DPR Damage per round
https://www.reddit.com/r/DnD/comments/8zlrfe/how_much_damage_per_round_in_5e_by_class_per/
My baseline is a warlock casting Eldritch Blast (w/ Agonizing Blast) on a target with Hex.
Level | CHA Modifier | # of Blasts | Calc | Avg Damage | Accuracy (65%) |
---|---|---|---|---|---|
1 | +3 | 1 | 1d10+1d6 | 9 | 5.85 |
2 | +3 | 1 | 1d10+3+1d6 | 12 | 7.8 |
4 | +4 | 1 | 1d10+4+1d6 | 13 | 8.45 |
5 | +4 | 2 | 2d10+4+2d6 | 22 | 14.3 |
8 | +5 | 2 | 2d10+10+2d6 | 28 | 18.2 |
11 | +5 | 3 | 3d10+15+3d6 | 42 | 27.3 |
17 | +5 | 4 | 4d10+20+4d6 | 56 | 36.4 |
Why do I consider this baseline? The combination of Eldritch Blast with Hex assumes reasonable use of resources -- an action, a bonus action (either to cast Hex or move it), and Concentration. Also given the Warlock's Pact Magic feature, it's fairly safe to assume the Warlock will have Hex available most, if not all, of the time. It's also one of the most linear strategies in the game, simple enough for even the newest of players to be able to execute effectively (along with a barbarian, but the Rage feature has less uses per day).
Magic Missile
Spell Level | Standard | w/ +5 Mod |
---|---|---|
1 | 10.5 | 25.5 |
2 | 14 | 34 |
3 | 17.5 | 42.5 |
4 | 21 | 51 |
5 | 24.5 | 59.5 |
6 | 28 | 68 |
7 | 31.5 | 76.5 |
8 | 35 | 85 |
9 | 38.5 | 93.5 |
How to calculate damage per round (Treantmonk) https://www.youtube.com/watch?v=zg0bAl1WPGQ
Average Damage per round on a hit (easy method): Simply add the average of each die (half the die type + 1/2) + any damage bonuses. Add all attacks in a round together. This provides the "base" average damage.
Accurate average Damage per round: Convert your chance to hit to decimal (5%=0.05) and multiply by your base damage. Multiply your chance to crit times your additional damage on a crit. Add these two numbers together.
Advantage/Disadvantage: On advantage you square your chance to miss, on disadvantage you square your chance to hit (after converting to decimals)
Baseline to hit and damage (accurate method)
Level 1: +5 to hit, 5.85 damage
Level 2-3: +5 to hit, 7.65 damage (0.6x9+0.05x9)
Level 4: +6 to hit, 8.25 damage (0.6x12+0.05x9)
Level 5-7: +7 to hit, 16.5 damage (0.6x26+0.05x18)
Level 8: +8 to hit, 17.7 damage (0.6x28+0.05x18)
Level 9-10: +9 to hit, 17.7 damage (0.6x28+0.05x18)
Level 11-12: +9 to hit, 26.55 damage (0.6x42+0.05x27)
Level 13-16: +10 to hit, 26.55 damage (0.6x42+0.05x27)
Level 17-20: +11 to hit, 35.4 damage (0.6x56+0.05x36)
This isn't covered in the video, but with spells I generally assume a 60% chance of a failed save, -10% if Con save, +10% if Int save against the baseline of +3 spellcasting modifier, improved at level 4 and 8.
Remember if you are affecting multiple opponents, add them together! Fireballs are terrible against one target, amazing if you can hit several.
Spell Damage Comparison Chart https://www.reddit.com/r/dndnext/comments/4lkdkj/dd_5e_spell_damage_comparison_chart/
Highest Damage Spells for BUrst / Nova https://www.youtube.com/watch?v=lVq8TTwE9oM https://docs.google.com/spreadsheets/d/1zGE5L4c_JEHWnqtupZ8BlYX_dub770f6rUo5Dr6CKp4/edit#gid=0
https://rpg.stackexchange.com/questions/80333/weapon-attacks-compared-with-damaging-cantrips
How To Calculate Average Damage Per Round - Treantmonk https://www.youtube.com/watch?v=zg0bAl1WPGQ
Average Damage per round on a hit (easy method): Simply add the average of each die (half the die type + 1/2) + any damage bonuses. Add all attacks in a round together. This provides the "base" average damage.
Accurate average Damage per round: Convert your chance to hit to decimal (5%=0.05) and multiply by your base damage. Multiply your chance to crit times your additional damage on a crit. Add these two numbers together.
Advantage/Disadvantage: On advantage you square your chance to miss, on disadvantage you square your chance to hit (after converting to decimals)
Baseline to hit and damage (accurate method)
Level 1: +5 to hit, 5.85 damage
Level 2-3: +5 to hit, 7.65 damage (0.6x9+0.05x9)
Level 4: +6 to hit, 8.25 damage (0.6x12+0.05x9)
Level 5-7: +7 to hit, 16.5 damage (0.6x26+0.05x18)
Level 8: +8 to hit, 17.7 damage (0.6x28+0.05x18)
Level 9-10: +9 to hit, 17.7 damage (0.6x28+0.05x18)
Level 11-12: +9 to hit, 26.55 damage (0.6x42+0.05x27)
Level 13-16: +10 to hit, 26.55 damage (0.6x42+0.05x27)
Level 17-20: +11 to hit, 35.4 damage (0.6x56+0.05x36)
This isn't covered in the video, but with spells I generally assume a 60% chance of a failed save, -10% if Con save, +10% if Int save against the baseline of +3 spellcasting modifier, improved at level 4 and 8.
Remember if you are affecting multiple opponents, add them together! Fireballs are terrible against one target, amazing if you can hit several.