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D&D 5e damage math — the recurring questions, answered exactly

Every D&D table re-litigates the same handful of damage-math questions. Greataxe or greatsword? GWM at level 5? Magic Missile or Scorching Ray? Diceplots answers each one with exact rationals from an open-source Rust engine — no Monte Carlo, no "I ran 100 000 simulations" approximations. Every link below is shareable; paste it into Discord and the comparison loads with the rolls and HP target preconfigured.

The recurring questions, in one click each

The math everyone's already arguing about. Each card is a direct link to either the live comparison tool or the worked-out concept pillar.

  • Greataxe (1d12+3) vs greatsword (2d6+3)?

    Same mean within half a point, very different shapes. Drag the HP slider — greatsword wins below the mean, greataxe wins above.

  • Should I take Great Weapon Master?

    Closed-form rule: break-even AC ≈ attack-bonus + 8 for Greataxe-class. With +9 to-hit and a magic weapon, GWM is on against everything except plate-and-shield.

  • Sharpshooter break-even AC?

    One AC point lower than GWM: attack-bonus + 7 for Longbow. And at long range, Sharpshooter is correct almost regardless of AC.

  • Magic Missile or Scorching Ray at level 5?

    Crossover at AC ≈ 16 with +5 spell-attack mod. Above that, MM's auto-hit reliability beats Scorching Ray's higher mean — and force damage beats fire against a chunk of the Monster Manual.

  • GWF reroll — placebo or real?

    Real, but small: ~+0.5 mean on Greataxe, ~+0.7 on Greatsword for the canonical reroll-on-1-or-2. Plus a quiet variance reduction that helps above the mean and hurts below it.

  • Elven Accuracy worth the +2 ASI?

    Yes if you're at advantage on more than ~30% of attacks. Mean of 3d20kh1 is exact: 1981/120 ≈ 16.51, and crit rate jumps to ~14% on advantage rounds.

  • Champion Fighter crit-fish — does it pay?

    Sometimes. Two builds with identical expected DPR can have very different per-target kill rates — the variance pillar applied to one weapon's crit profile.

  • Advantage — really +5 to hit?

    Only at the middle of the AC range. Advantage is worth ~+3 to +5 in the AC 12–16 band, much less at the extremes. The full curve, worked out per AC.

  • 3d4+4 vs 1d12+5 — same mean, who kills first?

    Both 11.5 mean. Reliable 3d4+4 wins below the mean; nuke 1d12+5 wins above. Crossover sits exactly at HP 12. The textbook variance paradox.

  • 2d6+5 vs 3d4+4 at HP 11 — the upset

    The lower-mean roll wins kills 72.22% to 68.75%. Higher variance helps when the mean sits below the threshold. The single most counterintuitive result in dice math.

  • Strahd at level 10 — how many rounds?

    Plan for 3–4 with a typical party at 50–70 aggregate DPR. The renewal-theorem floor is 144/60 = 2.4 rounds; variance pads the realistic count.

  • Expected strikes to drop a boss?

    Once HP is past your single-strike maximum, mean wins linearly: E[N] ≈ HP/μ + bounded constant. Variance washes out into a half-strike correction.

5e quick-reference — what AC are we even talking about?

Diceplots' kill-probability questions all bottom out at "what AC and what attack bonus?" Use this as a calibration sheet when you're plugging numbers into the break-even pillars.

Tier Levels Median enemy AC Typical monster HP Player attack bonus
Low 1–4 13 15–35 +4 to +5
Mid 5–10 15 40–100 +7 to +9
High 11–16 17 100–220 +9 to +11
Capstone 17–20 18–19 200+ +11 to +13

Pair these with the GWM break-even table (break-even AC ≈ attack-bonus + 8) and you can read off "is GWM on against this monster?" without doing the arithmetic. At mid-tier with +7 to-hit, GWM's break-even is AC 15 — exactly the median of the band.

Common 5e weapons, with the means computed

All means assume a +3 ability modifier (mid-game STR or DEX 16). Add 1 or 2 for higher modifiers. Click any expression to open the full distribution — including the per-outcome kill probability for any HP target.

Weapon Base Modifier Typical roll Mean
Greatsword / Maul 2d6 +STR 2d6+3 10
Greataxe 1d12 +STR 1d12+3 9.5
Glaive / Halberd / Pike 1d10 +STR 1d10+3 8.5
Longsword / Battleaxe (versatile) 1d10 +STR 1d10+3 8.5
Longsword / Battleaxe (one-handed) 1d8 +STR 1d8+3 7.5
Warhammer / Morningstar / Trident 1d8 +STR 1d8+3 7.5
Mace / Quarterstaff 1d6 +STR 1d6+3 6.5
Rapier (finesse) 1d8 +DEX 1d8+3 7.5
Shortsword / Scimitar (finesse, light) 1d6 +DEX 1d6+3 6.5
Dagger (finesse, light) 1d4 +DEX 1d4+3 5.5

Ranged:

Weapon Base Modifier Typical roll Mean
Heavy crossbow 1d10 +DEX 1d10+3 8.5
Longbow 1d8 +DEX 1d8+3 7.5
Light crossbow 1d8 +DEX 1d8+3 7.5
Shortbow / Hand crossbow 1d6 +DEX 1d6+3 6.5

Bring your own question

The grid above is what gets re-asked. The comparison tool handles anything you can write — 2d6r1+5 for Great Weapon Fighting, 2d20kh1 for advantage, 3d20kh1 for Elven Accuracy, 1d8:slashing+1d6:fire+3 for typed-damage hedges with per-type resistance via the ?r= query parameter. Full grammar at /syntax.

No accounts, no ads, no on-device tracking. The math runs client-side via a Rust engine compiled to WASM; the same engine ships in the iOS and Android apps with bit-identical results.