Roll a d10: ten-sided dice from 1 to 10
This d10 gives results from 1 to 10: roll one to six dice, add a modifier if you need one and read each die and the total. Press Roll, or drag the dice to the tray and let go.
Press the tray, drag and let go to throw
How this online d10 works
In short
What is the shape of a ten-sided die called? A pentagonal trapezohedron. It has ten kite-shaped faces, 20 edges and 12 corners. It is not a Platonic solid, but all its faces are identical, which makes it a fair die.
Choose in Dice how many d10s to throw (1 to 6) and, if your roll calls for it, set the modifier with + or −. Press Roll, or drag the dice with your mouse or finger and drop them in the tray. When they stop, the page reads the top face of each one and shows the individual results and the total, with the modifier added once.
Many physical d10s are numbered 0 to 9. Here the 0 counts as 10, so each die gives a number from 1 to 10, which is what weapon damage, dice pools and skill rolls need. Seeing every die separately helps with games that count successes per die rather than adding them up.
The pentagonal trapezohedron: the shape of a d10
The d10 is not a Platonic solid. Its shape is a pentagonal trapezohedron: ten identical kite-shaped faces, 20 edges and 12 corners. At two of those corners, the poles, five faces meet in two sharp points; at the other ten, three faces meet. From the side it looks like two five-sided pyramids fitted together in a zigzag.
Even though it is not Platonic, it is geometrically fair: every face is identical and the solid has enough symmetry for any face to take the place of any other (mathematicians call it isohedral, or face-transitive). When it lands, one face always ends up on top, parallel to the one touching the table.
How the numbers are arranged
On the usual 0-9 d10, the even numbers cluster round one point and the odd numbers round the other, and opposite faces add up to 9 (0 and 9, 1 and 8, 2 and 7, 3 and 6, 4 and 5). If a d10 is printed 1 to 10, opposite faces add up to 11. Either way, high and low numbers are balanced.
A little history
The shape was patented as a gaming die in the United States in 1906. Even so, it was missing from the first role-playing dice sets: players rolled percentages with twenty-sided dice numbered 0-9 twice, already sold as “percentage dice” in the late 1960s. TSR, the D&D publisher, only added the d10 to its sets in the 1980s. At Gen Con in 1980 a rumour spread that someone had patented the d10 itself, when the patent only covered one improved design.
0 to 9 or 1 to 10: percentile dice
The 0-9 numbering exists because d10s are used in pairs to roll percentages. You throw two d10s of different colours: one gives the tens and the other the units. A 4 and a 7 make 47; a 0 on the tens and a 3 on the units make 3; and 0 with 0 is read as 100. Many sets include a d10 marked in tens (00, 10, 20... 90) so there is no doubt about which die is which.
That is how Call of Cthulhu, Warhammer Fantasy Roleplay and D&D’s 1-100 tables work. For a percentile roll the 0 should be read as 0; on this page, however, the 0 is worth 10, because it is built for rolls that need a number from 1 to 10.
The d10 in Dungeons & Dragons 5e
Hit die
Under the 2014 rules, the fighter, paladin and ranger use a d10 hit die: 10 hit points plus Constitution at 1st level and, at each later level, 1d10 or a fixed 6, plus Constitution.
Weapons
- 1d10 as standard: glaive, halberd, pike and heavy crossbow. In the 2024 revision also the lance (1d12 in 2014) and the pistol, which appears in the weapons table.
- 1d10 two-handed (versatile): longsword, battleaxe and warhammer; in 2024 the war pick and trident join them.
Spells and features
- Fire Bolt: 1d10 fire damage.
- Eldritch Blast: 1d10 force damage per beam.
- Chill Touch: 1d10 under the 2024 rules.
- Inflict Wounds: 2d10 necrotic under the 2024 rules, half if the target makes the save.
- Bardic Inspiration: the bard’s die is a d10 from 10th to 14th level.
Other games that use the d10
Vampire: The Masquerade
White Wolf’s Storyteller system (1991) uses pools of d10s: you roll as many dice as your attribute plus skill and count those that beat a difficulty. In the 5th edition (2018) each die showing 6 or more is a success and a pair of 10s counts as four successes.
Cyberpunk RED
Every check is stat + skill + 1d10 against a difficulty value set by the GM. A natural 10 lets you roll another d10 and add it; a natural 1 makes you roll another and subtract it.
