Daggerheart Damage Calculator

Daggerheart Damage Calculator

Calculate damage dice by proficiency, compare the roll against Major and Severe thresholds, apply resistance, and estimate how Armor Slots change HP loss.

Encounter Presets

Presets are editable examples. The calculator treats Daggerheart damage as a roll total first, then applies resistance or vulnerability, compares the adjusted damage to thresholds, and optionally marks Armor Slots to step the wound down.

🎲 Damage Inputs
Used for labels and reference notes.
Weapon attacks roll this many damage dice.
The listed die on the weapon, spell, or adversary damage.
Use this for bonus or reduced base dice before special dice.
Extra feature, spell, ally, or weapon trait dice.
Ignored when bonus dice count is 0.
Add bonuses or penalties after dice are rolled.
Use the mode that matches the table ruling for the hit.
Adjusted damage at or above this marks Major HP.
Adjusted damage at or above this marks Severe HP.
Add level, armor feature, temporary protection, or penalties.
Resistance is applied before wound classification.
Choose the rounding convention your table uses.
One marked slot can reduce the wound by one band.
Expected HP assumes this plan for each incoming hit.
Used for slot demand and multi-hit expected HP.
Leave blank to show expected wound classification.
Damage result
Expected Damage
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after resistance
Expected HP
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per hit after armor
Likely Wound
---
highest probability
Severe Chance
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before Armor Slot step
🧮 Daggerheart Math Grid
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Damage dice
Base damage dice are driven by Proficiency, then adjusted by modes and bonus dice.
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Thresholds
Major and Severe thresholds convert adjusted damage into 1, 2, or 3 HP.
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Armor pressure
A marked Armor Slot reduces the wound severity by one band, not the damage number.
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Resistance
Resistance, vulnerability, and immunity change damage before thresholds are checked.
📊 Damage Tables
Current wound probability from the entered dice
OutcomeBefore ArmorAfter Armor PlanHP Marked
None------0
Minor------1
Major------2
Severe------3
Projected repeated hits with limited Armor Slots
HitsExpected HP No ArmorExpected Slot DemandExpected HP With Slots
1---------
2---------
3---------
5---------
Daggerheart wound band reference
Adjusted damageClassificationHP markedOne Armor Slot changes to
0 or lessNo HP0No slot needed
1 to below MajorMinor10 HP
Major to below SevereMajor2Minor, 1 HP
Severe or higherSevere3Major, 2 HP
Common damage dice averages before flat modifiers
Proficiencyd6 averaged8 averaged10 averaged12 average
1 die3.54.55.56.5
2 dice7.09.011.013.0
3 dice10.513.516.519.5
4 dice14.018.022.026.0
💡 Practical Tips
Tip: Resistance should be applied to the incoming damage total before comparing the result to Major and Severe thresholds. That can move a hit down by more than one wound band when the roll was close to a threshold.
Tip: Marking an Armor Slot changes the wound severity by one step. It does not subtract from the rolled damage, so this calculator reports both adjusted damage and final HP.

The damage value for Daggerheart dont allow for an simple subtraction of a value from the health bar for character. Instead, the game use a system of threshold and bands for damage. If damage does not reach the Major threshold, the wound are considered to be of a minor nature.

If damage reaches the Major threshold, the wound is of a Major nature. If damage reaches the Severe threshold, the wound is of a Severe nature. Thus, damage threshold are used to indicate the severity of the wounds that a character take.

How Damage, Armor, and Resistance Affect Wounds

In order to calculate the damage that is dealt, there is several values that must be accounted for. The character’s strike proficiency will impact the number of dice that are rolled. Additionally, there are bonuses to damage that can be recieved from specific ability or strikes.

Once the player rolls the number of dice, the damage can be reduced due to the resistance of the creature that is being attacked; halving the damage total will reduce damage from Severe to Major thresholds, for instance. Thus, resistance to damage can alter the damage total that is dealt, and the severity of those wounds. Armor dont reduce the damage total that is rolled.

Armor will reduce the severity of the wound category. For instance, armor slot can reduce damage from Severe wounds to Major wounds, or reduce Major wounds to Minor wounds. Thus, armor does not reduce damage total, but alters the wound category into one of less severe.

Armor can be used for resource management to decide whether it is better to spend armor slots on future attacks or during current attacks. Some weapon will result in damage that consistently hits certain thresholds. Weapons that are design to hit consistent damage will hit the Minor threshold, for instance.

Other weapons will have high variance in the damage that can be dealt. Weapons with high variance can result in very low damage or very high damage. Thus, expected health loss per hit can be calculated to determine how many rounds of fights a character can survive.

Proficiency will impact the number of dice that are rolled, which will increase the maximum damage that can be hit. Additionally, flat modifier will impact the damage total. High flat damage modifiers will result in higher damage, even if the number of dice are low.

Thus, flat modifiers increase the consistency of damage that is dealt. Armor should of been used in different situation based off the type of enemy that are being fought. If weak enemies are faced, armor slot can be saved because damage will not reach Major thresholds.

However, if one strong enemy is faced, armor slots may be purchased for one hit in order to avoid a Severe wound. Thus, armor can be used to manage resource in the face of different enemies.

Daggerheart Damage Calculator

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