Level 2 cleric

Post/Author/DateTimePost
#1

SpeakerofDragons

Sep 03, 2014 21:40:37

So just leveled up tonight and had a few questions so I get channel divinity turn undead and preserve life, a extra spell one additional hit die and more hit points too but can't figure this one out it states that hit points at higher levels : 1d8 (or 5) + your constitution modifier per cleric level after 1st can anyone explain ? Anything I'm missing please help thanks 

#2

2Chlorobutanal

Sep 03, 2014 21:53:10

Basically, you roll your new Hit Die and add that your old hp total.

 

If your old character had a 14 Con and 10 hp ( 8 + 2) at first level, you would add 1d8 and another 2 (from Con) to your old max of 10.  The average of 1d8 is roughly 5, so if your DM allows it, you could just add 10 (your old level 1 max) + 5 (1d8 average) + 2 (Con) = 17 hp.

 

Your Hit Dice can be expressed as:

 

2d8 + 4

 

You can "roll" your Hit Dice to figure out your max hp.  In this case, 2d8 + 4 averages to 13.

 

However, first level has a special rule to increase your hp a bit to help you survive (use the maximum die roll instead of rolling), which brings the average up to 16.5 (or 17 rounding up).

 

When you gain levels, instead of "re-rolling" all your Hit Dice (such as the 2d8+4) to figure out your hp, you just "roll" the new dice from level-up and add the result to your total.

 

At first level, you had 1d8+2 Hit Dice, average roll of 6.5 hp.

 

The game gives a special rule for first level hit points, increasing your roll to the maximum of 10 hp.

 

When you gain a level, you gain 1d8 + 2 more hp, for total Hit Dice of 2d8+4.  You just roll the 1d8+2 "new" hp though, and add it to your existing 10.

 

If the DM allows, you can use the flat number instead of rolling the 1d8, in this case 5, but you still get to add your +2 from Con.  (This is how you can go from 10 to 17 hp).