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Hit Dice Progression

Each class has a different Hit Die reflecting its ability to absorb damage in combat. A character's hit-point pool is rolled (or maximised, depending on game options) once per level — plus the Constitution HP Adjustment from the Ability Score tables.

Table 3 — Hit Dice Progression

Level Fighter, Paladin, Ranger Barbarian Mage, Sorcerer Cleric, Druid, Monk Thief, Bard
1 1d10 1d12 1d4 1d8 1d6
2 2d10 2d12 2d4 2d8 2d6
3 3d10 3d12 3d4 3d8 3d6
4 4d10 4d12 4d4 4d8 4d6
5 5d10 5d12 5d4 5d8 5d6
6 6d10 6d12 6d4 6d8 6d6
7 7d10 7d12 7d4 7d8 7d6
8 8d10 8d12 8d4 8d8 8d6
9 9d10 9d12 9d4 9d8 9d6
10 9d10+3 9d12+3 10d4 9d8+2 10d6

After 9th level

From 10th level onward, most classes stop adding new Hit Dice and instead receive flat hit points per level (e.g. +3 for Fighters and Barbarians, +2 for Clerics, +1 for Mages — exact numbers vary by class and continue to grow in BG2:EE). The +X values are the per-level flat bonus the class receives without Constitution adjustment from that level onward.

Constitution bonus reminder

Warriors with very high Constitution receive larger HP bonuses than non-warriors — see the Constitution HP Adj. column on the Ability Score table (numbers in parentheses are warrior-only).


Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Table 3: Hit Dice Progression".