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
min 1 max 20 mean 10.50 21/2
P(finish at 11 HP) = 50.00% (1/2)
  • 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
min 1 max 20 mean 13.82 553/40
P(finish at 11 HP) = 75.00% (3/4)
  • 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
min 1 max 20 mean 7.17 287/40
P(finish at 11 HP) = 25.00% (1/4)
  • 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):

Drag the to-hit bonus and watch the peak-gain AC slide right. The +to-hit sweet spot tracks AC ≈ to_hit + 11, which is just "the AC where you'd otherwise be at 50/50".

AC Normal Advantage Disadvantage Δ adv − normal
5 95.00% 99.75% 90.25% +4.75%
6 95.00% 99.75% 90.25% +4.75%
7 95.00% 99.75% 90.25% +4.75%
8 90.00% 99.00% 81.00% +9.00%
9 85.00% 97.75% 72.25% +12.75%
10 80.00% 96.00% 64.00% +16.00%
11 75.00% 93.75% 56.25% +18.75%
12 70.00% 91.00% 49.00% +21.00%
13 65.00% 87.75% 42.25% +22.75%
14 60.00% 84.00% 36.00% +24.00%
15 55.00% 79.75% 30.25% +24.75%
16 50.00% 75.00% 25.00% +25.00% ← peak
17 45.00% 69.75% 20.25% +24.75%
18 40.00% 64.00% 16.00% +24.00%
19 35.00% 57.75% 12.25% +22.75%
20 30.00% 51.00% 9.00% +21.00%
21 25.00% 43.75% 6.25% +18.75%
22 20.00% 36.00% 4.00% +16.00%
23 15.00% 27.75% 2.25% +12.75%
24 10.00% 19.00% 1.00% +9.00%
25 5.00% 9.75% 0.25% +4.75%

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

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.