Concepts → Advantage and disadvantage
Advantage isn't "+5 to hit." It's a curve — and that shape changes which builds it actually helps.
Every 5e player has heard "advantage is roughly +5 to hit." That's only true at the exact middle of the AC range; elsewhere advantage is worth anywhere from +1 to +5 depending on what you needed to roll to begin with. Worked out below.
The mechanic, briefly
Advantage: roll two d20s, take the higher. Disadvantage: roll two d20s, take the lower. Both cancel each other out (one of each gives a normal roll). You can't "stack" advantage — multiple sources of advantage just give one.
The flat d20 distribution looks like this — every face equally likely, mean 10.5:
1d20
- 1 5.00%
- 2 5.00%
- 3 5.00%
- 4 5.00%
- 5 5.00%
- 6 5.00%
- 7 5.00%
- 8 5.00%
- 9 5.00%
- 10 5.00%
- 11 5.00%
- 12 5.00%
- 13 5.00%
- 14 5.00%
- 15 5.00%
- 16 5.00%
- 17 5.00%
- 18 5.00%
- 19 5.00%
- 20 5.00%
How advantage reshapes the distribution
Mathematically, advantage produces the maximum of two
independent d20s. The probability of rolling at least k on
a normal d20 is (21-k)/20. With advantage, both rolls
have to fall below k for the result to fall below k, so:
P(advantage ≥ k) = 1 − ((k−1)/20)²
The mean shifts from 10.5 (flat d20) to 553/40 = 13.825 with advantage — a +3.325 shift, the famous "advantage is about +3" result. Disadvantage symmetrically pulls the mean down to 287/40 = 7.175.
Side by side: the same d20, the same shape stretched right (advantage) and left (disadvantage). Threshold marker at 11 — the sweet-spot AC where advantage is worth the most.
2d20kh1
- 1 0.25%
- 2 0.75%
- 3 1.25%
- 4 1.75%
- 5 2.25%
- 6 2.75%
- 7 3.25%
- 8 3.75%
- 9 4.25%
- 10 4.75%
- 11 5.25%
- 12 5.75%
- 13 6.25%
- 14 6.75%
- 15 7.25%
- 16 7.75%
- 17 8.25%
- 18 8.75%
- 19 9.25%
- 20 9.75%
2d20kl1
- 1 9.75%
- 2 9.25%
- 3 8.75%
- 4 8.25%
- 5 7.75%
- 6 7.25%
- 7 6.75%
- 8 6.25%
- 9 5.75%
- 10 5.25%
- 11 4.75%
- 12 4.25%
- 13 3.75%
- 14 3.25%
- 15 2.75%
- 16 2.25%
- 17 1.75%
- 18 1.25%
- 19 0.75%
- 20 0.25%
The "advantage = +5 to hit" claim, dissected
Compare per-AC hit probabilities for a +0 to-hit attacker (so the AC value is the d20 roll needed):
The "+5 to hit" claim is true in a band roughly AC 7 to AC 14. Outside that band, advantage is worth less. At the extremes (need a 2 or need a 20), advantage is barely worth a +1.
The intuition: advantage helps most when you have the most uncertainty — which is right around 50/50. When you almost always hit anyway, the second roll rarely changes the outcome. When you almost never hit, the second roll rarely lands the kill either.
Implications for builds
- Faerie Fire / Reckless Attack / Pack Tactics on a hard target (AC 18+): advantage is worth less than you'd guess from the rule of thumb. About +3 to hit, not +5.
- Same on an easy target (AC 8): also worth less. You'd hit two thirds of the time anyway; the second roll only rescues the ~22% of misses that flip to hits.
- Sweet spot: AC roughly equal to your to-hit + 11 (so you're rolling around 50% to hit). That's where Reckless Attack, Pack Tactics, Bless (separate effect), Bardic Inspiration on the attack, etc. all return their headline value.
- Critical hit interaction: advantage roughly doubles your crit rate. Two d20s, P(at least one nat 20) = 1 − (19/20)² = 39/400 ≈ 9.75% (vs 5% normal). A Champion fighter's extended 19–20 crit range with advantage hits ≈ 19% of swings. Combined with crit chance / +damage tradeoffs, this is most of what makes Reckless Attack actually good against bosses.
Disadvantage
Symmetric: P(disadvantage ≥ k) = ((21−k)/20)². Same curve, mirrored around the diagonal. Worst at AC 11 (drops a 50/50 to 25%), least damaging at the extremes (where you were probably going to hit or miss anyway).
Practical take: avoiding disadvantage is much more valuable than getting advantage because you usually have disadvantage forced on you in the AC band where it hurts most. Picking off ranged-attacker-in-melee penalty (which gives them disadvantage if they shoot you) at AC 14 vs you with +0 to-hit: their hit rate drops from 35% to 12%. That's like reducing their damage output by two-thirds.
BG3 and other 5e implementations
BG3 implements both directly. Notable interactions:
- High-ground advantage (BG3-specific, not in 5e tabletop) gives flat advantage on ranged attacks. Very strong for ranged builds because the AC range you fight is usually 13–17 — dead-centre in the band where advantage is worth its full +5.
- Reckless Attack barbarian: free advantage every turn at the cost of giving enemies advantage on you. Great offensively (your AC vs target ACs are often near 50/50), situationally bad defensively if your AC is what's keeping you alive.
- Rogue's Sneak Attack requires advantage (or an ally adjacent to the target). The advantage roll itself adds +3-ish to hit; the +Sneak Attack damage on top makes the swing worth disproportionately more than the advantage math alone suggests.
Try it yourself
↦ /strike/1d20 — flat d20 distribution ↦ /strike/2d20kh1 — advantage ↦ /strike/2d20kl1 — disadvantage ↦ /vs/2d20kh1/2d20kl1 — head-to-head ↦ Comparison tool — type your own expressions
The engine accepts NdMkh1 (keep highest) and
NdMkl1 (keep lowest) — the 5e advantage / disadvantage
primitive. Generic keep-K (e.g. 4d6kh3 for D&D
ability scores) is parsed but not yet evaluated; that needs the
order-statistic engine extension.