D&D Damage Calculator: Roll Dice & Optimize Combat

⚔️ D&D Damage Calculator

Calculate average, minimum, and maximum damage for any weapon, spell, or ability in D&D 5e

Quick Presets
🎲 Damage Inputs
💡 Tip: For spell damage (like Fireball 8d6), set Number of Dice to 8, Dice Type to d6, and Modifier to 0. Enable Sneak Attack to add Rogue damage on top of weapon attacks. Critical Hits double all weapon dice (and sneak attack dice) but NOT flat modifiers.
📊 Damage Results
🎲 Dice Average Reference
2.5
d4 Avg
3.5
d6 Avg
4.5
d8 Avg
5.5
d10 Avg
6.5
d12 Avg
10.5
d20 Avg
50.5
d100 Avg
+1.17
GWF d6 bonus
⚔️ Common Weapon Damage (5e)
Weapon Dice Avg (no mod) Min / Max Type
Dagger1d42.51 / 4Piercing
Handaxe1d63.51 / 6Slashing
Shortsword1d63.51 / 6Piercing
Longsword (1H)1d84.51 / 8Slashing
Longsword (2H)1d105.51 / 10Slashing
Rapier1d84.51 / 8Piercing
Battleaxe (2H)1d105.51 / 10Slashing
Greataxe1d126.51 / 12Slashing
Greatsword2d67.02 / 12Slashing
Maul2d67.02 / 12Bludgeoning
Hand Crossbow1d63.51 / 6Piercing
Heavy Crossbow1d105.51 / 10Piercing
Longbow1d84.51 / 8Piercing
🔥 Common Spell Damage (5e)
Spell Dice Avg Damage Max Damage Save / Attack
Fire Bolt (cantrip)1d10–4d105.5–2210–40Ranged Attack
Guiding Bolt4d61424Ranged Attack
Magic Missile3×(1d4+1)10.515Auto-hit
Scorching Ray3×2d62136Ranged Attack
Fireball8d62848DEX Save
Lightning Bolt8d62848DEX Save
Disintegrate10d6+4075100DEX Save
Eldritch Blast1d10–4d105.5–2210–40Ranged Attack
Chromatic Orb3d813.524Ranged Attack
Divine Smite (1st)2d8916On hit bonus
🥷 Sneak Attack Damage by Rogue Level
Rogue Level Sneak Attack Dice Avg (SA only) Max (SA only) Crit Avg (doubled)
1–21d63.567
3–42d671214
5–63d610.51821
7–84d6142428
9–105d617.53035
11–126d6213642
13–147d624.54249
15–168d6284856
17–189d631.55463
19–2010d6356070
🛡️ Resistance & Vulnerability: Resistance halves all damage (rounded down) of a specific type. Vulnerability doubles it. These apply after all other modifiers. A creature with resistance to fire damage takes only 14 average damage from Fireball (28 ÷ 2 = 14). Use the resistance dropdown above to factor this into your calculation automatically.
💥 Critical Hit Rules (5e): On a natural 20 (or 19–20 with Champion/Improved Crit), you double all damage dice but NOT flat modifiers or static bonuses. Great Weapon Fighting still applies to the extra critical dice. Brutal Critical (Barbarian) adds one extra weapon die on a crit.

Damage in DND is simply a number that lowers the hit points of a character when it receives an attack. It appears everywhere in fight (for instance a swing of a sword), a well aimed arrow or fireball that bursts above the field. Each of those can injure or even kill even the most tough monsters.

The thing with Damage even so is: it is not simply points, how many times you can get hit. Really it mixes stamina, toughness, the desire to maintain the fight and honestly a bit of chance. When a monster suffers Damage, that can show as real wounds, near disappearance because of loss of blood or only the slow weakening of tiredness after long struggle.

How Damage Works in DND 5e

To count Damage in DND 5e, everything is easy. Roll the die for the weapon, then add the relevant bonuses. In attacks with weapons, one adds the skill that matches with the kind of weapon, Strength for melee, Dexterity for ranged.

For instance, a knife rolls 1d4 for piercing Damage. Big swords add 2d6 for Damage, what gives higher average than the 1d12 of big axe or lance. Weird thing however: Damage rolls almost never use d20. They stay at d6, d8, d10, d12 or whatever the weapon requires.

Roll 2d6 means two six-sided dice, that gives 2 to 12 points totally.

Damage types have thirteen kinds: acid, beating, cold, burning, force, lightning, necrotic, piercing, poisonous, psychic, radiant, cutting and thunder. Force Damage acts mostly neutral, not elemental typical. Radiant and necrotic relate too cosmic energies, good against evil ones.

And are not real elements.

Resistance halves the Damage, rounding down. Poison honestly is one of the most difficult types to build around. Options to use it are very limited.

Poisoning weapons cost a lot and quickly, what does not value the expense, and the most many class features with poisonous finish feel weak.

The biggest single attack that you will see in high levels without magic? Fall Damage. It does 20d6 Damage.

Quite a lot to flatten even a high level character. And then there is something like fire attacks, that mix burning Damage in an explosion (for instance, 5d8 in a 15-foot radius). Spells change the types also.

For instance, booming blade adds 1d8 thunder Damage, if the target moves before your next turn.

For Damage each round or DPR, use this base: chance to hit times average Damage per attack, plus whatever extra Damage that does not double on critical hit. The core even so is: melee attacks do not grow almost as quickly as cantrips and spells, when one reaches high levels; andthat happens because most campaigns never arrive over there.

D&D Damage Calculator: Roll Dice & Optimize Combat

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