Quick Rolls:
Die # Mod Result
d4
d6
d8
d10
d12
d20
d100

Roll History

Roll results appear here. Modified results below 1 show as 1.

Session Statistics

Total Rolls
0
Average
Critical Success
0
Critical Failure
0
Highest
Lowest

Dice Roller Guide

The roller covers every standard polyhedral die used in D&D, Pathfinder, and other tabletop RPGs.

How to Use the Dice Roller

  1. Select the die type (d4, d6, d8, d10, d12, d20, d100)
  2. Adjust the quantity using the number input
  3. Toggle between + or - for the modifier value using the radio buttons
  4. Enter a modifier value when needed (for attribute bonuses, proficiency, etc.)
  5. View results in the roll summary panel, including critical hits/fumbles on natural 20s and 1s for D&D combat
  6. Use the "Reset" button to clear the roll history when starting a new encounter
  7. The "Export" button downloads your full roll history as a text file for session logging

D&D 5e Dice Uses

d20 - The Core Die

Used for all D&D 5e ability checks, attack rolls, and saving throws. The foundation of the d20 system that powers Dungeons & Dragons.

d4 - Magic Missile & Healing

Common for low-level spell damage like Magic Missile, healing potions, and light weapon damage across different D&D campaign settings.

d6 - Versatile Damage

Shortswords, shortbows, and many D&D spells use d6s. Roll 2d6 for a greatsword or 8d6 for a fireball. Also hit dice for rogues and sorcerers.

d8 - Medium Weapons

Longswords, battleaxes, and crossbows in D&D use d8 damage. Also hit dice for clerics, druids, and other classes.

d10 - Heavy Damage

Heavy crossbows, glaives, and higher-tier weapons use d10s. Also used for fighter and ranger hit dice in D&D 5e.

d12 - Barbarian's Domain

Primarily used for greataxe damage (1d12) and barbarian hit dice. The largest single damage die in D&D 5e.

d100 - Percentile Rolls

Used for percentage-based checks, wild magic surges, and treasure tables. Common at the table for random encounters and loot generation.

Common D&D 5e Rolls

Quick reference for rolls that come up often at the table. Each assumes standard D&D 5e rules.

Attack Roll

1d20 + ability modifier + proficiency bonus. Compare the total to the target's Armor Class. A natural 20 always hits.

Ability Check

1d20 + ability modifier (+ proficiency if proficient). Used for skill checks, initiative, and contested rolls.

Saving Throw

1d20 + ability modifier + proficiency (if proficient). Resists spells, traps, and environmental hazards.

Damage Roll

Varies by weapon or spell. A longsword deals 1d8, a greatsword 2d6, and a sneak attack adds extra d6s based on rogue level.

Healing

Cure Wounds heals 1d8 + spellcasting modifier. A basic healing potion restores 2d4+2 hit points.

Death Saving Throw

1d20 with no modifiers. Roll 10 or higher to succeed. Three successes stabilize, three failures mean death. A natural 20 restores 1 HP.