Savage Worlds
The d10 is the second-highest step on its d4 to d12 skill scale: against the usual target number of 4 it succeeds 70% of the time.
Percentile games
Call of Cthulhu (Chaosium, 1981) and Warhammer Fantasy Roleplay settle almost everything with two d10s read as 1-100.
d10 probabilities, calculated
With one die each number comes up 10% of the time and the average is 5.5. The chance of rolling X or higher is (11 − X) × 10%: 7 or more, 40%; 9 or more, 20%; a 10, 10%.
Two d10s give 100 combinations. 11 is the most common total:
| 2d10 total | Chance | That total or more |
|---|---|---|
| 2 | 1% | 100% |
| 3 | 2% | 99% |
| 4 | 3% | 97% |
| 5 | 4% | 94% |
| 6 | 5% | 90% |
| 7 | 6% | 85% |
| 8 | 7% | 79% |
| 9 | 8% | 72% |
| 10 | 9% | 64% |
| 11 | 10% | 55% |
| 12 | 9% | 45% |
| 13 | 8% | 36% |
| 14 | 7% | 28% |
| 15 | 6% | 21% |
| 16 | 5% | 15% |
| 17 | 4% | 10% |
| 18 | 3% | 6% |
| 19 | 2% | 3% |
| 20 | 1% | 1% |
If you roll several d10s and what matters is counting successes (each die on 6 or more, 50% per die), these are the odds:
| Dice | At least 1 success | At least 2 | At least 3 | At least one 10 | Average total |
|---|---|---|---|---|---|
| 1 | 50% | 0% | 0% | 10.00% | 5.5 |
| 2 | 75% | 25% | 0% | 19.00% | 11 |
| 3 | 87.50% | 50% | 12.50% | 27.10% | 16.5 |
| 4 | 93.75% | 68.75% | 31.25% | 34.39% | 22 |
| 5 | 96.88% | 81.25% | 50% | 40.95% | 27.5 |
| 6 | 98.44% | 89.06% | 65.63% | 46.86% | 33 |
In Cyberpunk RED the chance of a natural 10 (and of a natural 1) is 10% on every roll.
Practical tips for the d10
Agree beforehand how the 0 is read
For damage and dice pools it is 10; for percentages, 0. On this page it is always 10.
Don’t mix it up with the d8 or d12
The d10 is the only one with kite-shaped faces and two long points.
For pools, look at each die
The page shows results one by one, so you can count how many reach 6 without worrying about the total.
Critical hits in D&D
A critical halberd hit rolls 2d10 plus the modifier once. Choose 2 dice and set the modifier.
Fixed hit points
6 is half a point above the d10’s average of 5.5.
Frequently asked questions
What is the shape of a ten-sided die called?
A pentagonal trapezohedron. It has ten kite-shaped faces, 20 edges and 12 corners. It is not a Platonic solid, but all its faces are identical, which makes it a fair die.
Is the 0 on a d10 a 0 or a 10?
It depends on the game. For damage, dice pools or 1-10 rolls, the 0 is a 10. In percentile rolls with two d10s, a 0 on the units die is 0 and a double 0 is read as 100. On this page the 0 always counts as 10.
What do opposite faces on a d10 add up to?
9 if the die runs 0 to 9, and 11 if it is printed 1 to 10. The even numbers also surround one point and the odd numbers the other.
What are the odds of rolling a 10 on a d10?
10%. With two dice the chance of at least one 10 is 19%, and with six dice, 46.86%.
How do you roll a d100 with ten-sided dice?
With two d10s: one for tens and one for units. A 0 on both is 100. That is why many sets include a d10 marked 00-90.
Which D&D classes use a d10 hit die?
Fighter, paladin and ranger, according to the 2014 Player’s Handbook.
Which weapons deal 1d10 in D&D?
Glaive, halberd, pike and heavy crossbow; under the 2024 rules also the lance and the pistol. The longsword, battleaxe and warhammer deal 1d10 two-handed.
What is the average roll on a d10?
5.5 if it runs 1 to 10. If it is read 0 to 9, the average is 4.5.
Which games use ten-sided dice?
Vampire: The Masquerade and other Storyteller games, Cyberpunk RED, Call of Cthulhu and Warhammer Fantasy Roleplay (as percentile dice), Savage Worlds and Dungeons & Dragons.























