hit dice to remain effective without over-investing in Constitution.
Frequently Asked Questions
Can I mix rolling and average on different levels?
Yes—if your DM allows it. Many tables permit rolling for early levels (1–3) when HP is low, then switch to average afterward to ensure a minimum survivability threshold.
Does this calculator include temporary HP?
No—this calculates only maximum HP. Temporary HP (from spells, racial abilities, or magic items) is tracked separately and resets under specific conditions (e.g., long rest).
How do I account for multiclass more than two classes?
The calculator currently handles a single hit die input at a time. For multiclass builds, calculate each class’s HP contribution sequentially and sum them manually or run multiple sessions for each class level-up.
Can I recalculate if my Constitution changes mid-campaign?
In most campaigns, HP does not retroactively adjust unless your DM permits. If you increase your Constitution, apply the new modifier only to levels gained after the change, unless the DM rules otherwise.
Explore more tools
Looking for additional D&D utilities? Visit CalculatorUSAApp for:
- Spell Slot & Resource Trackers
- Ability Score & Proficiency Calculators
- Random Loot & Encounter Generators
- Experience & Level Progress Trackers
Disclaimer
This HP calculator and accompanying guide are provided for informational purposes only. Always follow your Dungeon Master’s rulings and official 5th Edition sourcebooks for final HP determinations.