D&D and RPG dice roller online
This roller has the complete set of polyhedral dice (d4, d6, d8, d10, d12, d20 and d100) and understands rolls typed as 1d20+5 or 4d6 drop lowest. Press Roll, or drag the dice and drop them into the tray; the advantage and disadvantage buttons roll two d20s and keep the higher or the lower.
Press the tray, drag and let go to throw
How to use this RPG dice roller
In short
What dice do I need to play D&D? The seven-dice set: d4, d6, d8, d10, d12, d20 and the tens d10 for percentile rolls. One set per player is enough to start; players whose characters roll lots of damage dice (a rogue, or a wizard casting fireball) often keep a few extra d6s.
There are two ways to roll. You can pick the dice by hand: tap the d8 twice and the d20 once and exactly that combination lands in the tray. Or you can type the roll in dice notation, just as it is written in the rulebook or on your character sheet.
1d20+5
One twenty-sided die with 5 added to the result. The usual attack roll or ability check.
2d6+3
Two six-sided dice added together, then 3 on top. Greatsword damage for a character with +3 Strength.
4d6 drop lowest
Four d6, discard the lowest and add the other three. The classic way to roll ability scores.
1d100
A percentile roll from 1 to 100.
To roll, press the Roll button or drag the dice with your finger or mouse and let go over the tray. The dice have real physics: they tumble, knock into each other and settle on a face, and the total is worked out automatically with any modifier you typed.
The advantage and disadvantage buttons roll two d20s at once. With advantage the higher one counts, with disadvantage the lower one, which is how the 5th edition D&D rules handle it. If the roll has a modifier, it is applied once, to the die that counts.
In a game over video call (Discord, Zoom, Teams or Meet) you can share your screen or browser tab so the rest of the table watches the dice land. Plenty of groups agree that you say what you are rolling before you roll ("longbow attack, 1d20+6") so nobody questions the result.
The seven-dice set and what each die does in D&D 5e
A standard RPG dice set has seven dice: d4, d6, d8, d10, d12, d20 and a second d10 marked in tens (00, 10, 20… 90) that is rolled alongside the ordinary d10 to get a percentage. The d stands for die and the number is how many sides it has.
d20
The core die of the game, used for attack rolls, ability checks and saving throws. The 2024 rules group these three under the name D20 Tests.
d4, d6, d8, d10 and d12
Weapon and spell damage, and each class's Hit Dice.
d100 (two d10s)
Random tables the DM uses for treasure, encounters or unexpected effects.
Damage of the most common weapons
| Die | Weapons (5th edition) |
|---|---|
| 1d4 | Dagger, club |
| 1d6 | Shortsword, handaxe, shortbow, quarterstaff (1d8 two-handed) |
| 1d8 | Longsword (1d10 two-handed), rapier, warhammer (1d10 two-handed), longbow, light crossbow |
| 1d10 | Heavy crossbow |
| 1d12 | Greataxe, lance |
| 2d6 | Greatsword, maul |
You add your Strength modifier to the weapon die (or Dexterity for ranged and finesse weapons). Spells call for dice too: magic missile deals 1d4+1 per dart and fireball deals 8d6.
Hit Dice by class
| Hit Die | Classes |
|---|---|
| d12 | Barbarian |
| d10 | Fighter, paladin, ranger |
| d8 | Bard, cleric, druid, monk, rogue, warlock |
| d6 | Sorcerer, wizard |
At 1st level your hit points are the highest number on that die plus your Constitution modifier. After that you roll the die at each level (or take the fixed average), and during a short rest you can spend Hit Dice to recover hit points.
How to read NdX+M dice notation
Dice notation sums up in one short formula how many dice you roll, how many sides they have and what you add at the end.
N
Is the number of dice. If it is missing, it means one: d8 is the same as 1d8.
X
Is the number of sides: d4, d6, d8, d10, d12, d20 or d100.
+M
Or −M is a fixed number added to or taken from the total once, not from each die.
Examples: 3d6 means rolling three d6 and adding them (3 to 18). 1d8+2 runs from 3 to 10. 2d6+1d8 mixes two kinds of die, which is common when a weapon deals extra damage. d% is another way of writing d100.
Suffixes tell you which dice to keep or discard. In many apps and on Roll20, 4d6kh3 means "roll 4d6 and keep the highest 3", and 4d6dl1 means "drop the lowest one"; both describe the same roll. 2d20kh1 is a roll with advantage and 2d20kl1 one with disadvantage.
This shorthand was not in the original 1974 D&D, which described rolls in words. Ted Johnstone proposed it in 1975, in the first issue of the fanzine Alarums & Excursions. It spread through fan circles and Gary Gygax adopted it in the Advanced Dungeons & Dragons books (1977 to 1979).
Advantage, disadvantage, critical hits and death saves
Advantage and disadvantage
When circumstances help you (you attack a prone enemy at close range, or an ally takes the Help action) the DM gives you advantage: roll two d20s and use the higher. When they hinder you (you attack something you cannot see, or you are poisoned) you have disadvantage: roll two d20s and use the lower.
