D4 · D6 · D8 · D10 · D12 · D20 · D100
Virtual Dice Roller
Roll any RPG dice — press Spacebar or tap Roll for instant results.
Number of Dice
1
Modifier (+/−)
0
Notation (e.g. 2d6+3)
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Press Space to roll
Select dice type and hit Roll
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Rolls
0
Average
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Highest
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Lowest
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Roll History
Dice Types
All 7 RPG Dice Explained
Every die used in Dungeons and Dragons, Pathfinder, and other tabletop RPGs.
▲ D4 — Tetrahedron
4-sided pyramid. Reads from the base edge, not a point. Range: 1–4. Used for: small weapon damage (dagger, sling), spell dice (some spells), feature bonuses. Average: 2.5.
⬜ D6 — Cube
The standard 6-sided die used in most board games. Range: 1–6. Used for: short sword, rapier, many spell dice (fireball = 8d6), stats in some systems. Average: 3.5.
⟐ D8 — Octahedron
8-sided diamond shape. Range: 1–8. Used for: longsword, rapier (versatile), warlock Eldritch Blast, cleric healing spells. Cleric hit die. Average: 4.5.
⬠ D10 — Pentagonal Trapezohedron
10-sided. Range: 1–10 (or 0–9). Two D10s make a D100. Used for: rapier, pike, heavy crossbow, fighter/paladin hit die. Average: 5.5.
⬡ D12 — Dodecahedron
12-sided. Range: 1–12. The Barbarian's hit die. Used for: greataxe damage, some high-damage features. Least commonly needed die. Average: 6.5.
⬟ D20 — Icosahedron
THE die of D&D. Range: 1–20. Used for: all attack rolls, saving throws, ability checks, death saving throws. Natural 20 = critical hit. Natural 1 = critical failure. Average: 10.5.
Probability Reference
Dice Statistics & Probability
Expected values, ranges, and probability of rolling maximum for each die type.
| Die | Average | Min | Max | P(Max) | P(≥ Half) | Common Uses |
|---|---|---|---|---|---|---|
| D4 | 2.5 | 1 | 4 | 25.0% | 50% | Dagger, small spells |
| D6 | 3.5 | 1 | 6 | 16.7% | 50% | Short sword, fireball dice |
| D8 | 4.5 | 1 | 8 | 12.5% | 50% | Longsword, healing spells |
| D10 | 5.5 | 1 | 10 | 10.0% | 50% | Heavy weapons, hit die |
| D12 | 6.5 | 1 | 12 | 8.3% | 50% | Greataxe, Barbarian HD |
| D20 | 10.5 | 1 | 20 | 5.0% | 50% | Attack rolls, saving throws |
| 2D6 | 7.0 | 2 | 12 | 2.78% | 58.3% | Greatsword, stat rolls |
| D100 | 50.5 | 1 | 100 | 1.0% | 50% | Percentile checks, wild magic |
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Rolling D&D Character Stats — The 4d6 Drop Lowest Method
The classic method: roll 4d6, drop the lowest die, sum the remaining three. Repeat six times for six ability scores. Expected average per score: ~12.24. This gives scores ranging from 3–18. Use our dice roller — set to D6, count = 4 — roll six times and drop the lowest each time. For standard array instead: 15, 14, 13, 12, 10, 8 (no rolling needed).
Dice Notation & Probability Formulas
Standard Dice Notation (XdY+M)
Format: [count]d[sides][+modifier]
Examples:
1d6 = roll 1 six-sided die (range: 1–6)
2d6 = roll 2d6, sum results (range: 2–12)
4d6+3 = roll 4d6, sum, add 3 (range: 7–27)
1d20-1 = roll D20, subtract 1 (range: 0–19)
3d8 = roll 3 eight-sided dice (range: 3–24)
Expected value (average):
E(XdY+M) = X × (Y+1)/2 + M
E(2d6) = 2 × 3.5 = 7
E(3d6) = 3 × 3.5 = 10.5
E(4d6+3) = 4 × 3.5 + 3 = 17
Range:
Min = X + M Max = X×Y + M
Probability of a Specific Roll
P(single die = k) = 1/Y for any face k
P(D6 = 4) = 1/6 ≈ 16.67%
P(D20 = 20) = 1/20 = 5.00% (nat 20)
P(D20 = 1) = 1/20 = 5.00% (nat 1)
P(D20 ≥ 15) = 6/20 = 30% (DC 15 check, +0 mod)
P(D20 ≥ 15, +5 bonus) = P(D20 ≥ 10) = 11/20 = 55%
For 2d6, number of ways to make sum S:
Sum 7 = 6 ways → P = 6/36 = 16.67% (most likely)
Sum 2 = 1 way → P = 1/36 = 2.78% (snake eyes)
Sum 12= 1 way → P = 1/36 = 2.78% (boxcars)
D&D Advantage and Disadvantage
Advantage: Roll 2d20, keep higher
Average with advantage ≈ 13.83 (vs 10.5 normal)
P(nat 20 with advantage) = 1 - (19/20)² = 9.75%
Disadvantage: Roll 2d20, keep lower
Average with disadvantage ≈ 7.18
P(nat 1 with disadvantage) = 1 - (19/20)² = 9.75%
To simulate: roll D20 twice in our roller,
take the higher (advantage) or lower (disadvantage)
Frequently Asked Questions
A D20 is a 20-sided die (icosahedron) — the iconic die of Dungeons and Dragons. Each face shows 1–20. Used for attack rolls, saving throws, and skill checks. Rolling a natural 20 = critical hit (automatic success + double damage). Natural 1 = critical failure. At +0 modifier, you have a 5% chance of rolling any specific number. Our D20 roller is available with one click on the D20 button above.
