The first concept to understand is the character. A character is what it sounds like - a table top gaming character that does damage, and you want to know how much damage to expect.
Characters can be created either from scratch or by loading a pre-existing example. The data you create for each character is very specific, so the examples are primarily there for demonstration purposes. In most cases, you'll want to start from scratch.
Once you've created a character and loaded their damage sources and links (discussed in the following pages), you can navigate to the Damage Report tab to see the results of a damage simulation. 10,000 turns are simulated for each armor class starting at 5 and ending at 25. The average damage of your character at each armor class is then plotted on a graph for visualization purposes, and the raw data is available in a table below the graph. Every charater you have created at time of clicking the Damage Report tab will be simulated and plotted together.
Important: only one character can be edited at a time. You must denote a character as the "Active Character" on the Manage Characters tab in order to edit the damage sources and links for that character. When you create your first character, it will automatically be marked as the active character.
The second concept to understand is the damage source. A damage source is any instance of your character applying damage on a given turn. Each weapon attack is one damage source. Each bolt from Eldritch Blast is one damage source. The full 8d6 damage from a fireball is one damage source, and it is best to configure the 4d6 damage on a successful save as its own damage source as well. Damage sources may require attack rolls, or they may automatically apply when triggered (triggering damage sources is discussed on the links page of this guide). Damage sources which don't require attack rolls may impact multiple targets at once. The settings for a damage source can be grouped into three categories: damage, attack roll, and multitarget. Next, I will discuss each of those categories.
Damage settings for a damage source define how much damage the damage source does:
Attack roll settings are only visible if you check the box indicating that this damage source requires an attack roll. Attack roll settings for a damage source define the terms of hit accuracy and critical hits and the like:
Multi target settings are only visible if you check the box indicating that this damage source can affect multiple targets. Each of the multi target settings indicates the percentage of time you think a target will be available. This is best explained through examples:
The final concept to understand is the link. It is sometimes the case that one damage source relies upon another damage source either hitting or critting. For example, you can't divine smite on a miss. You need an attack to hit, and then you add the divine smite to that hit. Another example is sneak attack, which requires a hit to occur. A third example is the bonus action attack from Great Weapon Master, which can be enabled by landing a critical hit during the attack action.
Links are defined by four things:
Important: if multiple links point towards the same dependent source, then only one of those links must be satisfied to trigger the dependent source. For example, the Great Weapon Master barbarian's bonus action attack can be triggered by a critical hit with either one of their attacks in their attack action, so one link would be set up from each attack damage source to the bonus action attack damage source, and if either link is satisfied (meaning a crit was scored), then the bonus action attack damage source would apply that round.
Select an example to learn more about it:
The rogue in this example is dual wielding daggers, and, like all rogues, deals sneak attack damage. This can be configured in the tool using three damage sources and two links, which I describe below.
The first damage source is the main hand dagger. This is used to take the attack action, requiring an attack roll, which is indicated in the damage source creation menu. As such, it does 1D4 damage, and we're allowed to add our Dexterity modifier to the damage. For a level 3 rogue, it is reasonable to assume a 16 Dexterity, which equates to a Dexterity modifier of +3. It is possible to crit with a dagger attack, and an extra 1D4 is rolled when this occurs, so both of these things are indicated in the damage source. Finally, in this example, I assume the first attack has advantage, because I'm assuming I'm hidden to start my turn. Attacking reveals you, however, so the advantage does not apply to the next attack discussed below.
The second damage source is identical to the first, but with a damage modifier of +0 instead of +3. This is because adding your damage modifier to your bonus action attack when dual wielding requires feats, and I am not assuming that this rogue has those feats.
The third damage source is sneak attack. At level 3, this is 2d6 extra damage. If it is applied on a hit that happened to be a critical hit, it becomes 4d6 damage. This is indicated in the tool by specifying the damage source can crit, and it does 2 extra damage dice when it crits. No additional attack roll is required for this - it simply is added on to an attack that has already hit.
Both of the links indicate that sneak attack is conditional upon a hit. The first link causes sneak attack to be applied if the main hand attack hits, and the second link causes sneak attack to be applied if the second attack hits. As always, these links are combined in an OR fashion - if either condition is satisfied, sneak is applied. Thus, sneak is only applied once per turn, even if you hit twice. Sneak attack damage doubles form 2d6 to 4d6 if it's applied to an attack that crits. This is configured during damage source creation by selecting that the damage source can crit, and during link creation by indicating that crits propogate to Sneak from the triggering attack.
The barbarian in this example is wielding a great axe. They are equipped with the Great Weapon Master feat. On every swing, they are activating rage, reckless attack, and Great Weapon Master's -5 to hit, +10 to damage option. As a level 5 barbarian, they have extra attack. Additionally, Great Weapon Master enables an extra bonus action attack if a critical hit occurs with either attack in the attack action.
