How 5e builds your HP total
Level 1 is the full hit die. Every later level adds the die's average (or a roll), and your Constitution modifier applies to every single level.
The per-level gain on the average method is (die + 1) ÷ 2 rounded down: 4 on a d6, 5 on a d8, 6 on a d10, 7 on a d12. No level ever adds less than 1 HP, even with a negative Constitution modifier.
Hit die and average HP by class
| Class | Hit die | Level 1 (before CON) | Per level after (avg) |
|---|---|---|---|
| Barbarian | d12 | 12 | 7 |
| Fighter, Paladin, Ranger | d10 | 10 | 6 |
| Bard, Cleric, Druid, Monk, Rogue | d8 | 8 | 5 |
| Sorcerer, Warlock, Wizard | d6 | 6 | 4 |
Add your Constitution modifier to every entry. A d10 Fighter with CON +2 gets 12 at level 1, then 7 each level after.
Constitution is the biggest lever
- It applies every level. A +2 modifier adds 2 HP per level, so at level 10 that is +20 HP total.
- The floor is 1 per level. Even a −5 modifier on a d6 still gives at least 1 HP each level.
- Multiclassing sums, not averages. A Fighter 5 / Wizard 3 adds each class's HP separately; the full-hit-die bonus only applies to your very first level.
Common questions
How do you calculate hit points in D&D 5e?
Level 1 gives the full hit die plus your Constitution modifier. Every level after that adds either the die average or a roll, plus your Constitution modifier again. Add it all up. A level 5 Fighter with CON +2 has 12 + (7 four times) = 40 HP on the average method.
Should I roll for hit points or take the average?
The average is fixed and safe; a roll can land higher or lower. On a d10 the average is 5 per level, while a roll swings from 1 to 10. Many tables use the average so no one gets stuck with a fragile character from bad dice.
Why is level 1 always the maximum?
The 5e rules grant the full hit die at level 1 so new characters are never crippled by an unlucky first roll. A d6 Wizard always starts with 6 plus its Constitution modifier, never less.


