Hit Point Calculator 5e

Work out your D&D 5th edition character's maximum hit points from class levels and Constitution modifier — including multiclass builds and the common permanent HP bonuses.

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Why Max HP Gets Confusing Past Level 1

At level 1, hit points are easy: take the biggest number on your class's hit die and add your Constitution modifier. The trouble starts when a character levels up a few times, dips into a second class, picks up a feat that changes the math retroactively, or raises Constitution with an ability score increase. Every one of those changes touches every level the character has ever gained, and it is very easy to end up a few points off — usually low, because players forget that a Constitution boost applies backwards to all earlier levels too.

Step by Step: Filling In the Form

Pick the class you took at character level 1 as the starting class — this matters for multiclass builds, because only that very first level gets the maximum die value. Add the number of levels you have in it, then any second or third class with its levels (the total can't exceed 20). Enter your current Constitution modifier, not the score: a 14 Constitution is +2, a 9 is −1. Choose how your table handles HP on level-up. Most groups use the fixed average printed in each class entry; if you rolled, add up every hit die roll you made after level 1 and type that total in. Finally, tick any permanent bonuses your character has.

The Formula Explained

Following the 5e System Reference Document: level 1 HP = maximum of the starting class's hit die + CON modifier. Every level after that adds either the die's fixed average (d6 → 4, d8 → 5, d10 → 6, d12 → 7) or a roll, plus the CON modifier, using the hit die of whichever class you took that level in. The 2024 Player's Handbook adds that each level grants a minimum of 1 HP, which only matters with a heavily negative Constitution; this calculator applies that floor. Tough adds 2 per character level, Dwarven Toughness adds 1 per character level (hill dwarves in the 2014 rules, all dwarves in 2024), and a draconic sorcerer's Draconic Resilience adds 1 per sorcerer level. Hit dice by class: barbarian d12; fighter, paladin and ranger d10; artificer, bard, cleric, druid, monk, rogue and warlock d8; sorcerer and wizard d6.

A Real Example

A fighter 5 / wizard 3 who started as a fighter, with a +2 Constitution modifier and average HP: level 1 gives 10 + 2 = 12. Fighter levels 2–5 add 4 × (6 + 2) = 32. The three wizard levels add 3 × (4 + 2) = 18. Total: 62 HP. With the Tough feat that becomes 62 + 2 × 8 = 78, and a dwarf with Tough would reach 86.

Edge Cases to Watch For

Under the 2024 rules, Draconic Sorcery is chosen at sorcerer level 3 and grants +3 at once, then +1 per later sorcerer level — the running total still equals your sorcerer level, so the calculator's number is right from level 3 on, but a 2024 sorcerer below level 3 doesn't have the bonus yet (leave it unticked). With rolled HP, the minimum-1 rule is applied to your total rather than each roll, since the calculator doesn't see individual dice. Temporary hit points, the Aid spell, and magic items like the Amulet of Health (which sets Constitution to 19, a +4 modifier) aren't separate options — for the amulet, just enter +4 as your modifier. Classes from other settings or homebrew with unusual hit dice aren't listed.

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