Concepts → Great Weapon Master on kill
Great Weapon Master on kill — the underweighted half of the GWM math
GWM's bonus action attack triggers on EITHER crit OR kill. Most analyses (including our own GWM break-even pillar) measure the crit-trigger contribution against a stationary boss — where it's ~0.16 DPR — and skip the kill-trigger half. Against a queue of minions the kill-trigger adds 60-100%+ DPR over the no-cascade baseline, and that turns out to be 28× larger than the crit-only number the boss-fight analysis surfaces.
The two halves of GWM's bonus
Per RAW: "When you score a critical hit with a melee weapon attack or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action."
Two trigger conditions, very different probabilities:
-
Crit-trigger — fires on a natural 20 (or
natural 19-20 with Champion). Fixed 5-10% per attack regardless
of target. Against a stationary boss, contributes
P(≥1 crit in chain) · E[bonus per attempt] ≈ 0.1-0.5 DPR— small. - Kill-trigger — fires whenever an attack reduces a target to 0 HP. Probability depends on per-attack damage vs current target HP. Against a stationary boss with many HP, fires never (trigger probability ≈ 0). Against a queue of minions you can one-shot, fires reliably and chains when bonus attacks themselves kill.
Per Sage Advice (Crawford), the trigger refires on each kill —
so a fighter reliably one-shotting minions can chain several
bonus attacks per turn. The cascade is mathematically a Markov
chain over (current_target_HP, attacks_remaining_this_round,
bonus_pending) — bounded, computable, and non-trivial.
The math: PAM L5 baseline vs cascade
Same attack profile (Glaive, +9 to-hit, no GWM, vs AC 15):
| Scenario | DPR (mean) | Lift over baseline |
|---|---|---|
No-cascade baseline (single boss): 1d10+5 @ AC15 +9 attacks 2 |
16.30 | — |
Cascade vs single 12-HP minion: cascade [12] |
13.70 | −2.60 (overkill waste) |
Cascade vs queue of two 20-HP minions: cascade [20, 20] |
20.14 | +3.84 (+24%) |
Cascade vs queue of four 12-HP minions: cascade [12, 12, 12, 12] |
26.63 | +10.33 (+63%) |
Cascade vs queue of four 8-HP minions: cascade [8, 8, 8, 8] |
32.04 | +15.74 (+97%) |
Cascade vs queue of five 5-HP minions: cascade [5, 5, 5, 5, 5] |
40.06 | +23.76 (+146%) |
Observation: against a single low-HP target the cascade actually underperforms the no-cascade baseline because the queue runs out and subsequent attacks (main + bonus) deal 0 damage — overkill waste. The cascade pays off when the queue is long enough to absorb every chained attack. Sweet spot: queue length ≈ main_count × 2-3 (so every main and chained bonus has a target).
1d10+5 @ AC15 +9 attacks 2
- 0 6.25%
- 1 0.00%
- 2 0.00%
- 3 0.00%
- 4 0.00%
- 5 0.00%
- 6 3.50%
- 7 3.52%
- 8 3.55%
- 9 3.57%
- 10 3.60%
- 11 3.63%
- 12 4.14%
- 13 4.66%
- 14 5.19%
- 15 5.73%
- 16 2.77%
- 17 3.27%
- 18 3.78%
- 19 4.29%
- 20 4.81%
- 21 5.34%
- 22 4.90%
- 23 4.44%
- 24 3.97%
- 25 3.48%
- 26 2.99%
- 27 2.50%
- 28 1.99%
- 29 1.48%
- 30 0.95%
- 31 0.40%
- 32 0.33%
- 33 0.27%
- 34 0.21%
- 35 0.16%
- 36 0.12%
- 37 0.08%
- 38 0.05%
- 39 0.03%
- 40 0.01%
- 41 0.01%
- 42 0.00%
- 43 0.00%
- 44 0.00%
- 45 0.00%
- 46 0.00%
- 47 0.00%
- 48 0.00%
- 49 0.00%
- 50 0.00%
1d10+5 @ AC15 +9 attacks 2 cascade [12, 12, 12, 12] onkill 1d10+5 @ AC15 +9
- 0 6.25%
- 1 0.00%
- 2 0.00%
- 3 0.00%
- 4 0.00%
- 5 0.00%
- 6 3.50%
- 7 3.51%
- 8 3.51%
- 9 3.52%
- 10 3.52%
- 11 3.53%
- 12 1.03%
- 13 1.17%
- 14 1.30%
- 15 1.43%
- 16 0.69%
- 17 0.81%
- 18 1.23%
- 19 1.69%
