Dice
The seven dice every adventurer carries. Build a roll, add your modifier, and let fate decide. Rolls use your browser's cryptographic randomness, so every face is equally likely.
Pick your dice
Click a die to add it to the roll. Right-click (or use −) to take one away.
- D4
- D6
- D8
- D10
- D12
- D20
- D100
Pick some dice and roll, or try a quick roll.
The essential dice
What each die is for, and when you'll reach for it.
d20
The heart of the game. Attack rolls, ability checks and saving throws: roll it, add your modifier, and try to meet the target number. A natural 20 on an attack is a critical hit.
d4
Small weapons like daggers, the Bless and Guidance spells, and healing potions (2d4 + 2).
d6
Shortswords, Sneak Attack, Fireball (8d6), and rolling ability scores (4d6, drop the lowest).
d8
Longswords and rapiers, Cure Wounds, and the hit dice of many classes such as the Cleric and Rogue.
d10
Heavy crossbows and longswords used two-handed, Fire Bolt, and the Fighter's and Paladin's hit dice.
d12
The greataxe and the Barbarian's hit die. Rare, mighty, and often lonely in the dice bag.
d100 (percentile)
Two d10s read together, one for tens and one for ones, giving 1 to 100. Used for random tables, wild magic and treasure.