DnD Dice Roller

Free D&D dice roller with the full polyhedral set (d4-d100) and d20 checks rolled with advantage or disadvantage. Roll history included.

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DnD dice roller for advantage, damage, ability scores and death saves

This is a dice roller built around the rolls a D&D table actually makes: the d20 check with advantage or disadvantage, a fistful of d6 for a fireball, a d8 plus your modifier for a longsword, six ability scores at the start of a character, and a lonely d20 when someone is bleeding out on the floor. Every roll shows the individual dice as well as the total, and the last thirty rolls stay on screen so nobody has to take your word for the number that just went past.

Everything runs in your browser. There is no account, no waiting on a server, and nothing about your rolls is transmitted anywhere. If you want a general-purpose roller for arbitrary notation outside a game context, our dice roller covers that; this page is about playing.

The polyhedral set and what each die is for

The seven dice in a standard set are not interchangeable. Each one occupies a specific niche in the rules, and knowing which die a situation wants is most of the fluency at the table.

DieRangeWhere it shows up
d41–4Daggers and darts, magic missile, the healing die on a potion’s smaller cousins, and the guidance-style bonus dice that add a small nudge to a check
d61–6Shortswords and quarterstaffs, sneak attack, fireball and most of the big area spells, and the ability-score roll
d81–8Longswords and rapiers, the standard healing spell die, and the hit die of the middle-armour classes
d101–10Heavy crossbows and pikes, some class hit dice, and one half of a percentile roll
d121–12Greataxes and the barbarian hit die — the least-used die in most sets and the one everyone loses first
d201–20Every attack roll, every ability check, every saving throw. The die the whole system is built on
d1001–100Percentile rolls: wild magic surges, random encounter and loot tables, chance-of-anything rulings

The quick-roll row across the top of the tool has a button for each of those, d100 included. At a physical table percentile is rolled as two d10 — one read as tens, one as units, with a double zero read as 100. Here you can just press d100 and get a number from 1 to 100 directly, which is the same distribution with less arithmetic.

Hit dice and hit points

Your class hit die does double duty: it sets how many hit points you gain at each level, and it is what you spend during a short rest to heal. Roll the die and add your Constitution modifier — a d10 class with a +2 Constitution rolls 1d10+2, which the tool handles as one roll with the modifier already applied to the total. Many tables use the fixed average instead of rolling for level-up hit points; that is a table decision, and the roller is only useful for the half of the tables that roll.

Advantage and disadvantage

Advantage and disadvantage are the mechanic new players ask about most, and this page has dedicated buttons for both. Both roll two d20 and keep one: advantage keeps the higher, disadvantage keeps the lower. The tool shows both dice underneath and reports the kept one as the result, so the roll is auditable rather than a mystery number.

The parts that trip people up:

  • It does not stack. Three separate sources of advantage still means two d20. There is no triple-advantage.
  • They cancel completely. If you have advantage and disadvantage on the same roll, from any number of sources on either side, you roll one plain d20. Not two, not a compromise — the whole thing collapses to a straight roll.
  • The modifier applies once. Advantage changes which d20 you keep, not what you add to it. Roll the pair here, then add your attack or check bonus to the kept die.
  • It matters most in the middle. Advantage helps enormously when you need a middling number and barely at all when you need a 2 or a 20, which is why it feels stronger against a moderately armoured foe than against either extreme.
  • Elven Accuracy and similar features are not implemented. The buttons roll exactly two dice. If a feature has you roll three and keep the highest, press the d20 quick button three times and take the best yourself.

Rolling ability scores

The classic method is 4d6, drop the lowest, repeated six times, giving you six numbers to assign across Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Set the builder to four dice with six sides and roll it six times; each result lists all four dice individually, so you drop the smallest and add the remaining three yourself. The tool does not automate the drop — its notation parser handles dice and a modifier, not keep-highest or drop-lowest expressions — but because every die is shown, the arithmetic takes a second and everyone at the table can see it was honest.

A worked example: your four dice come up 5, 3, 6, 2. Drop the 2, keep 5 + 3 + 6, and the score is 14. Do that six times and you have a spread. The method centres around the low-to-mid teens and produces the occasional 17 or 18 and the occasional dismal 6, which is exactly why some tables love it and others ban it.

The alternatives you may be comparing it against:

  • Standard array — everyone takes 15, 14, 13, 12, 10, 8 and assigns them freely. No dice, no variance, no arguments.
  • Point buy — a budget spent on scores, with higher scores costing disproportionately more. The most balanced option and the usual choice for organised play.
  • 3d6 straight down — the old-school version: roll three dice per ability, in order, no dropping and no rearranging. Much harsher, and the roller handles it as three dice with six sides.
  • Roll a set for the whole party — roll one array and let everyone use it, which keeps the variance while removing the resentment when one player rolls three 17s.

Whichever you use, ability modifiers come from the score: subtract 10 and halve it, rounding down. A 14 is +2, a 15 is also +2, a 16 is +3, an 8 is −1. That modifier is what you add to the d20, and it is what you type into the modifier box here.

