Calculate Level Up 5e & Hit point for Rogue, Fighter, Paladin, Wizard

Calculate Level Up 5e & Hit point for Rogue, Fighter, Paladin, Wizard

Level up 5e hp (Hit Point)

The question is if Con modifier × level is added to Hit Point (HP) at every level up in 5e dnd. At every level, you get Hit Die + a Constitution modifier additional Maximum HP. You continuously take the maximum of the Hit Die at 1st Level; afterwards, you might roll the Hit Die or take its average rounded up. The rules say: Levelling up to 2nd Level increases your Hit Points by two and your Armor Class and Surge Value by 1. Consequently, with a 1d10 Hit Die and +3 Constitution modifier, assuming you take six each time instead of rolling:

Level Up 5e Calculation

Level Calculation Total
1 10 + 3 13
2 6 + 3 + 13 22
3 6 + 3 + 22 31
4 6 + 3 + 31 40

In short, you will add 9 HP for each Level beyond 1st.

If your Constitution modifier later changes, it will affect the new bonus for every Level you have had so far. Suppose at level 4 the Constitution modifier boosts to +4 instead of +3 (for a difference of 1), you will add 4 HP because you are level 4, which will get your HP 44 instead of 40. It is essentially as if your Constitution modifier were +4 all along.

To determine hp using the default unrolled amount per Level, you need to know three variables: Hit Dice, Current Level, and Constitution Modifier.

Hit Dice(hd): The die size for the class you are playing.

1d6 – Sorceror, Wizard

1d8 – Bard, Cleric, Druid, Monk, Rogue, Warlock

1d10 – Fighter, Paladin, Ranger

1d12 – Barbarian

Current Level: The Level you want to calculate hit points.

Constitution Modifier(cm): Your bonus or penalty to constitution. If you have 14 con, your bonus would be +2. For the sake of this calculation, if you have the tough feat add +2 to your con modifier. Because changes to constitution modifiers are applied retroactively, one formula can calculate your total hit points at any level or change in constitution modifier.

The calculation is: hd + (level – 1) x (hd/2 + 1) + cm x level

Example: A level 20 Barbarian, hit dice size 12, constitution modifier +6.

Total HP = 12 + (20 – 1) x (12/2 + 1) + 6×20

= 12 + 19×7 + 6×20

= 12 + 133 + 120

= 265

In excel you can use the following formula assuming A1 = hit dice, A2 = level, A3 = constitution modifier: =A1+(A2-1)*(A1/2+1)+A3*A2

tl;dr Short answer is the con mod is added each time you level. Still, it should change at any time. Your hit points gained previously need to be recalculated with the updated constitution modifier. 

How Do You Calculate Hit Points 5e at Level Up?

It can be confusing with how much it deviates from class to class.

To calculate your hit points in 5e when you level up, you observe these easy steps:

  1. Get your class’ Hit die
  2. Discover the average number OR roll
  3. Affix your Constitution modifier to that number
  4. Add the sum to your hit point maximum

When you level up, as per the rules, you have two choices for your HP. You may take the average on the die and handle that instead of rolling. Or, you may take your outcomes, roll your hit die, and combine your Constitution mod to that.

It often comes down to a Dungeon Master’s inclination. You might let your players use either, but once they commit, that’s the number they use.

Many DMs allow one reroll or only employ the average, or they only roll. It’s up to them.

You may ask your DM how they determine hit points at level up.

Suppose you are given the option, use the hit die’s average.

Statistically articulating, it is better to use the average die roll as it is rounded up. 

So what about a Barbarian? The average roll for a d12 is 7. So, if you were to take your chances, you would need to roll an 8-12 to do better. That provides you with a roughly 42% chance at rolling better hit points than the average. Now, awarded, if you are okay with breaking even, it is a 50% chance.

Suppose we can use the Wizard for the squishy roles and their Huge d6 hit die. The average is a 4. Still a 50% to break even or a 33% chance of doing better.

