HP+ is a recurring ability in the Final Fantasy series. It is a support ability that increases a party member's HP. Usually the boost is a set percentage of the character's base HP, though not always.
The Monk learns HP+10%, HP+20% and HP+30% as support abilities.
The Green Beret increases the wearer's max HP by 12.5%, while the Red Cap increases it by 25%. The Muscle Belt and Bone Wrist relic raises max HP by 50%. Various Espers grant a level up bonus to HP, such as Bahamut granting HP+50%, causing the equipped party member to gain 50% more HP when they level up.
The HP Plus Materia increases the equipped party member's HP by a set percentage depending on the level of the Materia, from 10% at level one to 50% at level five. The Materia is obtained by getting between 60-90 points (inclusive) during Rufus's send-off in Junon, and can also be bought at Cosmo Canyon and Mideel.
Various Materia pieces can be granted HP+ as a support ability though Materia Fusion. The increase ranges from 10% to 999%.
Guardian Forces can learn the abilities HP+20%, HP+40% and HP+80%. The HP Bonus ability gives the character a permanent +30 HP on level up.
GFs can learn GFHP+10%, GFHP+20%, GFHP+30% and GFHP+40%. While the HP boosts must be equipped by the character to increase their HP, GFs always have the boosts from GFHP+ active.
HP +10%, +15%, +20%, +40%, +60%, and +100% are all abilities found on accessories. HP+10% can be found on Black Ring, Sword Tome, Nature's Tome, and Bushido Tome, HP +15% on Cat's Bell, HP +20% on Iron Bangle, HP +40% on Titanium Bangle, HP +60% on Mythril Bangle, and HP +100% can be found on Crystal Bangle, Iron Duke, Key to Success, and Adamantite.
In The Zodiac Age license boards may have up to 12 HP Lore Licenses
HP Boost increases the user's Max HP depending on the level of the HP Boost ability, while HP Grow increases the amount of HP the user gains upon leveling up, once again depending on the level of HP Grow. HP Boost can be customized onto equipment from Stamina Stones, while HP Grow can be customized through Small Emerald and Emerald.
Monks learn HP 10% Up at job level 4 and it requires 1 slot to equip. They also learn HP 20% Up at job level 10 (requires 2 slots), and HP 30% Up at job level 12 (requires 3 slots).
HP +20% is the level 3 ability of the Red Mage class, learned for 80 AP. It requires 1 slot in order to equip and use.
In Dissidia and Dissidia 012, after purchasing an Equip ability and mastering it on a character, the character will learn a corresponding Adept (in Dissidia) or Master (in Dissidia 012) ability for that type of equipment. When a Adept/Master ability for body armor is equipped with a matching type of body armor, the character receives a boost to their max HP.
HP Up comes in three levels of power, each level granting a larger HP bonus—Lv1 offers 800 HP, Lv2 grants 1,600, and Lv3 grants 2,400. Minwu, Cecil, Cloud, Aerith, Sephiroth, Seifer, Prishe and Snow learn all three levels of HP Up, while Warrior of Light learns Lv1.
HP Up (Lv1) is a proactive ability that costs 4 CP to equip. It increases parameters while equipped. It adds 800 to HP. It is learned by Firion (initially), Cecil (level 10), Galuf (level 20), Barret (level 20), Auron (level 20), Prishe (level 5), Balthier (level 30), Snow (initially), Cloud #2 (level 5), Machina (initially), and Noel (level 5).
HP Up (Lv2) is a proactive ability that costs 8 CP to equip. It increases parameters while equipped. It adds 1600 to HP. It is learned by Firion (level 35), Cecil (level 55), Galuf (level 60), Barret (level 60), Auron (level 60), Balthier (level 65), Snow (level 50), Benjamin (level 55), Cloud #2 (level 30), Machina (level 40), and Noel (level 40).
HP Up (Lv3) is a proactive ability that costs 14 CP to equip. It increases parameters while equipped. It adds 2400 to HP. It is learned by Firion (level 75), Cecil (level 80), Galuf (level 90), Cloud #2 (level 65), Machina (level 80), and Noel (level 75).