I recall there was a spell which created a life link in previous editions, allowing us to take damage and share it with the group's players. Are there any similar spells in the 5th edition?

# [RPG] ny way to share hit points with another ally

dnd-5ehit-pointsspells

#### Related Solutions

According to the Basic PDF (page 74)

A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0.

So no, negative hit points do not exist in 5e. The archived development-poll blog post "A Close Call with Negative Hit Points" explains the history of negative hit points and part of the reasoning for the change in 5e.

# This depends upon which option the DM is using.

The 5E rules have 2 official variations:

- Max at first and rolled after (PHB 12 & 15)
- Max at first, and average rounded up thereafter. (PHB 15)

Note that average for a die is (minimum + maximum)/2. For all even dice, this ends in a half (a _.5). The same effect can be done by dividing the maximum, then adding 1... 0.5 for the average, and 0.5 for the round up...

## Standard

If the stock option is used: at level 1, take the type of die (eg d8) and you get the number of sides + your con bonus (so if mr d8 HD had con 10, he'd get 8). Each level therafter, you roll the HD and add it to the maximum.

## Option (and Adventurer's League)

If the stock alternative is used... At first level, still the number of sides plus Con bonus. (Number of sides)+(Con mod). At later levels, 1+((number of sides)/2) + (Con mod) for each level.

## Multiclassing

Only the first class taken gets "1st level HP"... if you multiclass into another, you still roll (or take the reduced amount.

# Handy Chart

HD Type | 1st HD | Standard Later HD | Variant Later HD |
---|---|---|---|

d4 | 4 | +1d4 ea | +3 ea |

d6 | 6 | +1d6 ea | +4 ea |

d8 | 8 | +1d8 ea | +5 ea |

d10 | 10 | +1d10 ea | +6 ea |

d12 | 12 | +1d12 ea | +7 ea |

d20 | 20 | +1d20 ea | +11 ea |

Note that only monsters use d4 and d20 HD. Con Mod multiplied by level is added to the total (effectively it modifies each die).

# Common other variations not in the rules

## Rolled at level 1:

just roll the die each level, add con bonus. Not common anymore.

## Rolled at 1 but with minimum.

Roll the hit die at level 1, but if less than the variant's listed HP/die, raise it to that. So, fred is level 1, and rolls a 6 on his d10. He keeps it. Jojo also rolls, but gets a 2 on his d10. It raises to a 6. At higher levels, most DM's using this option do not allow raising.

# Some Examples

### Fred Fighter

Fred is a fighter. He's level 3. He's using the alternate, because he's in an Adventurer's League Game. He has a Con of 14, for +2.

- At Level 1: 10 (the sides of the die) + 2 (the con mod) = 12
- At level 2: he adds 6 (the "hit die") +2 (the con mod) = 12+8 = 20
- At level 3: he adds 6 + 2 (just like level 2) for 20 + 8 = 28 total.

### Billy Barbarian

Billy's in a campaign using the standard rules. He's 6th level, and Con 16 (+3)

- At first level, he gets maximum: 12 (Die sides) +3 (Con Mod) = 15
- Level 2: He rolls a 3 on the d12, and adds his con mod of +3. That's 6. 15+6=21
- Level 3: He Rolls a 9 on the d12. Con mod again +3. That's 12 this level. 21 + 12 = 33
- Level 4: He rolls a 5. Con mod is a +3... he's adding 8. Total is 33+8 = 41 max HP
- Level 5: He rolls a 12. Con again:+3. Total 15. 41 +15 = 56.

### Charlie Changer

Charlie is 6th level... but went Wizard to 3rd, then fighter to third, then cleric for 7th.. he's also con 8 (-1)... Campaign is using the alternate only.

- Level 1: wizard is d6, con is -1, so 6-1 = 5
- Level 2: wizard is +4, con is -1, so +3, so 5 +3 = 8
- Level 3: Wizard is +4, con is -1, so +3, so 8 + 3 is 11
- Level 4: Fighter is d10, for +6. Con is -1, so is +5; so also 11+5 = 16
- Level 5: Fighter is +6, Con is -1, so is +5, so is 16 +5 = 21
- Level 6: Fighter is +6, Con is -1, so is +5, so is 21 +5 = 26
- Level 7: Cleric is d8, for +5. Con is -1, so +4, so 26+4 = 30.

Note: Con penalty applies every level, too. And at level 4, the character is level 4, so only gets the per level "fixed roll values"

## Best Answer

There is one -

Warding Bond, a 2nd level spell available to all Clerics, and Paladins of the Oath of the Crown from Sword Coast Adventurer's Guide.Resistance to all damage means that effectively, the spell halves all damage an ally takes while causing you to take the same amount of damage - so it's the same as if half of the damage was dealt to each of you.

It's not a spell, but Oath of the Crown Paladins also get a class feature that enables them to take the damage dealt to a nearby ally themselves, substituting their hit points for the ally's.