How Hit Points Work in D&D 5e: HP, Healing, and Dying

Hit points represent a combination of physical and mental endurance — not just wounds, but the ability to turn blows aside, stay composed, and keep fighting. Losing all your HP doesn’t necessarily mean you’ve been run through with a sword. It means you’ve run out of fight.


Starting hit points

At level 1, your hit points equal your Hit Die maximum + your Constitution modifier.

Every class has a specific Hit Die:

A level 1 Fighter with 16 Constitution (+3) starts with 10 + 3 = 13 HP. A level 1 Wizard with 12 Constitution (+1) starts with 6 + 1 = 7 HP.


Gaining HP on level up

Each time you level up, you add HP equal to either:

  1. A roll of your Hit Die + Constitution modifier
  2. The fixed value listed in your class (the average of the die, rounded up) + Constitution modifier

Example: A Fighter (d10) can either roll a d10 or take the fixed value of 6. Both + Constitution modifier.

The fixed value is always slightly lower than the average roll but more predictable. Many players prefer it.


Temporary hit points

Some spells and class features grant temporary hit points. These are a separate buffer:

Classes that provide temp HP: Barbarian (Rage, some subclasses), Bard (some features), Cleric (False Life spell), Warlock (Dark One’s Blessing, Fiendish Vigor), and many spells.


Healing

Potions of healing: Drink one as an action, or administer to an unconscious ally. The standard Potion of Healing restores 2d4 + 2 HP.

Spells: Cure Wounds, Healing Word, Mass Cure Wounds, Prayer of Healing, and many more.

Hit Dice (short rest): During a short rest, you can spend Hit Dice to recover HP. Roll the die and add your Constitution modifier — that’s how much HP you recover. You can spend multiple Hit Dice per short rest.

Long rest: Fully restores all HP.


Dropping to 0 HP

When you reach 0 hit points, you fall unconscious and start making death saving throws on each of your turns.

Death saving throws

Roll a d20 at the start of each turn:

3 successes: You stabilise. You remain unconscious but stop making death saves. 3 failures: Your character dies.

Successes and failures don’t have to be consecutive — they accumulate. But a single turn can’t let you get 3 of either unless you roll two natural 1s and one failure, or similar.

Taking damage at 0 HP

If you take damage while at 0 HP:

Being healed at 0 HP

Any healing — even 1 HP — brings you back to consciousness immediately. You wake up, regain that many HP, and can act next turn.

Stabilising an ally

A creature can use its action to make a Wisdom (Medicine) check (DC 10) to stabilise an unconscious ally. A stabilised creature doesn’t make death saving throws but remains at 0 HP and unconscious. They regain 1 HP after 1d4 hours.


Instant death

Even death saving throws can be bypassed. If you take damage that reduces you to 0 HP and the remaining damage equals or exceeds your hit point maximum, you die outright.

Example: You have 20 max HP. You’re at 5 HP. A dragon’s breath hits you for 60 damage. You take 60 - 5 = 55 excess damage. Your HP max is 20. 55 ≥ 20, so you die immediately.


Practical survival tips

Watch your Constitution. A high Constitution modifier adds to your HP every level. Starting with 14 Con instead of 10 Con means +1 HP per level — at level 10, that’s 10 extra HP.

Carry potions. Even cheap Potions of Healing (50 gp) matter at low levels. Drink one before you go to 0.

Know who your healers are. Healing Word (a bonus action) is far better in emergencies than Cure Wounds (an action) because it doesn’t cost the healer their main action.

Standing up from prone costs movement. When revived at 0 HP you’re also prone — remember standing up costs half your speed.

Recommended gear

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