Dagger (+1)
D&D 5e · 2014·Weapons·Uncommon·No attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
60%
Expected damage / attack
4.03
Attack bonus
+6
Average normal hit: 6.5 · Average critical hit: 9 · Critical chance: 5%.
- Category
- Simple weapon
- Damage type
- Piercing
- Reach
- 5 ft.
- Magic attack bonus
- +1
- Weight
- 1 lb
- Attunement
- Not required
- Rarity
- Uncommon
- Price
- Not specified
Magic: Make attacks using this magic weapon; no attunement required.
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
What Dagger does
- Strength or Dexterity can drive this simple weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 1d4 +1 weapon damage averages 3.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
- The normal range is 20 feet and the maximum is 60 feet; attacks beyond normal range have Disadvantage. The calculator lets you model the attack mode separately.
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the uncommon Dagger (+1) variant. The magic bonus is +1 to attack rolls and to any damage rolls made with this weapon. The displayed damage includes the magic bonus once, before the applicable ability modifier. Simple melee weapon. Damage: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, light, thrown (range 20/60).
Full item details & properties
Rules for this edition
- Proficiency
- A simple melee weapon; proficiency allows adding your Proficiency Bonus to its attack rolls.
Magic properties
- Activation
- Make attacks using this magic weapon; no attunement required.
- Consumable
- No
- Damage bonus
- Included once in displayed damage and two-handed damage; add the applicable ability modifier separately.
- Weapon properties
- Use the properties, range and handling listed below, including any special rules.
Weapon details
- Damage
- 1d4 + 1 piercing
- Weapon class
- Simple Melee
- Range
- 20 / 60 ft. (normal / long)
Properties
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown(range 20/60)
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Dagger (+3)6.08 expected damage / attack70% hit chance1d4 +3 piercing · +3 magic attack · 5 ft. reachNot specified · 1 lbSame base weapon; compare its bonuses and rarity
Whip (+1)4.03 expected damage / attack60% hit chance1d4 +1 slashing · +1 magic attack · 10 ft. reachNot specified · 3 lbBoth use Finesse; compare reach and damage
Rapier (+1)5.33 expected damage / attack60% hit chance1d8 +1 piercing · +1 magic attack · 5 ft. reachNot specified · 2 lbBoth use Finesse; compare reach and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Dagger FAQ
Does Dagger require attunement?
No. This entry does not require attunement; follow its activation and use rules.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.