SpiralWorlds Player’s Manual · Character Creation

Hit Points & Hit Dice

Starting HP · higher-level HP · Constitution · edition-specific Hit Dice

Hit Points measure how much danger your character can withstand before being unable to continue. Your class supplies the Hit Die; Constitution modifies the total. The basic idea is shared across editions, but the class dice and higher-level procedures are not identical.

Player characters surviving wounds and danger during an adventure
Record maximum Hit Points, current Hit Points and the character’s Hit Dice separately.
Hit Point maximumThe most HP the character normally has when fully restored.
Current Hit PointsThe amount remaining after damage and healing.
Hit DiceDice supplied by class levels; their other uses depend on the edition.
Temporary Hit PointsA separate buffer. Do not add them permanently to maximum HP.

Rules procedure

Calculate Hit Points using your edition

D&D 5.5e / 2024

Level 1: take the maximum value of your class Hit Point Die and add your Constitution modifier.

ClassHit DieLevel-1 HPFixed HP at later levels
Barbariand1212 + Con modifier7 + Con modifier
Fighter, Paladin, Rangerd1010 + Con modifier6 + Con modifier
Bard, Cleric, Druid, Monk, Rogue, Warlockd88 + Con modifier5 + Con modifier
Sorcerer, Wizardd66 + Con modifier4 + Con modifier

Later levels: each time you gain a level, gain another Hit Die. Roll it and add your Constitution modifier, with a minimum gain of 1 HP, or use the class’s fixed value instead of rolling.

Constitution changes: if your Constitution modifier changes, recalculate the maximum retroactively. A +1 increase to the modifier adds 1 HP for every character level you already have.

Apply other HP features after the base calculation. Species, feats, class features or other rules can modify maximum HP. For example, a 2024 Dwarf’s Dwarven Toughness increases maximum HP by 1 at level 1 and again whenever the character gains a level. Record such additions separately so they are not lost when recalculating HP later.

Multiclassing: only your first total character level receives level-1 maximum HP. When you later take level 1 in another class, use that class’s higher-level HP procedure, not its first-character-level maximum.

Example: a level-1 Fighter with Constitution 14 has a +2 Constitution modifier and starts with 12 HP: 10 + 2. At Fighter level 2, the player can roll d10 + 2 or use the fixed 6 + 2 = 8 additional HP.

Pathfinder 1e

Level 1: a player character whose first Hit Die is a character-class Hit Die receives the maximum result of that die, then applies the Constitution modifier.

Later levels: roll the class Hit Die and add the Constitution modifier. A Constitution penalty cannot reduce the HP gained from a new Hit Die below 1.

Hit DieCommon PF1e classes
d12Barbarian
d10Fighter, Cavalier, Gunslinger, Paladin, Ranger, Samurai
d8Alchemist, Bard, Cleric, Druid, Inquisitor, Monk, Ninja, Oracle, Rogue, Summoner
d6Magus, Sorcerer, Witch, Wizard

Check the actual class page. The table above is a quick reference for common PF1e classes; class variants and third-party classes can differ.

Constitution changes: if the Constitution modifier changes, apply the change across the character’s Hit Dice as the PF1e rules require.

D&D 3.5e

Level 1: a standard player character takes the maximum value of the first class Hit Die and adds the Constitution modifier.

Later levels: roll the new class Hit Die and add the Constitution modifier; the character gains at least 1 HP from the Hit Die even if the Constitution penalty would otherwise reduce the result below 1.

Class3.5e Hit DieDo not confuse with later editions
Barbariand12Same die size
Fighter, Paladind10Same die size
Cleric, Druid, Monkd8Same die size as PF1e/5.5e
Rangerd8PF1e/5.5e Ranger uses d10
Bard, Rogued6PF1e/5.5e use d8
Sorcerer, Wizardd4PF1e/5.5e use d6
Edition trap: never use the PF1e class-Hit-Die table for a 3.5e character. Several core classes changed Hit Die between editions.

For a first character

Record four separate numbers

Write the character’s maximum HP, current HP, Hit Die type/count and any temporary HP in their proper places. At the start of play, current HP normally equals maximum HP and temporary HP is normally 0 unless a rule says otherwise.

Do not treat HP as literal meat. Across these games, Hit Points abstract a mixture of endurance, luck, fighting skill, fatigue and the ability to turn a dangerous hit into a survivable one. The rules for actual injury, dying and recovery belong to the chosen edition’s combat/rest rules.

Before moving on

Hit Point checklist

  • The correct edition and class Hit Die are recorded.
  • Level-1 HP uses the correct maximum-die rule.
  • The Constitution modifier has been added correctly.
  • Higher-level HP has not been mistaken for level-1 HP.
  • 5.5e fixed HP is used only when chosen instead of rolling.
  • A multiclass character receives first-level maximum HP only once.
  • 3.5e Ranger, Rogue, Bard, Sorcerer and Wizard dice have not been replaced by PF1e/5.5e values.
  • Maximum HP, current HP and temporary HP are separate.
  • Constitution changes have been applied retroactively where the edition requires it.

Sources and licensing

Rules sources

SRD 5.2.1 attribution: This work includes material from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under Creative Commons Attribution 4.0 International.

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