Overview
This tool converts stat blocks from other popular TTRPGs into Daggerheart format. It analyzes the original creature's statistics and translates them into Daggerheart's streamlined adversary system.
How are Tiers determined?
Daggerheart uses a 4-tier system instead of Challenge Rating scales. The conversion maps CR to tier as follows:
| Challenge Rating | Daggerheart Tier |
| CR 0-1 | Tier 1 |
| CR 2-4 | Tier 2 |
| CR 5-10 | Tier 3 |
| CR 11+ | Tier 4 |
How are Hit Points scaled?
Daggerheart uses much smaller HP pools than other d20 systems. Instead of directly converting HP, the tool assigns HP based on the creature's tier and type:
| Tier | Base HP |
| Tier 1 | 3 HP |
| Tier 2 | 5 HP |
| Tier 3 | 8 HP |
| Tier 4 | 12 HP |
Adversary types then modify this base HP. For example, Bruisers add +3 HP while Minions are always reduced to just 1 HP.
How is Difficulty set?
Difficulty is the target number players need to hit for attacks and ability checks against this adversary. It's determined purely by tier:
| Tier | Difficulty |
| Tier 1 | 11 |
| Tier 2 | 14 |
| Tier 3 | 17 |
| Tier 4 | 20 |
How are Damage Thresholds calculated?
Damage thresholds determine when an adversary takes a Hit (Major threshold) or two Hits (Severe threshold). Base thresholds are set by tier:
| Tier | Major Threshold | Severe Threshold |
| Tier 1 | 7 | 12 |
| Tier 2 | 10 | 20 |
| Tier 3 | 20 | 32 |
| Tier 4 | 25 | 45 |
These are then modified by adversary type. Bruisers have 20% higher thresholds (harder to hurt), while Hordes have 20% lower thresholds (easier to damage).
How are Adversary Types chosen?
The converter analyzes the original creature to suggest the most appropriate Daggerheart adversary type:
- Solo: Creatures with Legendary Actions become Solo adversaries (designed to fight an entire party)
- Leader: High-CR creatures with Multiattack become Leaders (commanders that buff allies)
- Bruiser: High-HP creatures (50+ HP) at CR 2+ become Bruisers (tough, close-quarters fighters)
- Ranged: Creatures whose primary attack is ranged become Ranged adversaries
- Skulk: Creatures with Stealth proficiency or ambush abilities become Skulks (hit-and-run tactics)
- Support: Creatures with healing/buffing abilities at low CR become Support
- Minion: Very low CR creatures (1/4 or less) become Minions (1 HP, defeated in groups)
- Standard: Default for creatures that don't fit other categories
Type Modifiers
Each adversary type applies specific modifiers to the base statistics:
| Type | HP Mod | Stress Mod | Threshold Mod | Attack Mod |
| Bruiser | +3 | +1 | +20% | +0 |
| Horde | -1 | +0 | -20% | +0 |
| Leader | +1 | +2 | +10% | +1 |
| Minion | =1 | +0 | -50% | -1 |
| Ranged | -1 | +0 | -10% | +1 |
| Skulk | +0 | +1 | -10% | +0 |
| Social | -1 | +2 | -30% | -1 |
| Solo | +5 | +3 | +50% | +1 |
| Standard | +0 | +0 | +0% | +0 |
| Support | -1 | +1 | -20% | +0 |
Damage Type Conversion
Many TTRPGs have numerous damage types. Daggerheart simplifies these into two categories:
- Physical (phy): Slashing, Piercing, Bludgeoning
- Magic (mag): Fire, Cold, Lightning, Acid, Poison, Necrotic, Radiant, Force, Psychic, Thunder
Range Conversion
Ranges in feet are converted to Daggerheart's abstract range bands:
| Source Range | Daggerheart Range |
| 5 ft | Melee |
| 10 ft | Very Close |
| 11-30 ft | Close |
| 31-60 ft | Far |
| 60+ ft | Very Far |
Supported Input Formats
The converter accepts stat blocks in multiple formats:
- Text: Copy-pasted stat blocks from PDFs, digital toolsets, VTTs, etc.
- JSON: Most popular monster/creature JSON export formats are supported
The system auto-detects the format - just paste and convert!
But these calculations SUCK!
You're kind of right. These calculations are not perfect for every adversary.
A small fae may make more thematic sense to be difficult to hit. A beefy bruiser might be easy to hit but have a ton of HP. A cunning spellcaster might have low thresholds but dangerous abilities.
It is your job as the GM to edit these to fit your campaign.
I've given you the ability to edit every field after conversion and I highly recommend you do so to make the monster the best it can be. Use the converted stats as a starting point, then tweak the numbers until the adversary feels right for your table.