Level Up for 5e Rogue

Level 1 Rogue

  1. Initial HP = 8 + Constitution (CON) Modifier
  2. Armor Proficiency: Light Armor
  3. Weapon Proficiency: Simple Weapons, Hand Crossbows, Longswords, Rapiers, and Shortswords
  4. Tool Proficiency: Thieves’ Tools
  5. One (1) 1d8 Hit Die
  6. +2 Proficiency Bonus
  7. Proficiency Bonus added to DEX and INT saving throws
  8. Choice of Proficiency Bonus to Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth (Choose four)
  9. Expertise
  10. Sneak Attack (1d6)
  11. Thieves Cant

Level 2 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Cunning Action

 Level 3 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Roguish Archetype
  4. Sneak Attack Damage increased to 2d6
  5. AT Only
  6. The Mage Hand cantrip plus two other (2) cantrips from the Wizard spell list
  7. Three (3) 1st level spells from the Wizard spell list – two of which must be chosen from Enchantment or Illusion spells on the Wizard spell list
  8. Two (2) 1st level spell slots

 Level 4 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Ability Score improvement (additional 2 points for one ability or 1 point for two abilities) OR a Feat of your choice
  4. AT Only
  5. One (1) additional 1st level Enchantment or Illusion spell from the Wizard spell list
  6. One (1) additional 1st level spell slot

Level 5 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Uncanny Dodge
  4. Sneak Attack Damage increased to 3d6
  5. Proficiency Bonus is increased by 1

Level 6 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Expertise II

Level 7 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Evasion
  4. Sneak Attack Damage increased to 4d6
  5. AT Only
  6. One (1) additional 1st – 2nd level Enchantment or Illusion spell from the Wizard spell list
  7. One (1) additional 1st level spell slot
  8. Two (2) 2nd level spell slots

Level 8 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Ability Score Improvement OR a Feat of your choice
  4. AT Only
  5. One (1) additional 1st – 2nd level spell (any school) from the Wizard spell list

Level 9 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. New Roguish Archetype Feature
  4. Sneak Attack Damage increased to 5d6
  5. Proficiency Bonus is increased by 1

 Level 10 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Ability Score Improvement OR a Feat of your choice
  4. AT Only
  5. One (1) additional 1st – 2nd level Enchantment or Illusion spell from the Wizard spell list
  6. One (1) additional cantrip from the Wizard spell list
  7. One (1) additional 2nd level spell slot

Level 11 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Reliable Talent
  4. Sneak Attack Damage increased to 6d6
  5. AT Only
  6. One (1) additional 1st – 2nd level Enchantment or Illusion spell from the Wizard spell list

Level 12 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Ability Score Improvement OR a Feat of your choice

Level 13 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. New Roguish Archetype Feature
  4. Sneak Attack Damage increased to 7d6
  5. Proficiency Bonus is increased by 1
  6. AT Only
  7. One (1) additional 1st – 3rd level Enchantment or Illusion spell from the Wizard spell list
  8. Two (2) 3rd level spell slots

Level 14 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Blind sense
  4. AT Only
  5. One (1) additional 1st – 3rd level spell (any school) from the Wizard spell list

Level 15 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Sneak Attack Damage increased to 8d6
  4. Slippery Mind

Level 16 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Ability Score Improvement OR a Feat of your choice
  4. AT Only
  5. One (1) additional 1st – 3rd level Enchantment or Illusion spell from the Wizard spell list
  6. One (1) additional 3rd level spell slot

Level 17 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. New Roguish Archetype Feature
  4. Sneak Attack Damage increased to 9d6
  5. Proficiency Bonus is increased by 1

Level 18 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Elusive

Level 19 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Sneak Attack Damage increased to 10d6
  4. Ability Score Improvement OR a Feat of your choice
  5. AT Only
  6. One (1) additional 1st – 4th level Enchantment or Illusion spell from the Wizard spell list
  7. One (1) 4th level spell slot

Level 20 Rogue

  1. Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
  2. One (1) additional 1d8 Hit Die
  3. Stroke of Luck
  4. AT Only
  5. One (1) additional 1st – 4th level spell (any school) from the Wizard spell list

Level up for 5e Fighter

Level 1 Fighter

  1. Initial HP = 10 + Constitution (CON) Modifier
  2. Armor Proficiency: All armor, shields
  3. Weapon Proficiency: Simple Weapons, Martial Weapons
  4. Tool Proficiency: None
  5. One (1) 1d10 Hit Die
  6. +2 Proficiency Bonus
  7. Proficiency Bonus added to STR and CON saving throws
  8. Choice of Proficiency Bonus to Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival (Choose two)
  9. Fighting Style
  10. Second Wind

Level 2 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Action Surge

Level 3 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Martial Archetype

Only EK 

  1. Two (2) cantrips from the Wizard spell list
  2. Three (3) 1st level Abjuration or Evocation spells from the Wizard spell list
  3. Two (2) 1st level spell slots

