Session Statistics
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
- Select the die type (d4, d6, d8, d10, d12, d20, d100)
- Adjust the quantity using the number input
- Toggle between + or - for the modifier value using the radio buttons
- Enter a modifier value when needed (for attribute bonuses, proficiency, etc.)
- View results in the roll summary panel, including critical hits/fumbles on natural 20s and 1s for D&D combat
- Use the "Reset" button to clear the roll history when starting a new encounter
- 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.