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
min 0 max 50 mean 16.30 163/10
  • 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
min 0 max 144 mean 26.63
  • 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.

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.