Level 4 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score improvement (additional 2 points for one ability or 1 point for two abilities) OR a Feat of your choice

Only EK 

  1. One (1) additional 1st level Abjuration or Evocation spell from the Wizard spell list
  2. One (1) additional 1st level spell slot

Level 5 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Extra Attack (can attack again if utilized the Attack action.
  4. Proficiency Bonus is increased by 1

Level 6 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement or any Feat of your choice

Level 7 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. New Martial Archetype Feature

Only EK 

  1. One (1) additional 1st – 2nd level Abjuration or Evocation spell from the Wizard spell list
  2. One (1) additional 1st level spell slot
  3. Two (2) 2nd level spell slots

Level 8 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement OR a Feat of your choice

Only EK 

  1. One (1) additional 1st – 2nd level spell (any school) from the Wizard spell list

Level 9 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Indomitable
  4. Proficiency Bonus increases by 1

Level 10 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. New Martial Archetype Feature

Only EK 

  1. One (1) additional 1st – 2nd level Abjuration or Evocation spell from the Wizard spell list
  2. One (1) additional cantrip from the Wizard spell list
  3. One (1) additional 2nd level spell slot

Level 11 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Extra Attack +1 (can attack as an action 3 times)

Only EK 

  1. One (1) additional 1st – 2nd level Abjuration or Evocation spell from the Wizard spell list

Level 12 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement OR a Feat of your choice

 Level 13 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Indomitable +1 (the number of uses increased to 2)
  4. Proficiency Bonus is increased by 1

Only EK 

  1. One (1) additional 1st – 3rd level Abjuration or Evocation spell from the Wizard spell list
  2. Two (2) 3rd level spell slots

Level 14 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement OR a Feat of your choice

Only EK 

  1. One (1) additional 1st – 3rd level spell (any school) from the Wizard spell list

Level 15 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. New Martial Archetype Feature

Level 16 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement OR a Feat of your choice

Only EK 

  1. One (1) additional 1st – 3rd level Abjuration or Evocation spell from the Wizard spell list
  2. One (1) additional 3rd level spell slot

Level 17 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Action Surge +1 (now two uses)
  4. Indomitable +1 (now three uses)
  5. Proficiency Bonus is increased by 1

Level 18 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. New Martial Archetype Feature

Level 19 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement OR a Feat of your choice

Only EK 

  1. One (1) additional 1st – 4th level Abjuration or Evocation spell from the Wizard spell list
  2. One (1) 4th level spell slot

Level 20 Fighter

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Extra Attack +1 (can attack as an action 4 times)

Level Up for 5e Paladin

Level 1 Paladin

  1. Initial HP = 10 + Constitution (CON) Modifier
  2. Armor Proficiency: All armor, shields
  3. Weapon Proficiency: Simple Weapons, Martial Weapons
  4. One (1) 1d10 Hit Die
  5. +2 Proficiency Bonus
  6. Proficiency Bonus added to WIS and CHA saving throws
  7. Choice of Proficiency Bonus to Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion (Choose two)
  8. Divine Sense
  9. Lay on Hands

Level 2 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Spellcasting Ability (CHA)
  4. Two (2) 1st level spell slots
  5. Access to the Paladin Spell List
  6. Divine Smite
  7. Fighting Style

Level 3 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. One (1) additional 1st level spell slot
  4. Divine Health
  5. Sacred Oath

Level 4 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score improvement (additional 2 points for one ability or 1 point for two abilities) OR a Feat of your choice

Level 5 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. One (1) additional 1st level spell slot
  4. Two (2) 2nd level spell slots
  5. Extra Attack (can attack again if utilized the Attack action)
  6. Proficiency Bonus is increased by 1

Level 6 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Aura of Protection

Level 7 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. One (1) additional 2nd level spell slot
  4. New Sacred Oath Feature

Level 8 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement OR a Feat of your choice

Level 9 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Two (2) 3rd level spell slots
  4. Proficiency Bonus is increased by 1

Level 10 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Aura of Courage

Level 11 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. One (1) additional 3rd level spell slot
  4. Improved Divine Smite

Level 12 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement OR a Feat of your choice

Level 13 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. One (1) 4th level spell slot
  4. Proficiency Bonus is increased by 1

Level 14 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Cleansing Touch

Level 15 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. One (1) additional 4th level spell slot
  4. New Sacred Oath Feature

