Concepts → Great Weapon Master break-even
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Great Weapon Master — at what AC does -5/+10 stop being
worth it?
The single most-asked min-max question in 5e: when does eating a −5 penalty to your attack roll for +10 to damage still come out ahead? It depends entirely on your attack bonus. The break-even AC follows a closed-form rule worth memorising — and the engine computes the underlying damage distributions exactly, including the bonus-action attack on a crit that GWM also grants (the part most build guides hand-wave).
Answer: break-even AC ≈ attack-bonus + 8
for a Greataxe-class weapon. With a magic weapon at higher tiers,
GWM is on against everything except plate-and-shield.
The setup
Great Weapon Master, in 5e (2014): when you swing a heavy weapon, you can choose to take −5 on the attack roll. If the attack lands, deal +10 damage. Plus a bonus-action attack whenever you crit or drop a creature to 0 HP — the bonus haft section below works that part out.
Note: the 2024 PHB reworked the feat — there's no −5/+10 trade
in 2024 GWM, just an always-on +PB damage on a successful
Attack-action hit with a Heavy weapon. This pillar is the 2014
math; if you're playing 2024 rules the trade question doesn't
apply, but the engine still models the +PB rider — write
1d12+5 @ AC15 +9 rider <PB> (e.g.
rider 4 at level 9+) and the rider adds flat
damage on hit. The 2024 bonus-action-on-crit-or-kill clause is
unchanged and lives in
the on-kill
pillar.
The question is the same one every Fighter, Barbarian, and Paladin asks at character creation: does the trade pay off, or am I just missing more often for nothing?
The math
Two quantities matter:
-
Hit chance. Against AC
Awith attack bonus+B, you hit on a roll ofA − Bor higher on the d20 — so the base hit chance is(21 − A + B) / 20, clamped to the[5%, 95%]band that natural-1 / natural-20 enforces. -
Expected damage on hit. The mean of your
weapon damage roll. For a Greataxe with +3 STR mod, that's
E[1d12+3] = 9.5. For a Greatsword with +3,E[2d6+3] = 10.
Damage-per-round (DPR) without GWM:
DPR_without = hit_chance(A, B) · E[base_damage]
With GWM, hit chance drops by 5 (because the −5 penalty is
equivalent to facing AC A + 5), and damage gains
a flat 10:
DPR_with = hit_chance(A + 5, B) · (E[base_damage] + 10)
Break-even is where these are equal — solve for AC and you get a clean rule.
The break-even table
Numbers below assume a Greataxe (1d12+STR) for the base damage. The break-even AC shifts by ~1 if you use a Greatsword (2d6+STR, mean 10) or a Halberd / Pike (1d10+STR, mean 8.5) — the headline pattern is identical.
Attack bonus (+B) |
STR mod | E[base damage] | Break-even AC | Below this AC, GWM wins |
|---|---|---|---|---|
+5 |
+3 |
9.5 (1d12+3) |
≈ 13 |
AC ≤ 12 — most early-game enemies, plus Knights |
+7 |
+4 |
10.5 (1d12+4) |
≈ 15 |
AC ≤ 14 — covers low-tier monsters and most humanoids |
+9 |
+5 |
11.5 (1d12+5) |
≈ 17 |
AC ≤ 16 — covers everything except plate + shield |
+11 |
+5 + magic weapon +1 |
12.5 (1d12+6) |
≈ 19 |
AC ≤ 18 — covers nearly every enemy in the Monster Manual |
So the rule of thumb is break-even AC ≈ attack-bonus + 8 for a Greataxe-class weapon. With a magic weapon at higher tiers, GWM is always on. At low levels with a mediocre attack bonus it's only worth the trade against lightly-armoured targets.
The damage rolls themselves
The +10 isn't free. It shifts the entire damage distribution
right by 10 points. Click into either panel to see the per-outcome
rationals; tap a bar to read off P(damage = N)
exactly.
1d12+5
- 6 8.33%
- 7 8.33%
- 8 8.33%
- 9 8.33%
- 10 8.33%
- 11 8.33%
- 12 8.33%
- 13 8.33%
- 14 8.33%
- 15 8.33%
- 16 8.33%
- 17 8.33%
1d12+15
- 16 8.33%
- 17 8.33%
- 18 8.33%
- 19 8.33%
- 20 8.33%
- 21 8.33%
- 22 8.33%
- 23 8.33%
- 24 8.33%
- 25 8.33%
- 26 8.33%
- 27 8.33%
Note the shape doesn't change. Variance stays at
(12² − 1)/12 = 143/12 for either roll since the flat
+10 is a constant offset. What changes is the mean, and where the
threshold-crossing probabilities land.