Attack rolls, damage rolls and modifiers

An attack is two separate rolls and it is worth keeping them separate in your head. First the d20 plus your ability modifier plus your proficiency bonus, against the target's Armour Class. Only if that lands do you roll damage: the weapon or spell's dice, plus the same ability modifier for a weapon attack.

Use the builder for damage: set the number of dice, the sides, and the modifier, and it rolls the whole expression as one result. Some common ones:

SituationRollNotes
Longsword, one-handed, +3 Strength1d8+3The +3 is added once, not per die
Greataxe, +4 Strength1d12+4Big swing, high variance
Rogue sneak attack at 5th level3d6Added on top of the weapon die; no ability modifier on the sneak dice
Fireball8d6No spellcasting modifier is added to fireball damage
Cure Wounds, +3 spellcasting modifier1d8+3Healing uses the same shape as damage
Two weapon dice plus a bonus dieroll separatelyThe parser takes one die group and one modifier, so 1d8+1d6 is two rolls added by hand

That last row is a real limit and worth stating plainly. The notation understood here is a number of dice of one size with an optional single plus-or-minus modifier — 2d6, 1d20, 3d6+2, 4d8-1. Mixed expressions such as a flame tongue's 1d8+2d6+4 need two rolls that you add together. Since both results stay in the history list, that is a small tax rather than a real obstacle.

Critical hits

A natural 20 on the attack die is a critical hit. You roll the damage dice twice and add your modifier once — the modifier is not doubled, and neither is anything that is a flat bonus rather than a die. A 1d8+3 longsword crit is 2d8+3, not 2d8+6 and not (1d8+3)×2. A rogue landing a crit with sneak attack doubles the sneak dice too, so 5th-level sneak attack becomes 6d6. The simplest way to run a crit here is to double the dice count in the builder and leave the modifier where it is.

A natural 1 on an attack roll always misses regardless of your bonuses. There is no rule requiring anything worse than that to happen — fumble tables are a house rule, and they punish the martial characters who make the most attack rolls.

Death saving throws

At 0 hit points and unconscious, you roll a plain d20 at the start of each of your turns — no ability modifier, no proficiency. 10 or higher is a success, 9 or lower is a failure. Three successes and you stabilise; three failures and you die. A natural 1 counts as two failures. A natural 20 is better than a success: you regain 1 hit point and get straight back up. Taking damage while down adds a failure, and a critical hit against you adds two.

Use the d20 quick button, and let the history list keep the tally — three rolls sitting in the log is a clearer record of a dying character than three numbers someone is trying to remember. Some tables roll death saves in the open and some hide them behind the screen; the log makes the open version easy.

How the randomness works, and the tool's limits

Rolls are generated in your browser with the JavaScript engine's built-in random number generator. It is uniform and perfectly fine for a game — each face of a die is equally likely and rolls are independent — but it is not a cryptographically secure source, and we are not going to pretend otherwise. Nothing here should be used where money or security depends on the outcome. For a tabletop session it behaves exactly like a fair die, and considerably better than the chipped d20 that has been living in the bottom of someone's bag since 2014.

A few practical limits, stated up front:

  • Keep-highest and drop-lowest expressions are not parsed. Roll the full set and drop by eye — every individual die is displayed.
  • One die size per roll, plus one flat modifier. Mixed damage types are two rolls.
  • Exploding dice, rerolls of 1s, and similar house rules are not automated.
  • The history keeps the last thirty rolls and lives only in the page. Reload and it is gone — screenshot anything you need to keep.
  • Rolls are local to your screen. Two people on two devices are rolling independently, so this is a roller for a table sitting together or sharing a screen, not a synchronised virtual tabletop.

Frequently Asked Questions

How does advantage work in D&D?+

Advantage means you roll two d20s and keep the higher result. You typically gain advantage when circumstances favor you, such as attacking a prone or unaware target. This roller has an Advantage button that rolls both dice and shows which one counts.

How does disadvantage work?+

Disadvantage means you roll two d20s and keep the lower result. You suffer disadvantage when conditions work against you, like being restrained or attacking a target you cannot see. The Disadvantage button automates this and highlights the kept die.

Which dice does Dungeons & Dragons use?+

D&D uses a seven-die polyhedral set: d4, d6, d8, d10, d12, d20, and a percentile d100. This roller includes all of them as quick buttons, and you can roll any quantity with an optional modifier.

How do I roll 4d6 drop the lowest for ability scores?+

Roll 4d6 using the builder or notation box; the tool shows all four individual dice. To use the classic method, ignore the smallest of the four and add the remaining three. Repeat six times to generate a full set of ability scores.

How much is advantage worth as a bonus?+

On average, advantage raises your d20 result by about 3.3 and is worth roughly a +5 bonus near the middle of the difficulty range, where the two-d20 swing has the most effect. Its value shrinks toward the extremes of very easy or very hard checks.

This tool is provided for informational and educational purposes only. All processing happens in your browser — no data is sent to or stored on our servers. While we strive for accuracy, we make no warranties about the completeness or reliability of results.