- Several sources of advantage do not stack: you never roll more than one extra d20.
- If you have both advantage and disadvantage, they cancel out and you roll a single d20, even with three reasons for advantage and only one for disadvantage.
Critical hits
A natural 20 on an attack roll (the die shows 20 before modifiers) is a critical hit: it hits whatever the target's Armour Class. You roll all the attack's damage dice twice and add the modifier once. A longsword that normally deals 1d8+3 deals 2d8+3 on a crit, raising the average from 7.5 to 12. Extra dice such as the rogue's Sneak Attack are doubled too. A natural 1 on an attack roll always misses.
Death saving throws
If you start your turn on 0 hit points, you roll a d20 with no modifiers. A 10 or higher is a success; anything lower is a failure. Three successes make you stable and three failures mean the character dies. A natural 20 gives you back 1 hit point and a natural 1 counts as two failures. Each roll has a 55% chance of success.
Rolling ability scores: 4d6, standard array and point buy
The six D&D abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma) can be generated in three ways, both in the 2014 rules and in the 2024 revision:
- Roll 4d6 and drop the lowest six times, then assign the results.
- Standard array: 15, 14, 13, 12, 10 and 8, assigned as you like. They add up to 72.
- Point buy: 27 points to raise scores between 8 and 15. Every score starts at 8; a 9 costs 1 point, a 13 costs 5, a 14 costs 7 and a 15 costs 9.
Each ability modifier is the score minus 10, divided by 2 and rounded down: a 15 gives +2, an 8 gives −1 and an 18 gives +4.
The average of 4d6 drop lowest is 12.24, a little above the 10.5 of plain 3d6. Six rolls add up to about 73.5 on average, slightly more than the standard array, but with far more spread between characters.
| 4d6 drop lowest result | Exact chance | Chance of that score or higher |
|---|---|---|
| 18 | 1.62% | 1.62% |
| 17 | 4.17% | 5.79% |
| 16 | 7.25% | 13.04% |
| 15 | 10.11% | 23.15% |
| 14 | 12.35% | 35.49% |
| 13 | 13.27% | 48.77% |
| 12 | 12.89% | 61.65% |
| 10 | 9.41% | 82.48% |
| 8 | 4.78% | 94.29% |
| 3 | 0.08% | 100% |
The most common result is 13. An 18 comes up on 1.62% of rolls, about three and a half times as often as with 3d6, where the chance is 0.46%.
Useful dice probabilities
Average of each die
The average of a die is its lowest and highest face added together and divided by two.
| Die | Range | Average |
|---|---|---|
| d4 | 1-4 | 2.5 |
| d6 | 1-6 | 3.5 |
| d8 | 1-8 | 4.5 |
| d10 | 1-10 | 5.5 |
| d12 | 1-12 | 6.5 |
| d20 | 1-20 | 10.5 |
| d100 | 1-100 | 50.5 |
That is why the fixed hit points per level are 7 for a d12, 6 for a d10, 5 for a d8 and 4 for a d6: the average rounded up.
Advantage and disadvantage in numbers
| You need on the d20 | Normal roll | With advantage | With disadvantage |
|---|---|---|---|
| 5 or more | 80% | 96% | 64% |
| 8 or more | 65% | 87.75% | 42.25% |
| 10 or more | 55% | 79.75% | 30.25% |
| 11 or more | 50% | 75% | 25% |
| 15 or more | 30% | 51% | 9% |
| 20 (critical) | 5% | 9.75% | 0.25% |
A d20 with advantage averages 13.83 and with disadvantage 7.18. The gap compared with a normal roll is widest when you need a middling result (around 11) and narrowest at the extremes.
2d6 against 1d12: greatsword or greataxe
The two big two-handed weapons look equal because both top out at 12, but they are not. The greatsword (2d6) averages 7 and the greataxe (1d12) averages 6.5. With 2d6 the results bunch in the middle and 7 is the most likely total; with 1d12 every face is equally likely.
| Result | 2d6 | 1d12 |
|---|---|---|
| 1 | 0% | 8.33% |
| 2 | 2.78% | 8.33% |
| 4 | 8.33% | 8.33% |
| 7 | 16.67% | 8.33% |
| 10 or more | 16.67% | 25% |
| 12 | 2.78% | 8.33% |
The greataxe rolls high and low results more often; the greatsword is steadier and slightly better on average.
Other tabletop RPGs and their dice
D&D made the d20 famous, but each system uses dice in its own way. This roller covers all of these.
Call of Cthulhu
(Chaosium, 1981): everything is resolved with a d100. Roll two d10s, one for tens and one for units; "00" and "0" read as 100. You succeed if you roll equal to or under your skill. The 7th edition adds Hard success (half your skill or less) and Extreme success (a fifth or less). Bonus and penalty dice add another tens die: with a bonus die you keep the lower tens result, with a penalty die the higher; one of each cancels out.
