# Tag Info

19

They are two separate things. Let's say you are a Rogue (1d8). When you level up, you roll 1d8 to determine your HP increment, no matter what your level is. Also, you have a reserve of dice (d8). When you perform a short rest, you can roll one or more of those dice in order to recover HP. The higher your level, the larger your dice reserve (at each levelup, ...

8

If you increase Strength 11 to 12 and Wisdom 13 to 14, both of those modifiers will increase (to +1 and +2), in accordance with the chart Francisco posted. Due to how modifiers work there is effectively a "breakpoint" every 2 points of an ability score. The difference between a Strength of 10 and one of 11 is very slight, but the difference between 11 and ...

7

Typically you'll be able to make an improvement to your stats at level 4, 8, 12, 16 and 19. The ability modifier is based on your ability score. If you look on p.13 of the PHB you'll see the chart. \begin{array}{cc} \text{Score} & \text{Modifier} \\ \hline 1 & -5\\ 2\text{–}3 & -4\\ 4\text{–}5 & -3\\ 6\text{–}7 & -2\\ 8\text{–}9 & ...

4

To quote the other relevant rules passage for context (page 17): The lowest you can have an attribute is 1, and the highest is 10. There is no explicit explanation of how this interacts with the Kiai spending option you have quoted, and so I would be inclined to think it does not interact in any special way; that is, the minimum and maximum values for ...

2

Essentially, you have two ability points you can allocate however you choose. You can allocate two points to the same stat, or 1 point each to two stats. Once you've allocated your ability points, you then recalculate your modifiers for any stats that have changed. The formula is $\text{floor}(\frac{\text{stat} - 10}{2})$. In your case you've described ...

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