# HITDIE (Data: races.lst)

## Status

None

## Syntax

`HITDIE:x|y`

## Parameters

- x: Number (Hit Die size)
- x: %+Number (Amount added to Hit Die)
- x: %-Number (Amount subtracted from Hit Die)
- x: %*Number (Amount Hit Die is multiplied by)
- x: %/Number (Amount Hit Die is divided by)
- x: %upNumber (Amount Hit Die size is stepped up by)
- x: %downNumber (Amount Hit Die size is stepped down by)
- x: %Hup (Amount Hit Die size is stepped up by)
- x: %Hdown (Amount Hit Die size is stepped down by)
- y: CLASS=<class name> (Optional, Specific class the HITDIE will be applied to)
- y: CLASS.TYPE=<class type name> (Optional, Specific class type the HITDIE will be applied to)

*** Updated 5.13.6

## What it does

- Specifies the new Hit Die size granted to the creature.
- HITDIE may also be used in Class and Template files.
- The scale used by the functions which raise or lower Hit Die in steps is defined by the DIESIZES gameMode tag.
- The scale used in most gameModes is: 1,2,3,MIN=4,6,8,10,MAX=12,20,100,1000
- When using the step up function (%upNumber) or step down function (%downNumber) the minimum and maximum steps are set by the MIN and MAX tags in the DIESIZES tag.
- The step up function (%Hup) and step down functions (%Hdown) will ignore the MIN and MAX settings and use the full range of die sizes specified by the DIESIZES tag.
- Regardless of the number it will never allow a hit die below 1.
- Optionally HITDIE can be qualified with a Class or Class type in which case it will only be applied to matching classes.
- .MOD Behavior: When modifying a race with the `.MOD` tag, given an existing `HITDIE` tag, the data included in a new `HITDIE` tag will overwrite the existing tag data.

## Example

`HITDIE:12`

The character now has a Hit Dice of 12.

`HITDIE:%+2`

Adds 2 to the current Hit Dice size.

`HITDIE:%-4`

Subtracts 4 from the current Hit Dice size.

`HITDIE:%*3`

Multiplies the current Hit Dice size by 3.

`HITDIE:%/2`

Divides the current Hit Dice size by 2.

`HITDIE:%up2`

Steps up the Hit Dice size by two steps. If the creature has a Hit Die of d6 it will be stepped up to d10.

`HITDIE:%down1`

Steps down the Hit Dice size by one step. If the creature has a Hit Die of d6 it will be stepped down to d4.

`HITDIE:%up1|CLASS.TYPE=Monster`

Steps up the Hit Dice size by one step for any Monster class levels the creature has. If the creature has a Monster class Hit Die of d8 it will be stepped up to d10.

`HITDIE:%Hup4`

Steps up the Hit Dice size by four steps. If the class has a Hit Die of d6 it will be stepped up to d20.

`HITDIE:%Hdown3`

Steps down the Hit Dice size by three steps. If the class has a Hit Die of d6 it will be stepped down to d2.

.MOD Example:

Initial Race: `<race name> <tab> HITDIE:12`

Modified By: `<race name>.MOD <tab> HITDIE:%/2`

Is Equivalent To: `<race name> <tab> HITDIE:%/2`

The creature’s new hitdie size is a divided by 2.

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