Roll D&D dice with modifiers, advantage, and disadvantage for your tabletop RPG sessions
In Dungeons & Dragons and other tabletop RPGs, dice rolls determine the outcome of actions, attacks, and skill checks. The most common die is the d20 (20-sided die), used for ability checks, attack rolls, and saving throws. Other dice include d4, d6, d8, d10, and d12, typically used for damage rolls and other game mechanics.
Modifiers are added to dice rolls based on your character's abilities, proficiency, and equipment. For example, a roll of "1d20+5" means rolling one 20-sided die and adding 5 to the result. Understanding how to read and calculate these rolls is essential for smooth gameplay.
| Die | Sides | Common Uses | Example |
|---|---|---|---|
| d4 | 4 | Dagger damage, healing spells | 1d4+2 (3-6 damage) |
| d6 | 6 | Shortsword damage, sneak attack | 2d6 (2-12 damage) |
| d8 | 8 | Longsword damage, healing word | 1d8+3 (4-11 damage) |
| d10 | 10 | Glaive damage, eldritch blast | 1d10+4 (5-14 damage) |
| d12 | 12 | Greataxe damage, barbarian rage | 1d12+5 (6-17 damage) |
| d20 | 20 | Attack rolls, ability checks, saves | 1d20+7 (8-27 total) |
| d100 | 100 | Percentile rolls, wild magic | 1d100 (1-100) |
Advantage and disadvantage are core mechanics in D&D 5th Edition that represent favorable or unfavorable circumstances. When you have advantage, you roll two d20s and use the higher result. With disadvantage, you roll two d20s and use the lower result.
Roll 2d20, take the higher result
Roll 2d20, take the lower result
Rolling a natural 20 (the die shows 20 before modifiers) is a critical hit on attack rolls, dealing double damage dice. Rolling a natural 1 is an automatic miss on attack rolls and often considered a critical fumble, though fumble rules vary by DM.
Normal attack: 1d8+4 (longsword with +4 modifier)
Critical hit: 2d8+4 (double the damage dice, not the modifier)
A 5th level fighter with +3 Strength modifier and +3 proficiency bonus attacks with a greatsword (2d6 damage).
Roll: 1d20 + Strength modifier + Proficiency bonus
1d20 + 3 + 3 = 1d20 + 6
Result: 14 + 6 = 20 (hits AC 20)
Roll: 2d6 + Strength modifier
2d6 + 3
Result: (4 + 5) + 3 = 12 damage
Roll: 4d6 + Strength modifier (double damage dice)
4d6 + 3
Result: (3 + 6 + 2 + 5) + 3 = 19 damage