Concepts → Great Weapon Master break-even

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.

The setup

Great Weapon Master (the 2024 version, "Heavy Weapon Master" in some printings, but the −5/+10 trade is the same in both editions): when you swing a heavy weapon, you can choose to take −5 on the attack roll. If the attack lands, deal +10 damage.

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 A with attack bonus +B, you hit on a roll of A − B or 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

The pattern: break-even AC ≈ attack-bonus + 8 for a Greataxe-class weapon. With a magic weapon at higher tiers, GWM is essentially 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
min 6 max 17 mean 11.50 23/2
P(finish at 11 HP) = 58.33% (7/12)
  • 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
min 16 max 27 mean 21.50 43/2
P(finish at 21 HP) = 58.33% (7/12)
  • 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.

When GWM is wrong

Three regimes where the rule breaks down and the table above misleads:

  • You have advantage. Advantage on the attack roll changes the hit-chance math non-linearly — see advantage and disadvantage for the curve. Short version: with advantage, the −5 penalty is much less costly because you're rolling twice. GWM becomes correct ~2 AC points higher than the non-advantage table suggests.
  • You're using 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 when 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 threshold in this round — see variance and kill probability. The +10 from GWM helps less than you'd expect when the target is below your single-swing maximum already; it helps more than you'd expect when the target is just above.

Try it yourself

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.

Adjacent reading: Sharpshooter break-even — the same trade for ranged attacks (and the same closed-form rule with one extra wrinkle around long-range disadvantage). Great Weapon Fighting vs raw rerolls — the GWF reroll-on-1 pairs naturally with GWM and shifts the break-even AC by another ~0.5.