- 20 2.18%
- 21 2.71%
- 22 2.79%
- 23 2.91%
- 24 2.72%
- 25 2.50%
- 26 2.27%
- 27 2.01%
- 28 1.99%
- 29 1.90%
- 30 1.79%
- 31 1.68%
- 32 1.66%
- 33 1.64%
- 34 1.63%
- 35 1.62%
- 36 1.58%
- 37 1.51%
- 38 1.43%
- 39 1.35%
- 40 1.28%
- 41 1.22%
- 42 1.16%
- 43 1.11%
- 44 1.05%
- 45 0.99%
- 46 0.93%
- 47 0.89%
- 48 0.85%
- 49 0.82%
- 50 0.82%
- 51 0.84%
- 52 0.87%
- 53 0.91%
- 54 0.95%
- 55 0.95%
- 56 0.92%
- 57 0.88%
- 58 0.82%
- 59 0.76%
- 60 0.70%
- 61 0.64%
- 62 0.57%
- 63 0.50%
- 64 0.42%
- 65 0.35%
- 66 0.28%
- 67 0.22%
- 68 0.17%
- 69 0.13%
- 70 0.11%
- 71 0.08%
- 72 0.06%
- 73 0.05%
- 74 0.04%
- 75 0.03%
- 76 0.02%
- 77 0.01%
- 78 0.01%
- 79 0.01%
- 80 0.01%
- 81 0.00%
- 82 0.00%
- 83 0.00%
- 84 0.00%
- 85 0.00%
- 86 0.00%
- 87 0.00%
- 88 0.00%
- 89 0.00%
- 90 0.00%
- 91 0.00%
- 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%
- 118 0.00%
- 119 0.00%
- 120 0.00%
- 121 0.00%
- 122 0.00%
- 123 0.00%
- 124 0.00%
- 125 0.00%
- 126 0.00%
- 127 0.00%
- 128 0.00%
- 129 0.00%
- 130 0.00%
- 131 0.00%
- 132 0.00%
- 133 0.00%
- 134 0.00%
- 135 0.00%
- 136 0.00%
- 137 0.00%
- 138 0.00%
- 139 0.00%
- 140 0.00%
- 141 0.00%
- 142 0.00%
- 143 0.00%
- 144 0.00%
PAM+GWM with the −5/+10 trade
Same Glaive build, GWM penalty applied to all attacks (1d10+15 @ AC15 +4):
| Scenario | DPR (mean) | Lift over GWM baseline |
|---|---|---|
GWM no-cascade baseline (boss): 1d10+15 @ AC15 +4 attacks 2 |
21.05 | — |
GWM cascade vs [20, 20] |
26.04 | +4.99 (+24%) |
GWM cascade vs [8, 8, 8, 8] or [12, 12, 12, 12] |
36.84 | +15.79 (+75%) |
Two notes:
-
HP doesn't matter much when 1d10+15 always one-shots.
With per-attack damage 16-25 (mean 20.5), a 12-HP target and an
8-HP target both die on every hit. Cascade DPR is identical
across
[12,12,12,12]and[8,8,8,8]— the bottleneck is hit-rate, not damage-vs-HP. -
Trash-fight contribution dominates the −5/+10 trade.
At baseline, GWM lifts DPR from 16.30 to 21.05 (+4.75 from the
trade). Cascade against
[12,12,12,12]lifts further to 36.84 — that's another +15.79 from the kill-trigger half. The trade adds 30%; the cascade adds another 75% on top.
The Half-Orc Barb 5 extreme case
Reckless Attack (advantage to hit) doubles per-attack crit rate; Savage Attacks adds a brutal die on melee crits. Combined with GWM and a 4-minion queue:
| Scenario | DPR (mean) | Lift |
|---|---|---|
Barb no-cascade: 1d10+17 @ AC15 +4 adv brutal1 attacks 2 |
35.90 | — |
Barb cascade vs [20, 20] |
44.66 | +8.76 (+24%) |
Barb cascade vs [12, 12, 12, 12] |
75.44 | +39.54 (+110%) |
Reckless advantage compounds: it doubles per-attack hit rate, which doubles cascade trigger rate, which extends the cascade depth, which… you get the idea. Against a 4-minion queue the cascade more than doubles the no-cascade DPR. This is the "GWM Barb is the optimal trash clearer" math made exact.
The boss-vs-trash gap
The headline number from the GWM break-even pillar was that the bonus-on-crit clause contributes only +0.16 DPR — measured against a stationary boss (full mutex 30.09 minus PAM+GWM-trade-only-no-bonus-on-crit 29.93 = 0.16).
Against minion queues the cascade contribution is +4.58 DPR
(+21%) for the same PAM+GWM L5 build vs [12, 12, 12, 12]
— that's 28× larger than the +0.16 figure the
boss-fight analysis surfaces.
Both numbers are correct, but they answer different questions:
- "Should I take GWM if all I do is fight bosses?" — the boss-fight analysis. Answer: take it for the −5/+10 trade; the bonus-on-crit clause itself is rounding error.
