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Amulet of Health 5e: Constitution 19, the Hit Point Math and Who Gains Most
The Amulet of Health is a rare wondrous item that requires attunement and makes your Constitution 19 while you wear it. If your Constitution is already 19 or higher, it does nothing. A Constitution of 19 gives a +4 modifier, so the amulet adds hit points at every level, improves Constitution saving throws (including concentration checks) and adds to every Hit Die you spend. The 2014 and 2024 versions work the same way. The verdict: a big upgrade for a character with Constitution 12 or lower, a small one at 14 to 16, and a wasted attunement slot at 18.
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Amulet of Health Rules Text
The 2014 card (SRD 5.1) comes first, then the 2024 card (SRD 5.2.1).
Amulet of Health
2014 rules
Wondrous item, rare (requires attunement)
RareRequires attunement
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.
Two sentences in each edition, with small wording changes in both. The interesting part is everything a Constitution score touches, which is more than most players expect.
How the Amulet of Health Works
It sets the score, it doesn't add to it
The amulet replaces your Constitution with 19. It is not a +2 or a +4 bonus. A character with Constitution 8 and a character with Constitution 17 both end up at exactly 19, which is why the amulet is worth far more to the first one. The modifier for 19 is +4, the same as for 18, so a character at 18 gains nothing at all from it.
You must wear it and be attuned to it. Attuning takes a short rest spent focused on the item while touching it, and it counts as one of your three attunement slots.
Hit points go up at every level
Both SRDs treat a change in your Constitution modifier as retroactive. The 2014 SRD says your hit point maximum changes as though you had the new modifier from 1st level. The 2024 SRD says each +1 to the modifier raises your Hit Point maximum by 1 for each level you have. The amulet applies that rule the moment you attune.
Constitution without the amulet
Modifier
Modifier with the amulet
Extra HP per level
At level 5
At level 10
8
-1
+4
+5
+25
+50
10
+0
+4
+4
+20
+40
12
+1
+4
+3
+15
+30
14
+2
+4
+2
+10
+20
16
+3
+4
+1
+5
+10
18
+4
+4
0
0
0
A level 10 wizard with Constitution 12 goes from 52 hit points (7 at level 1, then the fixed 4 + 1 for nine levels) to 82. A level 10 fighter with Constitution 14 has 84 on the same fixed values.
Taking it off
The hit points leave with the amulet. When it comes off, your maximum drops by the same amount, and in 2024 the SRD is explicit that your current hit points can't exceed your maximum, so anything above the new maximum is lost. Attunement also ends if you're 100 feet or more from the amulet for 24 hours, or if another creature attunes to it. A thief who steals the amulet takes a chunk of your hit points with it.
Constitution saving throws and concentration
The new modifier applies to every Constitution save. For spellcasters that mostly means concentration. When you take damage while concentrating, you make a Constitution save against DC 10 or half the damage taken, whichever is higher (the 2024 rules cap the DC at 30). Two examples against the common DC 10:
•Wizard, Constitution 14, no save proficiency: +2 needs an 8 or higher, 65%. With the amulet, +4 needs a 6, 75%.
•Sorcerer, Constitution 12, proficient, level 5 (+3): +4 needs a 6, 75%. With the amulet, +7 needs a 3, 90%.
Concentration still breaks on a bad roll, but it breaks a lot less. The concentration rules page covers the rest of what ends a spell.
Hit Dice, breath and the small stuff
Every Hit Die you spend on a short rest adds your Constitution modifier, so a +4 turns each die into a solid heal. Under both suffocation rules you can hold your breath for 1 + your Constitution modifier minutes, which becomes 5 minutes with the amulet. Any feature keyed to your Constitution modifier uses the new number as well.
Ability Score Improvements while wearing it
An Ability Score Improvement raises your own score, not the amulet's. If you have Constitution 14 and spend an improvement to reach 16 while attuned, you still have 19 and gained nothing until the amulet comes off. The flip side is the real value of the item: with Constitution handled, every future improvement can go to your main ability instead.
The same applies to a Manual of Bodily Health. Its +2 raises your own score; if that pushes you to 19 or higher, the amulet stops doing anything.
