Hit point

Hit points (or hp) represent your life. The more hit points you have, the more damage you can sustain before you die.

Incapacitated
In D&D Online, you die when you reach -10 hit points. Getting reduced to anywhere from 0 to -9 renders you incapacitated and dying. If you are dying, you lose 1 hp per round until either you die or you stabilize, in one of three ways:
 * Another character can heal you with any usual spell, item, or ability. This immediately makes you conscious again and sets your hp to the healed amount, as if you were at 0 hp when you got healed. Incapacitated Warforged characters can also be rescued with magical repair.
 * Another character can attempt to use the Heal skill on you. This uses up a healing kit. On a successful skill check, this immediately makes you conscious again and sets your hp to 1. Failure only uses up the kit. Warforged characters must be rescued with repair kits and the Repair skill instead.
 * There is a 10% chance per round that you stabilize on your own. You don't recover instantly, however. There is a brief delay, then you begin recovering 1 hp per round instead of losing them. You don't become conscious until you reach 1 hp. Characters with the Diehard feat stabilize automatically, but they still go through this recovery process.

Incapacitated characters are still vulnerable to attacks and to damage. They can easily die from getting caught in area attacks or from enemies that deliberately keep attacking them once they're down.

Increasing Hit Points
Hit points increase by themselves when you level up. That increase is not equal for everyone and depends on many factors. However, everyone benefits from the bonus 20 HP from the free Heroic Durability feat received at creation.

Class
For each level, you gain hit points depending on the class you take that level in.


 * Barbarian: 12 hit points
 * Bard: 6 hit points
 * Cleric: 8 hit points
 * Fighter: 10 hit points
 * Monk: 8 hit points
 * Paladin: 10 hit points
 * Ranger:8 hit points
 * Rogue: 6 hit points
 * Sorcerer: 4 hit points
 * Wizard: 4 hit points

Constitution
At each level, your Constitution modifier is added to your class hp gain. This modifier may be negative; however, it cannot reduce the total gain below 1. A character always gains at least 1 hit point each time he or she advances in level.

If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.

Toughness
The Toughness feat adds 3 hit points to the character, plus 1 per level. This feat can be taken multiple times, and the bonuses stack.

Prerequisite: None

Toughness Enhancements
After taking Toughness, you may increase its benefits by taking the Toughness Enhancement that is available to several classes and races.

Other bonuses

 * Characters can get 10 hp from Draconic Vitality, received by achieving 150 Agent of Argonessen favor.


 * Characters can wear gear with properties from the False Life line of enhancements.

Temporary Hit Points
Some effects award a character additional, special hp called temporary hit points. Any damage the character suffers that would normally affect his real hp applies to his temporary hp first. As their name implies, they don't last forever -- only until they're used up or the buff that granted them wears off. Temporary hp appear as a number with a "+" sign, in parentheses, after the character's real hp count on top of his red hp bar.

Temporary hit points do not stack. New temporary hp replace any existing ones if the new amount is greater. If they are equal or fewer, they're ignored.

Granting temporary hit points is different from healing. It is not affected by modifiers that affect healing and it cannot do some things that healing does, like stabilize incapacitated characters.