No, technically you do not gain hit points when you roll your new hit die. This is covered in Chapter 1 -> Beyond 1st Level. The rule is:
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained.
Leveling up affects the Hit Point Maximum, not the current Hit Points. An increase in one doesn't necessarily affect the other.
However, with that being said, most DMs will have the characters wait until they are about to finish a long rest or even some longer period of downtime before allowing them to Level Up, regardless of when the necessary experience may have been earned. Additionally, some may use a system that does not carefully track experience and instead uses more of a story progression checkpoint for when the Level Up occurs. So, in these cases health will be refilled for other reasons (such as at the end of a long rest) just after or sort of at the same time as the increase to the hit point maximum.
This isn't a video game. You don't level up in the middle of battle and suddenly reach a new maximum health and have all of your resources restored. I have the player's take a long rest to reflect on what they've learned, finish up researching new things they've been trying to learn and at the end of the long rest they've got everything old and new.
I have had a few occassions when we have levelled up outside of long rests either because:
We are on a huge dungeon crawl, I was once in a (published but not WOTC) campaing where the final dungeon had about 100 rooms with some sort of encounter in each of them and rests hard to find, I think we had about 3 long rests in the dungeon which took about 25 sessions. In the last room we visited other than the room which obviously held the boss we found a machine that enbles a rest to be take in 1 minute. We entered the dungeon at level 9 and finished the campaign at 16.
Once we reached a major milestone using virtually all our resources our DM let us level up before reurning ot safety and then had 4 dragons chase after us.
We reached a mielstone at the end of a session and the next long rest would be fairly early in the next session to save game time levelling up the DM let us level up between sessions.
On each occasion (two different DMs) our hit points were increased by the same amount that our maximum hit point rose by (like the aid spell).
I get what you are saying but that wouldn't be the correct answer to the original post. The original post asked a question in a RAW forum about how the rules work. There is a correct answer regardless of whether or not anyone has an alternate opinion unless there is actual ambiguity in the rules that can lead to multiple correct interpretations.
We never track any xp. We ding when whoever os the DM says so. Because of this, our level ups usually take place after an epic feat of awesomeness or some other worthy achievement, which is quite often a satisfying ending for a session too.
So the story may not necessarily be at halt or finished or even close to a long rest, but levelling up between sessions is convenient and saves time.
So at our tables we take the middle ground. You don't regain lost resources before you rest, but you get your new stuff like bonuses, spells, and new resources right away.
For example your current HP and max HP both increase, but any lost HP remains lost until you rest.
So at our tables we take the middle ground. You don't regain lost resources before you rest, but you get your new stuff like bonuses, spells, and new resources right away.
For example your current HP and max HP both increase, but any lost HP remains lost until you rest.
That's interesting.
But please explain -- if you don't regain lost resources before resting then why would you be increasing (but not maxing out) your current HP? That seems inconsistent and there is no rule that supports this. I assume what you mean is, for example, "I rolled my hit die and increase my max HP by 5 so at the same time I am also increasing my current HP by 5", correct? Why? The current HP is not "new stuff" that you get upon leveling up, only the max HP would fit with that idea.
This thread caused me to take another look at the text for leveling up. Looks like when you level up, only your maximum hit points goes up, not your current hit points. Since I level PCs up at points in the story where they can just as easily take a rest before anything significant happens, it never really matters in gameplay at my table.
So at our tables we take the middle ground. You don't regain lost resources before you rest, but you get your new stuff like bonuses, spells, and new resources right away.
For example your current HP and max HP both increase, but any lost HP remains lost until you rest.
That's interesting.
But please explain -- if you don't regain lost resources before resting then why would you be increasing (but not maxing out) your current HP? That seems inconsistent and there is no rule that supports this. I assume what you mean is, for example, "I rolled my hit die and increase my max HP by 5 so at the same time I am also increasing my current HP by 5", correct? Why? The current HP is not "new stuff" that you get upon leveling up, only the max HP would fit with that idea.
It's really quite simple. I don't see much to explain here, but I'll try.
You are a sorcerer.
Let's say you want to take the fixed HP increase of half hit die +1 +con. (let's say 6).
You level up after an intense boss fight and the session ends right after. You level up.
Your HP was 1/55 at the end of session. You level up.
You gain all the new resources of your level immediately, but you don't regain lost resources
You gain one spell according to your new level and can use it right away.
You gain one new spell slot that can be used right away.
You gain 1 sorcery point and can use it right away.
You gain 6HP in both current and max HP that can be used right away, so your HP is 7/61 at the beginning of next session.
And all the new features of your new level are immediately available.
I find that thoroughly consistent.
So where's the confusion or inconsistency? You get the new stuff of your level immediately, period. This includes new hit points as well as new spell slots.