Vampire: The Masquerade
(White Wolf, 1991): a pool of d10s. You gather as many dice as your attribute plus skill. In the classic editions each die that meets or beats the difficulty (usually 6) is a success. In the 5th edition (2018) every 6 or higher is a success, the difficulty is the number of successes you need and a pair of 10s counts as four successes. Hunger dice replace normal dice in the pool and can turn a critical into a messy critical or a failure into a bestial failure, where the Beast takes over and the result has consequences for the character.
Pathfinder
(Paizo, 2009): built from the D&D 3.5 rules and uses the same dice set. The second edition (2019) brought in degrees of success: beating the DC by 10 or more is a critical success.
The Dark Eye
(Das Schwarze Auge, DSA), a German RPG published since 1984: skill checks use three d20s (3W20 in German notation), each compared against a different attribute. You need to roll equal to or under it; any amount you go over is paid off with skill points, and what is left shows the quality of the success.
Fate
(Evil Hat, 2003; Fate Core in 2013): uses Fudge dice, six-sided dice with two "+" faces, two "−" faces and two blanks. You roll four (4dF) for a result from −4 to +4. Without Fudge dice a d6 works: 1-2 is "−", 3-4 is blank and 5-6 is "+".
| 4dF result | Chance |
|---|---|
| 0 | 23.46% |
| +1 or −1 (each) | 19.75% |
| +2 or −2 (each) | 12.35% |
| +3 or −3 (each) | 4.94% |
| +4 or −4 (each) | 1.23% |
From wargames to Dungeons & Dragons: history and trivia
Dungeons & Dragons was published in 1974 by TSR (Tactical Studies Rules), Gary Gygax's company. Gygax and Dave Arneson wrote it and it grew out of miniature wargaming. Its starting point was Chainmail (1971), Gygax's rules for medieval battles. Arneson had taken Dave Wesely's Braunstein games into a fantasy setting he called Blackmoor, where each player ran a single character. He showed it to Gygax and their collaboration became the first D&D.
The main editions have been original D&D (1974), the split into Basic D&D and Advanced Dungeons & Dragons (1977), AD&D 2nd edition (1989), 3rd edition (2000) and 3.5 (2003), 4th edition (2008), 5th edition (2014) and a revision of 5th edition in 2024, with a new Player's Handbook and Dungeon Master's Guide that year and a new Monster Manual in February 2025.
- The ten-sided die is a pentagonal trapezohedron, a shape patented as a gaming die in the United States as early as 1906.
- A d20 numbered 0 to 9 twice can also be used for percentage rolls.
- Ability modifiers run from −5 (a score of 1) to +10 (a score of 30). A 10 or 11 is the ordinary human average and 20 is the usual ceiling for an adventurer.
Frequently asked questions
What dice do I need to play D&D?
The seven-dice set: d4, d6, d8, d10, d12, d20 and the tens d10 for percentile rolls. One set per player is enough to start; players whose characters roll lots of damage dice (a rogue, or a wizard casting fireball) often keep a few extra d6s.
What does 1d8 mean?
Roll one eight-sided die. The first number is how many dice you roll and the number after the d is how many sides they have. 2d8 is two eight-sided dice added together and 1d8+3 is one d8 with 3 added.
How do you roll with advantage?
Roll two d20s and use the higher result. With disadvantage you use the lower. This roller has a button for each; if you have advantage and disadvantage at the same time they cancel and you roll a single d20.
What is a d100 and how do you roll it?
A roll from 1 to 100, usually made with two d10s: one gives the tens (00, 10, 20…) and the other the units. A 00 and a 0 together make 100. It is the main die in Call of Cthulhu and D&D uses it for random tables.
How do you roll 4d6 drop lowest?
Roll four six-sided dice, discard the lowest and add up the other three. Repeat six times, once for each ability. The average is 12.24 and the most common result is 13. You can type the roll straight into this roller.
Can I use an online dice roller in a game over video call?
Yes. Share your screen or browser tab while you roll so the table can see the result. It is worth agreeing this with your DM first and saying out loud what you are rolling before you roll.
What happens on a natural 20?
On a D&D 5e attack roll it is a critical hit: you always hit and you roll double the damage dice, adding the modifier once. On a death saving throw, a natural 20 brings you back with 1 hit point.
What is the standard array?
A fixed set of six scores (15, 14, 13, 12, 10 and 8) that you assign to your abilities instead of rolling. It keeps characters in the same party evenly matched.
Is 2d6 the same as 1d12?
No. Both reach 12, but 2d6 averages 7 and can never roll a 1, while 1d12 averages 6.5 and every face is equally likely. With 2d6 a total of 7 comes up 16.67% of the time.
Which dice does Call of Cthulhu use?
Mainly the d100, rolled as two d10s, because every skill is a percentage and you try to roll equal to or under it. Damage and some other rolls use the ordinary d4, d6, d8 and so on, so the same seven-dice set covers it.