All of the damage sources are configured identically. An 18 in Strength is assumed, yielding an attack modifier of 3 (from proficiency bonus) plus 4 (from Strength) minus 5 (from Great Weapon Master), for a total of +2, and a damage modifier of 4 (from Strength) plus 2 (from Rage) plus 10 (from Great Weapon master) for a total of +16. Advantage is applied, with one extra D20 specified.
Both of the links set up the bonus action attack granted by Great Weapon Master. If either attack crits, the bonus action attack is enabled exactly once, and automatically applied in that round of the simulation.
The warlock in this example is casting Eldritch Blast. They are a genie warlock, so they get to add their proficiency bonus to one hit once per round. They are also concentrating on Hex, enabling yet another 1D6 damage to one hit once per round. A 20 in Charisma is assumed for this particular higher-level character. This character requires five damage sources, two of which are contingent upon the other three, resulting in a total of six links being necessary as well.
The first three damage sources are configured identically. They are standard attack-roll-required damage sources, without advantage, and with the ability to crit. Each is a D10 of damage from Eldritch Blast, with an additional 5 points of damage resulting from the Agonizing Blast invocation. Note that if this were a spell such as Firebolt, which also does 3D10 damage in total, then there would only be one damage source, as it is an all-or-nothing spell. Eldritch Blast is unique in that each D10 of damage comes from its own attack roll, so three damage sources are required to represent it.
The next damage source, Genie's Wrath, is a flat bonus of damage to one attack roll once per turn, in an amount equal to the proficiency bonus of the warlock, which is +4 at level 11. This damage cannot crit, so the box for that is left unchecked here.
The final damage source, Hex, is similar to Genie's Wrath. It applies once per turn on one successful hit. However, it is a D6 of damage, and it can crit.
All six links are very similar. The first three indicate that if any one Eldritch Blast bolt hits, then the Genie's Wrath bonus should be applied that round. The remaining links indicate the same, but for Hex instead of Genie's Wrath. Note that the Hex link does specify that crits on the triggering damage source do apply to the Hex damage source. This means that if you crit and apply Hex on the same attack, you roll 2D6 instead of 1D6 when determining the Hex damage.
The paladin in this example is wielding a long sword and a shield, which means his weapon attacks deal 1D8 damage. They are assumed to have a 16 Strength because they have focused on Charisma. They have done so in part because they are heavy users of Spirit Guardians as well. Their plan of attack: cast and maintain Spirit Guardians on the battlefield while slashing with the long sword, using divine smite only on critical hits. Furthermore, as a level 11 paladin, they will be applying an extra 1D8 to all melee hits, thanks to the Improved Divine Smite feature.
The first two damage sources are identical: 1D8 long sword strikes with the normal critical hit range and extra dice. There is a +7 attack modifier from the +4 proficiency bonus and +3 in Strength. The damage modifier is then +3 from Strength as well.
The second two damage sources are also identical. They are divine smites cast at second level, as this paladin is saving their 3rd level slots for Spirit Guardians. There is no attack roll required for divine smite, and at 2nd level it does 3d8 damage, so 3 dice are input as the amount to roll. Furthermore, smite can be enhanced by a critical hit, so this is denoted in the tool, alongside 3 extra dice on crit. It is necessary to create one divine smite damage source for each attack because one can occur on each attack. If we only created one Divine Smite damage source, then it would only apply a maximum of one time per round.
The third two damage sources are identical as well. These are from the level 11 paladin feature Improved Divine Smite. These also do not require an attack roll, they simply apply if conditions are met. These conditions are outlined in the links page. These sources also benefit from crits, so this is specified as well. Two Improved Divine Smite damage sources are needed for the same reason two Divine Smite damage sources were required.
The final two damage sources are Spirit Guardians. These damage sources do not require an attack roll, and can affect multiple targets, so this is specified in the damage source creator for both. Spirit guardians does 3d6 damage to targets that fail their save, and half that to targets that succeed. As a result, one damage source is configured to reflect enemies failing their save, and a second is created to reflect enemies passing their save. In each one, we assume similar target availability - one target is available half the time, a second target is available a quarter of the time, and a third target is available 10% of the time. This effectively means that as a melee Paladin, we expect that we will typically be in the thick of the fight, with at least one enemy very nearby, and sometimes up to three.
The first two links reflect the application of Divine Smite only on critical hits. Each one is linked to a different attack for reasons outlined above. Critical hits are indicated to propogate through this link, ensuring that applying a divine smite to a critical hit results in 6D8 damage instead of 3D8.
The second two links are similar. They reflect the applciation of Improved Divin Smite, but on every single hit. Again, critical hits are indicated to propogate through this link.