Where is the RAW that supports this? Nowhere probably. It's just really rewarding and nice to get the actual bonuses of your level up right away when you level up and not when you take a rest. Good for momentum too, so the players don't feel like starting the next session wanting to get a LR asap.
I was just questioning why you get the 6 HP to get to the 7/61 in that scenario -- that seems inconsistent. Everything else looked great and is supported by the rules. But you don't get new hit points when you level up as part of your new stuff -- you only get new Max HP, at least in RAW. It's not a big deal, I was just curious why you guys decided to do it that way. If it's just a "middle ground" idea that you all agreed upon that you thought would be fun then that's great! In terms of story, I'd be curious what is happening to the characters at the moment of level up that slightly heals them, but maybe that's just not important.
1. Regarding the rules and the why we use the house rule
The current HP increase is usually an insignificant character detail and not as eagerly awaited as say a new level of spell slots. I find current HP to be pretty much the same as increasing your current sorcery points or KI points or slots etc. I think this has been our house rule pretty much always and pairs well with our arbitrary leveling system. :P
But a situation where this HP increase might be important is when you take the ASI for Con or the Tough feat or have a feature that increases HP. :) So you get those hard earned extra hit points right away too, as you would another prepared spell if you increase your spellcasting ability. And for example a barbarian with 20con and the Tough feat might feel like those extra Hit Points are equally important for character development as the wizard's new spell points.
This might make for dramatic close calls too if the players still have to escape in the next session. Also allows the DM to stretch the combat a little thinner regarding resources and HP, and create that feeling of "oh my god, this level up might just be enough to help us escape" when they grant the desperate party a level.
So it serves a purpose in at least a couple of ways. I have yet to see any downsides. The increase is usually quite modest, unless it's the result of an investment, in which case it's important to let the player benefit immediately.
2. What happens story-wise to the characters?
This is a great question and one of my favorite RP topics.
I suppose the same thing happens that gives them their other features, so depends on how the character is designed.
"Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile." (PHB
Hit points are not just physical health and actual wounds. They represent many things. So when the character levels up, they become slightly tougher in whatever way the player feels like depicting in their character. :)
This increase in current hit points represents that growth too. Maybe after defeating a difficult boss, they feel mentally encouraged and empowered to press on despite their injuries. Maybe their strengthened magical bond with a deity fills them with newly found vigor or the draconic blood coursing through their veins magically enhances their body after surviving a grievous encounter that pushed their abilities to their limits.
By the way. Random question: Is there a simple way to use emojis on a computer? My phone has the insert emoji in the keyboard, but on the computer I don't have that and it doesn't convert combinations like " :O" or ":)" into emojis.
Out of curiosity, what do you guys do if that character levels up while at 0/55 HP instead of at 1/55 HP?
That has never happened at our tables, and probably never will, because the level up is always between sessions and we would typically resolve the immediate situation before ending the session. Usually the party would find a way to heal the unconscious character for that 1 point after combat.
But still, that is a good question. If the situation would arise, I think the character would probably just remain at 0HP for 1d4 hours and then wake up to their new, increased HP. :)
Alright! My answer is "Depending" and here is my reason.
RAW, when you level up you gain a hit die, and roll that to increase your maximum with your CON. it does not specify as to whether or not your current hit points go up with them.
- So, in my campaign, my level ups happen at the end of one of our sessions. I usually have this happen after big events, stressful combat, or when i have a combat planned for the next session that i feel is too powerful for how they are handling it. for my sessions, they gain the same amount of current HP as they do Max HP
- I have been in campaigns, where they do not gain their maximum bonus to their current HP. they are usually for a little more hardcore serious campaigns where the DM wants to stress how easy it is to die. this is for more careful and logistic players who are very good at their health management. (think of it as increasing the difficulty level for more veteran players).
- I have also been in campaigns where leveling up is treated like a video game (picturing diablo) where all your CDs and health and mana get reset. this is what a lot of benevolent DMs who are just out to have the team play want. This is for players who don't want to worry about TPKs and falling in battle.
TLDR; one of the many jobs of a DM is to analyze and moderate your party. see what type of players you have, and make house rules to better suit your players. I use the middle ground where you gain the HP because my players are the type of players who stand in the middle. they are experienced players, who like heartfelt story and experience, taking the game seriously, while still being silly and quipping left right and center. (we aim for more of an "Avengers" style story, where there is still loss, strife, and struggle, but enough joy to make sure the players aren't gritty all the time.
Either way, its your choice, but be sure to remember, its your players at the table, and you need to balance their fun, with yours.