The per-attempt distribution — including misses and crits
The damage rolls above are conditional on a hit. The
real per-attempt distribution folds in the d20 attack roll: a
probability mass at 0 (miss), the standard damage on a non-crit
hit, and a doubled-dice tail on a natural-20 crit. Same engine,
one expression. 1d12+5 @ AC15 +9 on the left,
1d12+15 @ AC15 +4 on the right (Greataxe Fighter
with +5 STR + magic weapon, +9 base attack bonus, GWM costs −5
to-hit).
1d12+5 @ AC15 +9
- 0 25.00%
- 1 0.00%
- 2 0.00%
- 3 0.00%
- 4 0.00%
- 5 0.00%
- 6 5.83%
- 7 5.87%
- 8 5.90%
- 9 5.94%
- 10 5.97%
- 11 6.01%
- 12 6.04%
- 13 6.08%
- 14 6.11%
- 15 6.15%
- 16 6.18%
- 17 6.22%
- 18 0.42%
- 19 0.38%
- 20 0.35%
- 21 0.31%
- 22 0.28%
- 23 0.24%
- 24 0.21%
- 25 0.17%
- 26 0.14%
- 27 0.10%
- 28 0.07%
- 29 0.03%
1d12+15 @ AC15 +4
- 0 50.00%
- 1 0.00%
- 2 0.00%
- 3 0.00%
- 4 0.00%
- 5 0.00%
- 6 0.00%
- 7 0.00%
- 8 0.00%
- 9 0.00%
- 10 0.00%
- 11 0.00%
- 12 0.00%
- 13 0.00%
- 14 0.00%
- 15 0.00%
- 16 3.75%
- 17 3.78%
- 18 3.82%
- 19 3.85%
- 20 3.89%
- 21 3.92%
- 22 3.96%
- 23 3.99%
- 24 4.03%
- 25 4.06%
- 26 4.10%
- 27 4.13%
- 28 0.42%
- 29 0.38%
- 30 0.35%
- 31 0.31%
- 32 0.28%
- 33 0.24%
- 34 0.21%
- 35 0.17%
- 36 0.14%
- 37 0.10%
- 38 0.07%
- 39 0.03%
The 0-bar is the miss probability. Without GWM (left), nat 1
misses and nat 2–5 missed against AC 15 with +9 to-hit:
P(miss) = 5/20 = 25%. With GWM (right), the to-hit drops to
+4 so misses extend through nat 10: P(miss) = 10/20 = 50%.
The crit-on-20 branch is the same 5% in both panels but
contributes more damage on the GWM side because the doubled
dice are 2d12 against a +15 modifier rather than +5. Drag
the HP slider on the panel headers to read off
P(damage ≥ HP) against the AC 15 enemy.
Mean per attempt is the headline number to compare:
-
Without GWM:
(14/20)·11.5 + (1/20)·18 = 179/20 = 8.95damage per swing. -
With GWM:
(9/20)·21.5 + (1/20)·28 = 443/40 ≈ 11.08damage per swing.
GWM wins by about 2.1 mean DPR per swing at AC 15 with +9 to-hit,
consistent with the break-even table above (which says GWM is on
at AC 17 or below for this build). At level 5+ with Extra Attack
the per-round mean roughly doubles: 17.9 without
GWM vs 22.15 with, a 4.25 DPR lift
before we even count the bonus haft attack on a crit.
The bonus haft attack — what most build guides skip
GWM has a second clause every level-1 player forgets: when you score a critical hit (or drop a creature to 0 HP), you can take another attack with a melee weapon as a bonus action. Most break-even tables ignore this because modelling it requires chain-aware probability. "Fires on first crit in the round, at most once per turn" isn't expressible as an additive per-swing term.
The engine's oncrit postfix encodes exactly this
semantic. For the level-5+ Greataxe Fighter (Extra Attack ×2),
writing the FULL GWM round:
1d12+15 @ AC15 +4 attacks 2 oncrit 1d12+15 @ AC15 +4
Per-round mean climbs to 23.23 — about
1.08 DPR over the chain-only number above. Modest
because the bonus only fires when at least one main attack crits,
and at standard 1/20 crit chance per attack the
probability of any crit in a 2-attack chain is
1 − (19/20)² = 39/400 ≈ 9.75%. Multiply that by
the bonus's per-attempt mean (~11.08) and the
bonus contribution per round is ~1.08.
