Virtual Dice Roller
Roll any RPG dice or press Spacebar or tap Roll for instant results.
Number of Dice
Modifier (+/-)
Press Spacebar to reroll
Select dice type and hit Roll
DICE TYPES
All 7 RPG Dice Explained
Every die used in Dungeons & Dragons, Pathfinder, and other tabletop RPGs.
D4 — Tetrahedron
4-sided pyramid. Reads from the base edge, not the point. Range 1-4. Used for small weapon damage (dagger, sling), spell dice. Average 2.5.
D6 — Cube
The standard 6-sided die used in most board games. Range 1-6. Used for short weapon (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, warlock eldritch blast, cleric healing spells. Average 4.5.
D10 — Pentagonal Trapezohedron
10-sided die. Two D10s make a D100. Range 1-10 (or 0-9). Used for rapier, pike, heavy crossbow, fighter or paladin hit die. Average 5.5.
D12 — Dodecahedron
12-sided die. The Barbarian's hit die. Least commonly needed die. Range 1-12. Used for greataxe damage, some high-damage features. Average 6.5.
D20 — Icosahedron
THE die of D&D. Natural 20 is a critical hit, natural 1 is a critical failure. Range 1-20. Used for all attack rolls, saving throws, ability checks, death saving throws. 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 | 2 | 12 | 2.78% | 58.3% | Greatsword, stat rolls |
| D100 | 50.5 | 1 | 100 | 1.0% | 50% | Percentile checks, wild magic |
Rolling D&D Character Stats — The 4d6 Drop Lowest Method
The classic method: roll 4d6, drop the lowest, sum the remaining three. Repeat six times for six ability scores. Expected average per score ≈12.24, giving scores ranging 3-18. Set this roller to D6 with a count of 4, roll, and manually drop your lowest die each time — for a standard array instead, use 15, 14, 13, 12, 10, 8.
| Dice Notation & Probability Formulas
Standard Dice Notation
Format: [count]d[sides][+modifier]. Examples: 1d6 = roll 1 six-sided die (range 1-6), 2d6 = roll two d6 and sum results (range 2-12), 4d6+3 = roll 4d6, sum, add 3 (range 7-27), 1d20-1 = roll 1d20, subtract 1 (range 0-19).
Probability of a Specific Roll
P(d20 = k) = 1/20 = 5%.
P(2d6 = 7) = 6/36 ≈ 16.7% — the most likely sum, since there are 6 ways to make 7 versus fewer ways for any other total.
D&D Advantage and Disadvantage
Roll 2d20, keep the higher — average with advantage ≈13.83 vs 10.5 normal. Roll 2d20, keep the lower — average with disadvantage ≈7.18. Simulate this with this roller by setting count to 2 with a D20 and manually taking the higher (advantage) or lower (disadvantage) of the two results.
— FAQ