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Baldur's Gate 3

Page Not Found: Hit Points And Hit Dice In Baldurs Gate

New to Baldur's Gate? Let's break down Hit Points (HP) and Hit Dice. We'll cover how they work for single, multi, and dual-class characters, so you can build the toughest adventurer!

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New to Baldur's Gate? Let's break down Hit Points (HP) and Hit Dice. We'll cover how they work for single, multi, and dual-class characters, so you can build the toughest adventurer!

Hey there! So, you're diving into Baldur's Gate and wondering about all those numbers when you level up, especially Hit Points (HP) and Hit Dice (HD)? Don't sweat it, it's not as complicated as it might seem. Think of Hit Dice as the dice your character rolls each time they gain a level to see how much tougher they get. The higher the die (like a d12 versus a d4), the more HP you *could* potentially gain. Your character's Constitution score also plays a big role here, giving you a bonus to your HP. Quick heads-up: When you first create your character at Level 1, you automatically get the maximum HP. And if you're playing the Enhanced Editions, there's a handy option called 'Max HP On Level Up' that just gives you the highest possible roll every time, taking the guesswork out of it. Let's break it down by character type: ## Single Class HP * Warriors: If you're playing a Dwarven Defender) or a Barbarian, you're in luck! You get to roll a d12 for HP each level up to level 9, plus your Constitution bonus. After level 9, it's a fixed 3 HP per level. Other Fighters, Rangers, and Paladins get a d10 for HP up to level 9, then a fixed 3 HP per level. * Priests: If you're a Cleric, Druid, Monk, or Shaman, you'll be rolling a d8 for HP up to level 9, plus your Constitution bonus. From level 10 onwards, it's a steady 2 HP per level. * Rogues: Playing a Thief or a Bard? You get a d6 for HP up to level 10, plus your Constitution bonus. After level 10, it's 2 HP per level. * Wizards: For most Mages and Sorcerers, you'll be rolling a d4 for HP up to level 10, plus your Constitution bonus. From level 11, it's just 1 HP per level. The exception is the Dragon Disciple kit, which gets a d6 up to level 10 before dropping to 1 HP per level. Important Note: For Priests, Rogues, and Wizards, your Constitution bonus to HP is capped at +2 per level. So, having a Constitution score higher than 16 won't give you any extra HP on level up for these classes. Warriors don't have this cap, though! ## Multi-Class HP This is where things get a little more interesting. When you're a multi-class character, the Hit Dice roll for each class is divided by the number of classes you have (2 for a dual-class, 3 for a triple-class). Then, the result is rounded down, *unless* the result is less than 1, in which case it's rounded up. For example, a Level 1/1/1 Fighter / Mage / Cleric with a Constitution of 10 (no bonus) starts with 7 HP. Let's see how it plays out when they level up: * Cleric Levels Up First: The d8 roll is divided by 3. So, you might get 0.333 (which rounds up to 1 HP) or 2.666 (which rounds down to 2 HP). You have a 62.5% chance of gaining 1 HP and a 37.5% chance of gaining 2 HP. If 'Max HP On Level Up' is on, you'll always get 2 HP. * Fighter Levels Up Next: Now the d10 roll is divided by 3. You could get anywhere from 0.333 (rounds to 1 HP) to 3.333 (rounds to 3 HP). You have a 50% chance for 1 HP, 30% for 2 HP, and 20% for 3 HP. 'Max HP On Level Up' gives you 3 HP. * Mage Levels Up Last: The d4 roll is divided by 3. This means you'll always get 1 HP after rounding. This division and rounding continues as classes level up. Eventually, all classes settle into a fixed gain per level, which is also divided by 3 and rounded. This usually means you'll gain 1 HP per level up, unless multiple classes level up at the exact same time. Constitution Bonus with Multi-Class: This gets even trickier! Your Constitution bonus is also divided by the number of classes. But here's the twist: the bonus is calculated based on your *total* class levels. Let's take that same Level 1/1/1 Fighter / Mage / Cleric but now with a Constitution of 18 (+4 HP bonus). * Starting Out: Base HP is 7. The CON bonus is (4 CON bonus / 3 classes * 3 total levels) = 4 HP. Total starting HP is 11. * Cleric Levels Up: Total class level is now 4. CON bonus is (4 / 3 * 4) = 5.333, which rounds down to 5. Since the previous CON bonus was 4, you gain 1 additional HP from CON this level. * Fighter Levels Up: Total class level is now 5. CON bonus is (4 / 3 * 5) = 6.666, rounds down to 6. Previous CON bonus was 5, so you gain 1 additional HP from CON. * Mage Levels Up: Total class level is now 6. CON bonus is (4 / 3 * 6) = 8. Previous CON bonus was 6, so you gain 2 additional HP from CON. Again, eventually, all classes hit a fixed gain per level and won't get a CON bonus. ## Dual-class HP This section is a bit more complex and usually applies to older versions of Baldur's Gate or specific character builds. In essence, when you dual-class, you choose to gain levels in a new class while retaining some abilities from your previous one. The HP gain works similarly to multi-classing, where the Hit Dice roll is divided by the number of classes (in this case, 2), and then rounded. The Constitution bonus is also divided by 2 and applied based on the total class levels. It's a bit fiddly, but the core idea is that your HP gain is averaged across your chosen classes. ## Quick Reference Table Here's a quick look at the Hit Dice for each class. Remember, this is what you roll *before* any multi-class division or Constitution bonuses: | Class Group | Classes | Hit Dice | Max HP (Level 1-9/10) | Fixed HP (Level 10+/11+) | Con Bonus Cap | | :---------- | :-------------------------------------------------------------------- | :------- | :-------------------- | :----------------------- | :------------ | | Warriors | Dwarven Defender), Barbarian | d12 | 12 + Con | 3 | None | | | Fighter, Ranger, Paladin | d10 | 10 + Con | 3 | None | | Priests | Cleric, Druid, Monk, Shaman | d8 | 8 + Con | 2 | +2 | | Rogues | Thief, Bard | d6 | 6 + Con | 2 | +2 | | Wizards | Dragon Disciple | d6 | 6 + Con | 1 | +2 | | | Mage, Sorcerer | d4 | 4 + Con | 1 | +2 | ## Average Hitpoints by Class While rolling dice is fun, sometimes you just want to know the average. Here's a rough idea of the average HP you can expect per level for each class, assuming a Constitution of 16 (+2 bonus) and using the 'Max HP On Level Up' option for simplicity: * Dwarven Defender/Barbarian: 14 HP/level * Fighter/Ranger/Paladin: 12 HP/level * Cleric/Druid/Monk/Shaman: 10 HP/level * Thief/Bard: 8 HP/level * Dragon Disciple: 8 HP/level * Mage/Sorcerer: 6 HP/level Remember, these are averages, and actual rolls can vary! For multi-class characters, you'll need to do a bit more math, dividing these averages by the number of classes and then rounding. ## Achievements There are a couple of achievements tied to character survivability, which indirectly relates to HP: * Juggernaut BG1: This achievement is related to surviving a certain amount of damage or having a very high HP pool in the original Baldur's Gate 1. Building a character with a high Hit Dice class and good Constitution is key here. * Juggernaut BG2: Similar to the BG1 achievement, this one focuses on survivability in Baldur's Gate 2: Shadows of Amn. Again, maximizing your HP through class choice and Constitution is the way to go. So, that's the lowdown on Hit Points and Hit Dice in Baldur's Gate! Don't get too bogged down in the numbers early on. Just focus on making smart choices for your character's class and stats, and you'll be well on your way to surviving any adventure!

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