2d6 = roll 2 six-sided dice and sum (range 2–12, average 7). XdY+M format: X = number of dice, Y = sides, M = modifier. Examples: 4d6 (roll 4 six-sided dice), 1d8+4 (roll D8, add 4), 3d10-2. Use our Notation field above — type your expression and press Enter or click Roll. Supports positive and negative modifiers.
D&D uses 7 die types: D4 (dagger, small weapons), D6 (short sword, fireball), D8 (longsword, healing spells, cleric HD), D10 (heavy weapons, fighter HD), D12 (greataxe, barbarian HD), D20 (all rolls — the main die), D100 (percentile checks, wild magic surge). Our virtual roller supports all seven with one-click switching.
Virtual dice use pseudorandom number generators (PRNGs) — statistically indistinguishable from true randomness for gaming. Each face has exactly equal probability. This is actually fairer than physical dice, which can have manufacturing imperfections that bias certain faces. Our dice roller uses JavaScript's Math.random() which browsers implement with cryptographically-secure PRNGs.
Formula: Average = (sides + 1) / 2. D4 = 2.5; D6 = 3.5; D8 = 4.5; D10 = 5.5; D12 = 6.5; D20 = 10.5; D100 = 50.5. For multiple dice multiply by count: 3d6 = 10.5; 2d8 = 9. Add modifiers to the average: 2d6+3 = 10. Our statistics panel tracks your actual rolling average so you can see how it converges on the expected value over many rolls.
Rolling a natural 20 on a D20 attack roll = critical hit: automatic success and double the damage dice (not total). If a sword does 1d8+4 damage, a crit = 2d8+4 (not doubled modifier). Natural 1 = automatic miss. With Advantage (roll 2d20, keep higher), probability of a nat 20 jumps from 5% to 9.75%. Some class features lower the crit threshold (Paladin Improved Divine Smite, Champion Fighter).
Standard method: 4d6 drop lowest, repeat 6 times. Roll 4 six-sided dice, drop the lowest, sum the remaining 3. Gives scores between 3–18, averaging ~12.24. Use our roller: select D6, set count to 4, roll 6 times. Alternatives: Standard Array (15,14,13,12,10,8 — no rolling); Point Buy (each ability costs points from a budget); Straight 3d6 (3 six-sided dice, harsher); or 2d6+6 (more heroic, min 8).
P(specific face) = 1/sides. D6: 16.67% per face; D20: 5% per face; D100: 1% per face. For sums with multiple dice: P(2d6 = 7) = 6/36 = 16.67% (most likely). P(2d6 = 2 or 12) = 1/36 = 2.78% (least likely). D20 skill check: P(≥ DC 15 with +5 bonus) = P(D20 ≥ 10) = 55%. See our probability table above for all common die types.
Yes! Press Spacebar to roll your selected dice without clicking. Press Enter in the notation field to roll a custom XdY expression. These shortcuts make rapid repeated rolling much faster during gameplay. You can also quickly change die types with the type buttons and adjust count with the + / − buttons before pressing Space.
D100 (percentile die) generates 1–100. Used for: random encounter tables, wild magic surges, percentage skill checks, random loot tables. Physically: a spherical 100-faced die (Zocchihedron) or two D10s — one tens (00, 10, 20...90) + one units (0–9), where 00+0 = 100. In D&D 5e, Sorcerers rolling a wild magic surge must roll D100 on a 38-entry table. Each result has a 1% chance.