1d12+15 @ AC15 +4 attacks 2
- 0 25.00%
- 1 0.00%
- 2 0.00%
- 3 0.00%
- 4 0.00%
- 5 0.00%
- 6 0.00%
- 7 0.00%
- 8 0.00%
- 9 0.00%
- 10 0.00%
- 11 0.00%
- 12 0.00%
- 13 0.00%
- 14 0.00%
- 15 0.00%
- 16 3.75%
- 17 3.78%
- 18 3.82%
- 19 3.85%
- 20 3.89%
- 21 3.92%
- 22 3.96%
- 23 3.99%
- 24 4.03%
- 25 4.06%
- 26 4.10%
- 27 4.13%
- 28 0.42%
- 29 0.38%
- 30 0.35%
- 31 0.31%
- 32 0.42%
- 33 0.53%
- 34 0.64%
- 35 0.75%
- 36 0.87%
- 37 0.99%
- 38 1.11%
- 39 1.23%
- 40 1.36%
- 41 1.52%
- 42 1.69%
- 43 1.86%
- 44 1.75%
- 45 1.64%
- 46 1.52%
- 47 1.40%
- 48 1.27%
- 49 1.13%
- 50 0.99%
- 51 0.85%
- 52 0.70%
- 53 0.54%
- 54 0.38%
- 55 0.22%
- 56 0.19%
- 57 0.16%
- 58 0.13%
- 59 0.11%
- 60 0.08%
- 61 0.07%
- 62 0.05%
- 63 0.03%
- 64 0.02%
- 65 0.01%
- 66 0.01%
- 67 0.00%
- 68 0.00%
- 69 0.00%
- 70 0.00%
- 71 0.00%
- 72 0.00%
- 73 0.00%
- 74 0.00%
- 75 0.00%
- 76 0.00%
- 77 0.00%
- 78 0.00%
1d12+15 @ AC15 +4 attacks 2 oncrit 1d12+15 @ AC15 +4
- 0 25.00%
- 1 0.00%
- 2 0.00%
- 3 0.00%
- 4 0.00%
- 5 0.00%
- 6 0.00%
- 7 0.00%
- 8 0.00%
- 9 0.00%
- 10 0.00%
- 11 0.00%
- 12 0.00%
- 13 0.00%
- 14 0.00%
- 15 0.00%
- 16 3.75%
- 17 3.77%
- 18 3.78%
- 19 3.80%
- 20 3.82%
- 21 3.84%
- 22 3.85%
- 23 3.87%
- 24 3.89%
- 25 3.91%
- 26 3.92%
- 27 3.94%
- 28 0.21%
- 29 0.19%
- 30 0.17%
- 31 0.16%
- 32 0.28%
- 33 0.41%
- 34 0.53%
- 35 0.67%
- 36 0.80%
- 37 0.94%
- 38 1.07%
- 39 1.22%
- 40 1.36%
- 41 1.53%
- 42 1.69%
- 43 1.86%
- 44 1.76%
- 45 1.64%
- 46 1.52%
- 47 1.40%
- 48 1.27%
- 49 1.14%
- 50 1.00%
- 51 0.86%
- 52 0.71%
- 53 0.55%
- 54 0.40%
- 55 0.23%
- 56 0.20%
- 57 0.18%
- 58 0.16%
- 59 0.14%
- 60 0.13%
- 61 0.12%
- 62 0.11%
- 63 0.11%
- 64 0.10%
- 65 0.10%
- 66 0.11%
- 67 0.11%
- 68 0.12%
- 69 0.12%
- 70 0.13%
- 71 0.13%
- 72 0.13%
- 73 0.12%
- 74 0.12%
- 75 0.11%
- 76 0.11%
- 77 0.10%
- 78 0.09%
- 79 0.08%
- 80 0.07%
- 81 0.06%
- 82 0.05%
- 83 0.04%
- 84 0.03%
- 85 0.03%
- 86 0.02%
- 87 0.02%
- 88 0.01%
- 89 0.01%
- 90 0.01%
- 91 0.01%
- 92 0.00%
- 93 0.00%
- 94 0.00%
- 95 0.00%
- 96 0.00%
- 97 0.00%
- 98 0.00%
- 99 0.00%
- 100 0.00%
- 101 0.00%
- 102 0.00%
- 103 0.00%
- 104 0.00%
- 105 0.00%
- 106 0.00%
- 107 0.00%
- 108 0.00%
- 109 0.00%
- 110 0.00%
- 111 0.00%
- 112 0.00%
- 113 0.00%
- 114 0.00%
- 115 0.00%
- 116 0.00%
- 117 0.00%
Where the bonus-on-crit math really pays is on a Champion crit-
fish build. Champion 3 widens the crit range to 19–20, doubling
crit chance per attack to 2/20. Per-round mean for
1d12+15 @ AC15 +4 c19 attacks 2 oncrit 1d12+15 @ AC15 +4 c19
is 24.97 — the bonus contribution roughly
doubles to ~2.17. That's why GWM and Champion are
a canonical multiclass pair: each multiplies the value of the
other.