- "Should I take GWM if my campaign has lots of trash?" — this pillar. Answer: take it for the kill-trigger cascade too; the bonus is far from rounding error against minion waves.
What the engine doesn't model (yet)
- Overkill carryover (Cleave-style) — the RAW melee rule has no carryover (a 25-damage hit on a 4-HP target deals 4 damage; the rest is wasted). The engine models this. Cleave-style mechanics where the overkill carries are a separate variant (5e Cleaving Through Creatures optional rule, various ARPG cleave abilities) and aren't yet wired into the cascade.
-
PAM reaction attacks — the polearm
opportunity attack on enemies entering reach is encounter-
level (positions, AI, movement) and doesn't fold into a single
DPR number cleanly. Rough approximation: add
+ <reaction_count> · E[reaction_attack]per round for whatever rate your encounter generates. - Multi-encounter wave dynamics — between-fight rest, slot recovery, action-surge availability, etc. The cascade computes per-round damage against a fixed queue; longer scenarios need composition with the Markov rounds-to-kill machinery. That composition exists in the engine but isn't yet surfaced as a single expression.
Engineering scope for the open extensions lives in
docs/engine-extensions-queue-and-reactions.md in
the repo.
Build your own queue
The grammar:
<attack> @ AC<n> +<m> attacks N cascade [HP1, HP2, ...] onkill <attack>
Brackets and comma separators are optional in the URL form
(slug encoder strips brackets, accepts _ as a
separator). Each HP must be in [1, 10000], queue
length 1-50, cascade depth capped at 8 per round.
-
1d10+5 @ AC15 +9 attacks 2 cascade [12, 12, 12, 12] onkill 1d10+5 @ AC15 +9— PAM L5 vs four 12-HP minions -
1d10+15 @ AC15 +4 attacks 2 cascade [12, 12, 12, 12] onkill 1d10+15 @ AC15 +4— PAM+GWM L5 vs the same queue -
1d10+17 @ AC15 +4 adv brutal1 attacks 2 cascade [12, 12, 12, 12] onkill 1d10+17 @ AC15 +4 adv brutal1— Half-Orc Barb 5 with rage+reckless+savage vs the same queue
Full grammar at /syntax.
Common questions
- Why didn't the original PAM+GWM post measure this?
- The original analysis used a stationary boss (queue length 1, high HP) — under that scenario the bonus-on-crit-only contribution is +0.16 DPR, which is what the post measured. The kill-trigger half of GWM's bonus is invisible against a single high-HP target because no kills happen during the analysis window. Against minion queues the kill-trigger dominates: +4.58 DPR (+21%) for PAM/GWM L5 vs four 12-HP minions, scaling to +100%+ for Half-Orc Barb with reckless advantage. Two voices on the original post (u/Iokua_CDN, u/Dumpingtruck) flagged this gap, which prompted the engine extension this pillar uses.
- How does the cascade actually chain?
- Per Sage Advice (Crawford), GWM's bonus attack trigger refires on each kill — so a fighter reliably one-shotting minions can chain several bonus attacks per turn. The engine models this as a state machine over (current_target_HP, attacks_remaining_this_round, bonus_pending). Each main attack hits the current head of the queue; if it kills, the queue advances and a bonus is queued; the bonus itself can kill the next target, queueing another bonus, etc. Cascade depth is capped at 8 (truncated mass below 10⁻¹⁰ at game-typical crit rates) to bound the exact-rational state space against unkillable targets.
- Does overkill carry to the next target (Cleave-style)?
- No — the engine models the RAW melee rule (no overkill carryover; damage above 0 HP is wasted). Cleave-style mechanics where overkill spills into the next creature are a separate add (the 5e Cleaving Through Creatures optional rule, ARPG cleave abilities, etc.) and aren't yet wired into the cascade. For now, a 25-damage attack against a 4-HP target deals 4 damage; the remaining 21 doesn't carry.
- What about PAM reaction attacks against entering enemies?
- Encounter-level mechanic — depends on positioning and enemy AI, so it doesn't fold into a single DPR number cleanly. If reliably triggered, a PAM reaction at the same to-hit is roughly another +5 DPR per round (basically a second haft swing). Honest modeling needs a scenario library with positional state; rough approximation is to add `+ <reaction_count> · E[reaction_attack]` to the cascade total for whatever reaction rate you assume the encounter generates.
- Where does the +0.16 vs +4.58 / 28× number come from?
- +0.16 was the bonus-on-crit-only contribution measured in the original PAM+GWM post (against a stationary boss): full-mutex (30.09 DPR) minus PAM+GWM-trade-only-no-bonus-on-crit (29.93 DPR). +4.58 is the cascade contribution for the same-build attack profile against a queue of 4 minions @ 12 HP each: 26.63 DPR (with cascade) − 22.05 DPR (no-cascade baseline). 4.58 / 0.16 = 28.6× — that's the magnitude of the underweighted half.