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
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d20
Dice style

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.