Out of curiosity, what do you guys do if that character levels up while at 0/55 HP instead of at 1/55 HP?
if a character is alive, and at 0hp, its likely their party will just come over and potion, lay on hands, or healing word them anyway, and they will wake up either way.
either way though, I like to look at the realism of it. they still gained the "battle" experience. and if their is no forced healing on them, i prefer to make that D4 days. they get their long rest during that time, and wake up in bandages in a safe place such as an Inn. the team then is asked what they want to do in that time as if a quick-time event. it makes a small punishment for falling in battle. (maybe they will position better next time) while not just removing the player from the game for an extended time.
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Do you fully recover your health after rolling for your health? This is for leveling up btw.
No, technically you do not gain hit points when you roll your new hit die. This is covered in Chapter 1 -> Beyond 1st Level. The rule is:
Leveling up affects the Hit Point Maximum, not the current Hit Points. An increase in one doesn't necessarily affect the other.
However, with that being said, most DMs will have the characters wait until they are about to finish a long rest or even some longer period of downtime before allowing them to Level Up, regardless of when the necessary experience may have been earned. Additionally, some may use a system that does not carefully track experience and instead uses more of a story progression checkpoint for when the Level Up occurs. So, in these cases health will be refilled for other reasons (such as at the end of a long rest) just after or sort of at the same time as the increase to the hit point maximum.
Here's how I rule it:
This isn't a video game. You don't level up in the middle of battle and suddenly reach a new maximum health and have all of your resources restored. I have the player's take a long rest to reflect on what they've learned, finish up researching new things they've been trying to learn and at the end of the long rest they've got everything old and new.
I have had a few occassions when we have levelled up outside of long rests either because:
On each occasion (two different DMs) our hit points were increased by the same amount that our maximum hit point rose by (like the aid spell).
Thanks, but I got the DM's opinion and they said yes
Ok, and your point is? Your DM's opinion doesn't change what the correct answer is.
You mean “your DM’s opinion doesn’t change what the RAW answer is”. If a DM make says that’s how they want to handle it, that is the correct answer.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I get what you are saying but that wouldn't be the correct answer to the original post. The original post asked a question in a RAW forum about how the rules work. There is a correct answer regardless of whether or not anyone has an alternate opinion unless there is actual ambiguity in the rules that can lead to multiple correct interpretations.
Thanks for the help though
We never track any xp. We ding when whoever os the DM says so. Because of this, our level ups usually take place after an epic feat of awesomeness or some other worthy achievement, which is quite often a satisfying ending for a session too.
So the story may not necessarily be at halt or finished or even close to a long rest, but levelling up between sessions is convenient and saves time.
So at our tables we take the middle ground. You don't regain lost resources before you rest, but you get your new stuff like bonuses, spells, and new resources right away.
For example your current HP and max HP both increase, but any lost HP remains lost until you rest.
Finland GMT/UTC +2
That's interesting.
But please explain -- if you don't regain lost resources before resting then why would you be increasing (but not maxing out) your current HP? That seems inconsistent and there is no rule that supports this. I assume what you mean is, for example, "I rolled my hit die and increase my max HP by 5 so at the same time I am also increasing my current HP by 5", correct? Why? The current HP is not "new stuff" that you get upon leveling up, only the max HP would fit with that idea.
This thread caused me to take another look at the text for leveling up. Looks like when you level up, only your maximum hit points goes up, not your current hit points. Since I level PCs up at points in the story where they can just as easily take a rest before anything significant happens, it never really matters in gameplay at my table.
"Not all those who wander are lost"
It's really quite simple. I don't see much to explain here, but I'll try.
You are a sorcerer.
Let's say you want to take the fixed HP increase of half hit die +1 +con. (let's say 6).
You level up after an intense boss fight and the session ends right after. You level up.
Your HP was 1/55 at the end of session. You level up.
You gain all the new resources of your level immediately, but you don't regain lost resources
You gain one spell according to your new level and can use it right away.
You gain one new spell slot that can be used right away.
You gain 1 sorcery point and can use it right away.
You gain 6HP in both current and max HP that can be used right away, so your HP is 7/61 at the beginning of next session.
And all the new features of your new level are immediately available.
I find that thoroughly consistent.
So where's the confusion or inconsistency? You get the new stuff of your level immediately, period. This includes new hit points as well as new spell slots.
Where is the RAW that supports this? Nowhere probably. It's just really rewarding and nice to get the actual bonuses of your level up right away when you level up and not when you take a rest. Good for momentum too, so the players don't feel like starting the next session wanting to get a LR asap.
Finland GMT/UTC +2
I was just questioning why you get the 6 HP to get to the 7/61 in that scenario -- that seems inconsistent. Everything else looked great and is supported by the rules. But you don't get new hit points when you level up as part of your new stuff -- you only get new Max HP, at least in RAW. It's not a big deal, I was just curious why you guys decided to do it that way. If it's just a "middle ground" idea that you all agreed upon that you thought would be fun then that's great! In terms of story, I'd be curious what is happening to the characters at the moment of level up that slightly heals them, but maybe that's just not important.
