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Character Analysis

Proficiency ScoreAverage Hit Points (1d6)Average Hit Points (1d8)Average Hit Points (1d10)Average Hit Points (1d12)Low Armor ClassHigh Armor ClassAverage Saves with ProficiencyAverage Attack Bonus
17911131317+2+2
2141822261418+3+3
3212733391519+4+4
4283644521620+5+5
5354555651721+6+6
6425466781822+7+7
7496377911923+8+8
85672881042024+9+9
96381991172125+10+10
1070901101302226+11+11
1177991211432327+12+12
12841081321562428+13+13
13911171431692529+14+14
14981261541822630+15+15
151051351651952731+16+16
161121441762082832+17+17
171191531872212933+18+18
181261621982343034+19+19
191331712092473135+20+20
201401802202603236+21+21

Notes:

The average Hit Points assume a Constitution Score of 12, resulting in a +1 modifier, and taking the highest value on the hit die rather than rolling.

The average Armor Class assumes a Dexterity Score of 12, resulting in a +1 modifier. For the low score, proficiency with Leather Armor is assumed. For the high score, proficiency with Full Plate is assumed. It also assumes the character is proficient with the armor they are wearing.

It should be noted that characters with the Armor Bonus trait likely fall closer to the High Armor Class.

Average Saves with and without proficiency assume ability scores of 12, resulting in a +1 modifier. Since a character without proficiency in a save is left with their ability score modifier, the average save without Proficiency Score is always +1.

Average Attack Bonus assumes ability scores of 12, resulting in a +1 modifier, and proficiency with the weapon wielded.

Average Damage varies greatly, from die size to number of dice to bonus modifiers.

For weapons, since the die size can be any option at any level, the number of dice are used to take the average. A rule of thumb is the number of dice being rolled is one plus a fourth of the character’s Proficiency Score, rounded down. This makes Proficiency Scores 4, 8, 12, 16, and 20 around the increase in weapon damage most common. The following table assumes ability scores of 14, resulting in a +2 modifier, with absolutely no extra bonuses.

Proficiency Scored4d6d8d10d12
145678
245678
345678
479111315
579111315
679111315
779111315
8912151821
9912151821
10912151821
11912151821
121216202428
131216202428
141216202428
151216202428
161419242934
171419242934
181419242934
191419242934
201419242934

The average dive value is determined by adding the lowest value of all the dice and the highest value of all the dice, then dividing by 2 and rounding down to the nearest integer. This equation is as follows:

[Number of Dice x (Smallest Value + Largest Value)] / 2

For weapons, add the +2 for the ability score modifier at the end.

For supernatural powers and spells, die size is already determined by the affect and number is determined by the ability. Low dice numbers are around a quarter of the character’s Proficiency Score, rounded down. Average is half character’s Proficiency Score and high is equal to their Proficiency Score. Supernatural powers deal more damage since it is both easy to gain access to them and multiple attacks with weapons per round is easier than multiple spells. The following gives the average damage meaning a number of dice equal to half the character’s Proficiency Score.

Proficiency Scored4d6d8d10d12
123456
223456
323456
45791113
55791113
6710131619
7710131619
81014182226
91014182226
101217222732
111217222732
121521273339
131521273339
141724313845
151724313845
162028364452
172028364452
182231404958
192231404958
202535455565