PAM as the alternative — when does GWM lose to Polearm Master?
Polearm Master grants an unconditional bonus-action attack with
the haft of a glaive, halberd, quarterstaff, or pike (1d4 + STR
mod). Unlike GWM's bonus-on-crit, the PAM haft fires every single
turn. Reliable instead of explosive. The engine's
bonus postfix encodes this:
1d10+5 @ AC15 +9 attacks 2 bonus 1d4+5 @ AC15 +9
Glaive (1d10 + STR), no GWM, +9 to-hit vs AC 15: per-round mean
22.05. The third attack, even at the smaller d4
die, adds ~5.75 DPR over the 2-attack baseline.
Compare against pure GWM (Greataxe, no PAM) at the same build:
| Build (level 5, +9 to-hit, AC 15) | Per-round mean | vs base 2× Greataxe |
|---|---|---|
| Greataxe, no feat | 17.90 |
— |
| Greataxe + GWM (no bonus) | 22.15 |
+4.25 |
| Greataxe + GWM + bonus-on-crit | 23.23 |
+5.33 |
| Glaive + PAM (no GWM) | 22.05 |
+4.15 |
| Glaive + PAM + GWM (RAW mutex) | 30.09 |
+12.19 |
| Glaive + PAM + GWM, Half-Orc Barb 5 (rage +2, reckless adv) | 50.16 |
+32.26 |
Pure PAM (Glaive, no GWM, 22.05) and full GWM (Greataxe with
bonus-on-crit, 23.23) are within 1.18 DPR of each
other at this AC band, closer than common wisdom suggests. PAM
lifts reliably, every turn. GWM frontloads the mean with +10 on
every hit and adds a small crit-gated upside. So the choice
between the two is about playstyle and build context more than
raw DPR. PAM wins on consistency: the third attack always fires,
and kill-probability against threshold-HP targets is more
predictable. GWM wins on burst: higher per-swing variance plus
the crit-doubled bonus give it a fatter right tail, overshooting
the kill threshold more often.
The combined PAM + GWM feat is the highest-DPR melee setup
regardless. Adding GWM to a PAM build is a substantial upgrade.
At the canonical no-rage, no-advantage build PAM+GWM hits
30.09 DPR vs PAM-alone's 22.05,
a +8.04 lift from the second feat. With Reckless
Attack on a Half-Orc Barb (rage +2, advantage on attacks) the
gap widens to PAM+GWM 50.16 vs PAM-alone
33.66, a +16.50 lift. The folk
wisdom about it being the optimal pair holds.
What's less obvious is that most of GWM's value when stacked on
PAM is the −5/+10 trade, not the bonus-on-crit clause. The
engine's
1d10+15 @ AC15 +4 attacks 2 bonus 1d4+15 @ AC15 +4 oncrit 1d10+15 @ AC15 +4
encodes the RAW per-turn-bonus-action constraint (PAM haft when
no crit, GWM bonus on a crit, one or the other, never both). Of
the +8.04 lift in the no-rage case, +7.88 is the −5/+10
trade applied to every attack including the haft (the
haft becomes 1d4+15 instead of 1d4+5), and only +0.16 is
the GWM bonus-on-crit feature itself. With reckless
advantage the bonus-on-crit contribution rises to about +0.47,
because the per-attack crit rate roughly doubles, but the trade
still dominates. The per-turn-bonus-action constraint caps what
bonus-on-crit can contribute when both feats are taken and PAM
is your default bonus action. Worth knowing if you're picking
feat order: the GWM trade arrives instantly, while the
PAM-vs-GWM bonus-on-crit choice only matters at the margin.
When GWM is wrong
The break-even table above misleads in three situations.
You have advantage. Advantage on the attack roll changes the hit-chance math non-linearly (see advantage and disadvantage for the curve). With advantage the −5 penalty hurts much less because you're rolling twice. GWM becomes correct about 2 AC points higher than the non-advantage table suggests.
You're running Bless or some other +1d4 to-hit floater. Each +1 to attack expected from Bless is roughly equivalent to facing 1 lower AC. Add Bless's mean (+2.5) to your effective attack bonus before reading the table.
The target has a kill threshold you're chasing. Mean DPR isn't the question if you need to finish a specific HP this round (see variance and kill probability). The +10 from GWM helps less than you'd expect when the target is already below your single-swing maximum, and helps more than you'd expect when the target is just above.