1. Regarding the rules and the why we use the house rule
The current HP increase is usually an insignificant character detail and not as eagerly awaited as say a new level of spell slots. I find current HP to be pretty much the same as increasing your current sorcery points or KI points or slots etc. I think this has been our house rule pretty much always and pairs well with our arbitrary leveling system. :P
But a situation where this HP increase might be important is when you take the ASI for Con or the Tough feat or have a feature that increases HP. :) So you get those hard earned extra hit points right away too, as you would another prepared spell if you increase your spellcasting ability. And for example a barbarian with 20con and the Tough feat might feel like those extra Hit Points are equally important for character development as the wizard's new spell points.
This might make for dramatic close calls too if the players still have to escape in the next session. Also allows the DM to stretch the combat a little thinner regarding resources and HP, and create that feeling of "oh my god, this level up might just be enough to help us escape" when they grant the desperate party a level.
So it serves a purpose in at least a couple of ways. I have yet to see any downsides. The increase is usually quite modest, unless it's the result of an investment, in which case it's important to let the player benefit immediately.
2. What happens story-wise to the characters?
This is a great question and one of my favorite RP topics.
I suppose the same thing happens that gives them their other features, so depends on how the character is designed.
"Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile." (PHB
Hit points are not just physical health and actual wounds. They represent many things. So when the character levels up, they become slightly tougher in whatever way the player feels like depicting in their character. :)
This increase in current hit points represents that growth too. Maybe after defeating a difficult boss, they feel mentally encouraged and empowered to press on despite their injuries. Maybe their strengthened magical bond with a deity fills them with newly found vigor or the draconic blood coursing through their veins magically enhances their body after surviving a grievous encounter that pushed their abilities to their limits.
https://www.dndbeyond.com/sources/basic-rules/combat#HitPoints
Finland GMT/UTC +2
By the way. Random question: Is there a simple way to use emojis on a computer? My phone has the insert emoji in the keyboard, but on the computer I don't have that and it doesn't convert combinations like " :O" or ":)" into emojis.
Thanks!
Finland GMT/UTC +2
Great stuff, thanks!
Out of curiosity, what do you guys do if that character levels up while at 0/55 HP instead of at 1/55 HP?
That has never happened at our tables, and probably never will, because the level up is always between sessions and we would typically resolve the immediate situation before ending the session. Usually the party would find a way to heal the unconscious character for that 1 point after combat.
But still, that is a good question. If the situation would arise, I think the character would probably just remain at 0HP for 1d4 hours and then wake up to their new, increased HP. :)
Finland GMT/UTC +2
Alright!
My answer is "Depending" and here is my reason.
RAW, when you level up you gain a hit die, and roll that to increase your maximum with your CON. it does not specify as to whether or not your current hit points go up with them.
- So, in my campaign, my level ups happen at the end of one of our sessions. I usually have this happen after big events, stressful combat, or when i have a combat planned for the next session that i feel is too powerful for how they are handling it. for my sessions, they gain the same amount of current HP as they do Max HP
- I have been in campaigns, where they do not gain their maximum bonus to their current HP. they are usually for a little more hardcore serious campaigns where the DM wants to stress how easy it is to die. this is for more careful and logistic players who are very good at their health management. (think of it as increasing the difficulty level for more veteran players).
- I have also been in campaigns where leveling up is treated like a video game (picturing diablo) where all your CDs and health and mana get reset. this is what a lot of benevolent DMs who are just out to have the team play want. This is for players who don't want to worry about TPKs and falling in battle.
TLDR; one of the many jobs of a DM is to analyze and moderate your party. see what type of players you have, and make house rules to better suit your players. I use the middle ground where you gain the HP because my players are the type of players who stand in the middle. they are experienced players, who like heartfelt story and experience, taking the game seriously, while still being silly and quipping left right and center. (we aim for more of an "Avengers" style story, where there is still loss, strife, and struggle, but enough joy to make sure the players aren't gritty all the time.
Either way, its your choice, but be sure to remember, its your players at the table, and you need to balance their fun, with yours.
GOOD LUCK, and happy rolling!
if a character is alive, and at 0hp, its likely their party will just come over and potion, lay on hands, or healing word them anyway, and they will wake up either way.
either way though, I like to look at the realism of it. they still gained the "battle" experience. and if their is no forced healing on them, i prefer to make that D4 days. they get their long rest during that time, and wake up in bandages in a safe place such as an Inn. the team then is asked what they want to do in that time as if a quick-time event. it makes a small punishment for falling in battle. (maybe they will position better next time) while not just removing the player from the game for an extended time.