Damage Per Round optimizer for weapons, spells • Advantage/Disadvantage support • Multi-attack
| Attack | Type | To-Hit | Damage | Crit Dmg | DPR |
|---|
DPR = P_hit × avg_damage + P_crit × (extra_die + bonus)
P_hit = 1 - (AC - attack_bonus - 1) / 20 (clamped 5%-95%)
P_crit = crit_range / 20 | Critical hits add an extra damage die + keep all bonuses
Advantage: P_hit = 1 - ((AC - bonus) / 20)^2 | Disadvantage: P_hit = ((21 - AC + bonus) / 20)^2
DPR, or Damage Per Round, is the average damage your character deals in a single round of combat once you account for how often you hit, how hard you hit, and what happens on a critical. It is the most useful number for comparing builds, because a big damage die is worthless if you rarely connect. A fighter who hits 65 percent of the time for 11 damage is out-performing a glass cannon who hits 40 percent of the time for 14. DPR captures that trade-off in one figure.
You enter four things: your attack bonus, the target's Armor Class, your damage dice plus modifiers, and your number of attacks. Toggle advantage or disadvantage, set your critical range if you have an expanded crit like a Champion Fighter, and the calculator returns your expected damage per round. Under the hood it runs the probability math most players estimate by feel.
Three pieces combine into DPR. The first is hit chance. On a d20 you hit when your roll plus your attack bonus meets or beats the target's AC, so the roll you need is the AC minus your attack bonus. Your hit chance is 21 minus that needed roll, divided by 20, clamped between 5 and 95 percent, because a natural 20 always hits and a natural 1 always misses.
The second is damage per hit, which is your average dice roll plus your fixed modifiers. A greatsword is 2d6, averaging 7, plus your ability modifier. The third is critical hits: on a natural 20 you roll your damage dice twice, so a crit adds one extra set of dice but not the flat modifiers, and that happens 5 percent of the time with a normal crit range.
Advantage changes the hit chance itself. Instead of one d20 you roll two and keep the better, so your chance to hit becomes 1 minus the chance of missing twice.
A level 5 Fighter swings a greatsword with a plus 7 to hit and a plus 4 Strength modifier, making two attacks from Extra Attack, against a target with AC 15.
Now turn on advantage and watch the hit chance climb from 65 percent to about 88 percent, taking your DPR with it. That is why sources of advantage are often worth more than a bigger weapon.
Does this follow official 5e rules? Yes, it uses standard SRD attack, damage, and critical hit rules.
Does it handle advantage and disadvantage? Yes, both adjust the hit chance using the roll-twice math above.
Can it do multiple attacks? Yes, set your attack count and it multiplies expected damage per attack.
What AC should I test against? AC 13 to 15 for early tiers, and 17 to 19 for tougher mid and late-game foes.