The Ioun Stone of Fortitude problem
An Ioun Stone of Fortitude raises Constitution by 2, to a maximum of 20, in both editions. The stone counts toward the amulet's threshold: the 2024 amulet checks your Constitution "without it", so a Constitution 17 plus the stone is 19 and the amulet does nothing. Neither text says what happens when the stone is added to a score the amulet already set. DM ruling, not rules text: the amulet replaces your score rather than raising it, so don't add the stone on top of the 19; use whichever item gives the higher score. Either way, one of the two does the job alone: below 17 the amulet gives the higher score, at 17 they tie at 19, and at 18 the stone alone reaches 20. Wearing both is never worth the second attunement slot.
Amulet of Health: 2014 vs 2024
2014 (SRD 5.1)
2024 (SRD 5.2.1)
Rarity / attunement
Rare, requires attunement
Rare, requires attunement
Effect
Constitution score is 19
Constitution is 19
No effect when
Your Constitution is already 19 or higher
Your Constitution is 19 or higher without it
Value
No price in the SRD
4,000 GP (rare)
What this means at the table:
•The item is functionally unchanged. The 2024 wording "without it" makes explicit that the check ignores the amulet itself; anything else raising your Constitution, such as an Ioun Stone of Fortitude, still counts.
•The surrounding rules moved a little. The 2024 concentration DC tops out at 30, and 2024 suffocation hands out Exhaustion levels instead of dropping you to 0 hit points. The amulet's +4 helps the same way under both.
Is the Amulet of Health Worth It?
It depends almost entirely on the Constitution you start with. Use the table above: at 12 or lower it's one of the strongest defensive items you can attune to, and at 16 or higher it isn't worth the slot.
Best fits:
•Wizards and sorcerers with modest Constitution. They have the smallest hit dice and the most concentration spells. Fifteen to fifty extra hit points and better concentration odds change how close to the front they can stand.
•Characters who dumped Constitution for a high main stat. The amulet lets them keep pushing that stat with every improvement.
•Anyone facing a lot of Constitution saves. Poison and many monster abilities target Constitution.
How it compares with other attunement items:
Item
Rarity
What it gives
Amulet of Health
Rare
Constitution 19: +1 to +5 HP per level and the same bonus to Con saves
A Cloak of Protection is the better pick for a character whose Constitution is already 16. The amulet wins for a Constitution 10 caster, who gains +4 on concentration saves instead of +1 and 4 hit points a level besides.
When it's a trap: on a barbarian or fighter who already has 16 to 18 Constitution, and on a character who keeps taking Constitution improvements anyway.
Amulet of Health for DMs
What it changes. Survivability, and almost nothing else. A fragile caster becomes as hard to drop as a front-liner, and concentration spells last longer. If your encounters rely on focusing down the wizard, expect that to stop working as well.
Pricing. The 2024 SRD values a rare magic item at 4,000 GP and says rare items are usually only for sale in cities. The 2014 SRD gives no prices; any 2014 figure you've seen comes from the Dungeon Master's Guide. The magic item rarity calculator and the magic item generator help if you're stocking a shop or a hoard.
Losing it. Because the hit points vanish when the amulet does, it makes a strong target for thieves and for effects that separate a character from their gear. Use that sparingly; it's a nasty surprise mid-fight.
Hooks.
•A retired caravan guard wears an Amulet of Health and has outlived three employers. She'll trade it for passage home, but the last person who tried to take it is buried by the road.
•A plague-stricken town's mayor offers the amulet as payment for finding the source of the sickness. He's been wearing it the whole time and is the only healthy person left.
•A hill giant wears the amulet on a cord as a trinket. Its own Constitution is already 19, so the amulet does nothing for it, and it has no idea what it's carrying.
Whose neck the amulet ended up around is the kind of detail a party forgets by the next session. Loreify records your game and keeps the loot list in the recap.
Frequently Asked Questions
Does the Amulet of Health require attunement?
Yes. It's a rare wondrous item that requires attunement in both the 2014 and 2024 rules, so it takes one of your three attunement slots.
Does the Amulet of Health increase hit points?
Yes. Raising your Constitution modifier raises your hit point maximum by the difference for every level you have. A Constitution 12 character (+1) going to 19 (+4) gains 3 hit points per level, 30 at level 10.
Does the Amulet of Health stack with Ability Score Improvements?
No. The amulet sets your Constitution to 19; improvements raise your own score underneath it. They only matter once your own score passes 19 or the amulet comes off.
What if my Constitution is already 18?
You gain nothing. Constitution 18 and 19 both give a +4 modifier, so the amulet adds no hit points and no bonus to saves.
How much is an Amulet of Health worth?
4,000 GP under the 2024 SRD, the value of any rare magic item. The 2014 SRD doesn't price magic items.
Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.