D&D Dice Roller

Roll with advantage, add your modifier, get the damage in the same click.

1d20

Modifier
0
Roll

 

Saved rolls

Nothing saved yet. Set up a roll above and keep it for the rest of the campaign.

This session
No rolls yet

Every roll tonight lands here, newest first.

17 pick a die · Enter roll · A advantage · D disadvantage

Seven dice, and what each one is for

A standard set is seven dice. The d20 does most of the work. The d12 mostly sits there. If the d20 is all you came for, the d20 roller has the success odds for every DC alongside it.

  • d20Attacks, ability checks, saving throwsThe one you actually use.
  • d12Greataxes, barbarian hit pointsBarely leaves the bag. Half the appeal of a greataxe is finally having a reason.
  • d10Crossbows, hit points, percentilesTwo of them make a d100, one die reading as tens.
  • d8Longswords, most classes’ hit pointsThe standard damage die.
  • d6Shortswords, sneak attack, fireballFireball is 8d6. Buy spares.
  • d4Daggers, healing word, guidanceSmall, and on more spells than you would think.
  • d100Wild magic, loot tablesRolled here as one die instead of two, so there is no reading it backwards.

Advantage, without the mental arithmetic

Two d20, keep the higher. Disadvantage keeps the lower. Have both at once and they cancel out to a single die.

The ignored die stays on the table, dimmed, so you can still see what it rolled.

Press A or D instead of reaching for the mouse.

Counts

Ignored

Typing it out

The box above takes standard notation, for when the roll is stranger than the buttons allow.

1d20+5
A d20 with a +5 modifier
3d6+2
Three d6 added up, plus 2
2d20kh1
Advantage, keep the highest
2d20kl1
Disadvantage, keep the lowest
4d6dl1
Ability scores, drop the lowest
8d6
Fireball
2d8 + 1d6 + 3
Mixed dice and a flat bonus
1d100
A percentile roll

What a night of Dungeons & Dragons actually asks for

Most of a session is the same dozen rolls. Here they are, so you can paste one in rather than work it out while everyone waits.

Initiative
1d20+2
Attack roll at +7 to hit
1d20+7
That same attack with advantage
2d20kh1+7
Longsword in one hand
1d8+3
Greatsword
2d6+3
Sneak attack at rogue 5
3d6
Fireball
8d6
Guidance
1d4
A fighter gaining a level
1d10+2
Rolling a character from scratch
4d6dl1, six times
A wild magic surge
1d100

The modifiers are examples. Swap in whatever your sheet says and the rest holds.

The dice are not out to get you

Three 1s in a row and someone always decides the site is rigged. Fair enough, so we rolled it 140,000 times and counted.

Every number turned up about as often as it should. Nothing is stored between rolls, so the last one cannot affect the next. If you would rather check than take our word for it, the session counter tracks your own average.

140,000
Test rolls
10.49
Average roll
10.50
A fair d20 averages
1 in 20
Odds of any number

Questions

How many dice do you need for D&D?+

Seven: d4, d6, d8, d10, d12, d20, and a second d10 marked in tens for percentiles. That covers every roll in fifth edition. Most people end up with a pile of spare d6s too, because a fireball is eight of them.

What is a d20, and what shape is it?+

A twenty-sided die. The shape is an icosahedron, twenty identical triangles. Attacks, ability checks and saving throws all run through it, which is why it gets rolled more than the other six put together.

What is it called when you roll a 20?+

A natural 20. On an attack it hits regardless of armour class and you roll your damage dice twice. A natural 1 misses automatically. Both only count on the die itself, before modifiers, which is where the "natural" comes from.

How do advantage and disadvantage work?+

Roll two d20 and keep the higher for advantage, the lower for disadvantage. If you have both, they cancel and you roll one die. Here the ignored die stays on the table, dimmed.

What are hit dice?+

The die your class uses for hit points, and you get one per level. Wizards and sorcerers roll a d6, fighters and paladins a d10, barbarians a d12, and most other classes a d8. They also come back on a long rest, and you can spend them during a short rest to heal, adding your Constitution modifier to each one you spend.

How do I roll ability scores?+

Four d6, drop the lowest, six times. Type 4d6dl1 above and roll it six times. If your table prefers a set spread instead, the point buy calculator does the 27-point budget and the standard array.

Is it actually random?+

Yes. We rolled it 140,000 times and counted. Nothing is saved between rolls, so the last one has no bearing on the next.

How does the randomness work?+

Your browser has a proper random number generator built into it, the same one it uses for things like encryption keys. Every roll asks it for a fresh number and turns that into a face. The one wrinkle: those raw numbers do not divide evenly by 20, so converting them straight across would leave a handful of faces coming up very slightly more often than the rest. When a number lands in that awkward gap we throw it away and draw another one. All of it happens on your device, and no roll is stored or carried into the next.

Does this work for games other than Dungeons & Dragons?+

Yes. The dice are the dice. Pathfinder and most of the d20 family use the same seven, and Call of Cthulhu runs on the d100. The notation box takes whatever a system asks for. Advantage and disadvantage are the only Dungeons & Dragons specific buttons, and nothing breaks if you ignore them.

Does it work on a phone?+

That is mostly where it gets used. One hand, no ads, no popups, and quick enough to open mid-turn instead of reaching for the bag.

The dice remember nothing. Saga20 does.

A natural 20 that ends a boss fight is a story beat, not a number. Saga20 turns your recorded sessions into a campaign wiki, so the moments your table talks about for years are still there next month.

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