Level 16 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Ability Score Improvement OR any Feat of your choice

Level 17 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. One (1) additional 4th level spell slot
  4. One (1) 5th level spell slot
  5. Proficiency Bonus is increased by 1

Level 18 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. Aura Improvements

Level 19 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. One (1) additional 5th level spell slot
  4. Ability Score Improvement OR a Feat of your choice

Level 20 Paladin

  1. Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  2. One (1) additional 1d10 Hit Die
  3. New Sacred Oath Feature

Level up for 5e Wizard

Level 1 Wizard

  1. Initial HP = 6 + Constitution (CON) Modifier
  2. Armor Proficiency: None
  3. Weapon Proficiency: Dagger, Dart, Sling, Quarterstaff, Light Crossbow
  4. Tool Proficiency: None
  5. One (1) 1d6 Hit Die
  6. +2 Proficiency Bonus
  7. Proficiency Bonus added to WIS and INT saving throws
  8. Choice of Proficiency Bonus to Arcana, History, Insight, Investigation, Medicine, and Religion (Choose 2 only)
  9. Three (3) Cantrips from the Wizard spell list
  10. Six (6) 1st level spells from the Wizard spell list
  11. Two (2) 1st level spell slots
  12. Ritual Casting
  13. Arcane Recovery
  14. Spellcasting Ability (INT)
  15. Spell Preparation. Only prepared spells can be useful until the caster swaps them out with other learned spells after a long rest. Spells Prepared = Wizard Level + INT Mod

Level 2 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) 1st level spells from the Wizard spell list
  4. One (1) additional 1st level spell slot
  5. Choice of one (1) Arcane Tradition or a school of magic to focus. The cost (money and time) of copying spells of that school into your spellbook is halved.
  6. Arcane Tradition Feature relevant to the school chosen.

Level 3 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 2nd level spells, any combination)
  4. One (1) additional 1st level spell slot
  5. Two (2) 2nd level spell slots

Level 4 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 2nd level spells, any combination)
  4. Ability Score improvement (additional 2 points for one ability or 1 point for two abilities) OR a Feat of your choice.
  5. One (1) additional Cantrip from the Wizard spell list
  6. One (1) additional 2nd level spell slot

Level 5 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 3rd level spells, any combination)
  4. Two (2) 3rd level spell slots. You can now cast fun stuff like Fireball.
  5. Proficiency Bonus is increased by 1

Level 6 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 3rd level spells, any combination)
  4. One (1) additional 3rd level spell slot
  5. New Arcane Tradition Feature

Level 7 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 4th level spells, any combination)
  4. One (1) 4th level spell slot.

Level 8 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 4th level spells, any combination)
  4. Ability Score Improvement OR a Feat of your choice.
  5. One (1) additional 4th level spell slot

Level 9 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 5th level spells, any combination)
  4. One (1) additional 4th level spell slot
  5. One (1) 5th level spell slot
  6. Proficiency Bonus is increased by 1

Level 10 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 5th level spells, any combination)
  4. One (1) additional Cantrip from the Wizard spell list
  5. One (1) additional 5th level spell slot
  6. New Arcane Tradition Feature

Level 11 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 6th level spells, any combination)
  4. One (1) 6th level spell slot

Level 12 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 6th level spells, any combination)
  4. Ability Score Improvement OR a Feat of your choice.

Level 13 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 7th level spells, any combination)
  4. One (1) 7th level spell slot
  5. Proficiency Bonus is increased by 1

Level 14 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 7th level spells, any combination)
  4. New Arcane Tradition Feature

Level 15 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 8th level spells, any combination)
  4. One (1) 8th level spell slot

Level 16 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 8th level spells, any combination)
  4. Ability Score Improvement OR a Feat of your choice

Level 17 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 9th level spells, any combination)
  4. One (1) 9th level spell slot
  5. Proficiency Bonus is increased by 1

Level 18 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 9th level spells, any combination)
  4. One (1) additional 5th level spell slot
  5. Spell Mastery

Level 19 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 9th level spells, any combination)
  4. One (1) additional 6th level spell slot
  5. Ability Score Improvement OR a Feat of your choice

Level 20 Wizard

  1. Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  2. One (1) additional 1d6 Hit Die
  3. Two (2) spells from the Wizard spell list (1st to 9th level spells, any combination)
  4. One (1) additional 7th level spell slot
  5. Signature 5e Spell

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