Try it yourself
↦ /vs/1d12+3/1d12+13 — base vs GWM damage rolls, +3 STR ↦ /vs/1d12+5/1d12+15 — base vs GWM damage rolls, +5 STR ↦ /vs/1d12+5 @ AC15 +9 / 1d12+15 @ AC15 +4 — base vs GWM per-attempt ↦ /strike/1d12+5 @ AC15 +9 — base per-attempt ↦ /strike/1d12+15 @ AC15 +4 — GWM per-attempt ↦ /strike/… attacks 2 oncrit … — full GWM with bonus-on-crit (level 5+) ↦ /strike/… c19 attacks 2 oncrit … c19 — Champion crit-fish + GWM (the optimal stack) ↦ /strike/… attacks 2 bonus … — Glaive + PAM (no GWM), level 5 ↦ /strike/… attacks 2 bonus … oncrit … — Glaive + PAM + GWM (RAW-correct mutex)
Drag the HP slider in any /vs view above. Below the GWM mean,
the +10 is dominant; well above, the to-hit penalty starts
mattering more — same logic as the kill-probability lesson
applied per-attack. The @ AC<n> +<m>
forms compare the full per-attempt distribution
(including the zero-mass miss spike); the bare-damage forms
compare conditional-on-hit distributions only.
Common questions
- At what AC does Great Weapon Master stop being worth it?
- For a Greataxe build, break-even AC ≈ attack-bonus + 8. With +9 to-hit (level-9 STR-based fighter with a magic weapon), GWM pays off at AC 17 or below — covering everything except plate-and-shield enemies.
- Is GWM better with a Greataxe or a Greatsword?
- Greataxe-class (1d12+STR) and Greatsword-class (2d6+STR) follow nearly the same break-even rule, shifted by ~1 AC. Greatsword's slightly higher mean (10 vs 9.5 at +3 STR) shifts the break-even AC up by 1 in GWM's favour.
- Does advantage change the GWM break-even?
- Yes — with advantage, the −5 penalty becomes much less costly because you're rolling twice. GWM stays correct ~2 AC points higher than the non-advantage table suggests.
- How much does the bonus-on-crit clause add?
- About 1 DPR per round at standard crit chance (5%) for a level-5+ Greataxe build at +9 to-hit vs AC 15 — 23.23 with the bonus vs 22.15 without. Doubles to ~2.17 DPR for a Champion 3 multiclass (crit on 19-20), which is why GWM + Champion is a canonical pair: each multiplies the value of the other.
- PAM or GWM at level 5?
- Closer than common wisdom suggests on the single-feat comparison. At +9 to-hit vs AC 15, level-5 Glaive + PAM produces 22.05 DPR per round (3 attacks: 2 main + haft); Greataxe + GWM with bonus-on-crit produces 23.23 — within 1.18 DPR. PAM wins on consistency, GWM wins on burst. Both feats stacked is the highest-DPR melee setup: PAM + GWM with RAW per-turn-bonus-action constraint hits 30.09 DPR (no rage/adv) or 50.16 (Half-Orc Barb 5 with rage + reckless adv). Adding GWM to a PAM build is +8.04 in the no-rage case and +16.50 with reckless — the second feat adds substantial value. Almost all of that lift is the −5/+10 trade applied to every attack including the haft, not the bonus-on-crit feature: of the +8.04 no-rage delta, only +0.16 is the GWM bonus-on-crit clause itself, because the per-turn-bonus-action constraint caps how often it can fire when PAM has the haft as the default bonus.
Where this matters in practice
The −5/+10 trade is the most-asked min-max question in 5e because it lives in the part of the game where small swings in expected damage compound over an adventuring day. Three places it shows up:
BG3 weapon picks at level 4 vs 8. At level 4 (+5 to-hit, no magic weapon), GWM's break-even is AC 13 — most enemies. At level 8 with a +1 weapon (+9 to-hit), it's AC 17 — almost everything except plate-and-shield. The BG3 weapon table shows where each weapon sits relative to the break-even line.
The Champion / Sharpshooter crit fisher. Crit chance scales the +10 to deal 2× as often. Champion 3's expanded 19+ crit range pushes GWM's break-even AC up by ~1, and pairs cleanly with the crit-chance pillar's "high-HP solo boss" case.
The bonus-action attack on a kill. Against bosses the kill-trigger is dormant — but against minion queues it's the dominant contribution. GWM on kill shows the +60-100% DPR a real cascade adds on top of the per-swing break-even math here.