Dice Roller
Roll any dice (d4 to d100) with modifiers, advantage, and a roll history.
2d6
–
Set up the roll
Die
1 – 100
Added to the total
Advantage rolls two dice and keeps the higher; disadvantage keeps the lower. The discarded die is still shown.
This rolls any standard tabletop dice: d4, d6, d8, d10, d12, d20 and d100. Choose how many, add a modifier, and pick whether to roll normally, with advantage or with disadvantage.
It returns each individual die, the total after your modifier, and a running history of the session so you can check a disputed roll.
What is dice notation?
Dice notation is the shorthand used in tabletop games to describe a roll. It looks like 2d6+3, and it reads as: roll two six-sided dice, add them together, then add 3.
The number before the d is how many dice you roll. The number after it is how many sides each die has. Anything after that is a modifier, added or subtracted from the total.
So d20 is a single twenty-sided die, 3d8 is three eight-sided dice added up, and 4d6-2 is four six-sided dice with 2 taken off the total.
What to enter
- How many dice
- The number of dice to roll at once. This is the number before the 'd' in notation like 2d6.
- Sides
- How many faces each die has. Common ones are d4, d6, d8, d10, d12 and d20. A d20 is the standard die for most action checks in Dungeons & Dragons.
- Modifier
- A fixed number added to or subtracted from the total after rolling. Usually comes from a character's skill or bonus.
- Roll type
- Normal adds everything up. Advantage rolls twice and keeps the higher result; disadvantage keeps the lower. Dropping the lowest die is used when rolling up character stats.
The seven dice, and what each is for
- d4 — tetrahedron
- Four triangular faces. The pyramid-shaped one that lands point-up instead of rolling, and hurts to stand on. Used for dagger damage and healing potions.
- d6 — cube
- The ordinary six-sided die from every board game you have ever played, and the only one most people own.
- d8 — octahedron
- Eight faces, like two square pyramids stuck base to base. Common for longsword and heavier weapon damage.
- d10 — pentagonal trapezohedron
- Ten faces numbered 0 to 9. Rolled in pairs to make percentages, and the core die of the World of Darkness games.
- d12 — dodecahedron
- Twelve pentagon faces. The least-used die in most games, which is why greataxe users defend it so fiercely.
- d20 — icosahedron
- Twenty triangular faces. The main die in Dungeons & Dragons: almost every attack, save, and skill check is a d20 roll.
- d100 — percentile
- A 1-to-100 result, normally read off two d10s where one gives the tens and the other the units. Used for random tables and percentage chances.
What this assumes
Every die is fair, so each face has exactly the same chance of coming up.
Each roll is independent. Previous results have no effect on the next one.
How to calculate a dice roll
Two things are worth knowing: what the average roll is, and why more dice behave differently from one big die.
- n
- How many dice you are rolling
- sides
- Faces on each die
- modifier
- Your fixed bonus, if any
Average of one die. Add 1 to the number of sides and halve it. A d6 averages 3.5, a d20 averages 10.5.
Multiply by how many. Rolling 3d6 averages 3 x 3.5 = 10.5.
Add your modifier. 3d6+2 averages 12.5.
See a worked example: why 2d6 is not the same as 1d12
- 2d6
- Two six-sided dice, range 2 to 12
- 1d12
- One twelve-sided die, range 1 to 12
Both can reach 12, and their averages are close: 7 for 2d6, 6.5 for 1d12.
But on a d12 every number is equally likely, a 1 in 12 chance each.
On 2d6 the results bunch in the middle. There is only one way to roll a 2 (1 and 1) but six ways to roll a 7. The probability calculator works out odds like these for any setup.
So a 7 comes up 6 times in 36 rolls, while a 2 comes up once in 36.
2d6 lands near 7 far more often; 1d12 is completely flat
Frequently asked questions
Roll two six-sided dice and add them together. The first number is how many dice, the letter d means dice, and the last number is the sides on each one.
If there is a + or - afterwards, like 2d6+3, add or subtract that from the total once, not from each die.
A Dungeons & Dragons rule. With advantage you roll two d20s and keep the higher one. With disadvantage you keep the lower.
Advantage is worth roughly +3 to +4 on average, and it helps most in the middle of the range. If you need a 20 either way, rolling twice barely helps.
They use your browser's built-in random number generator, which is more evenly distributed than a real plastic die with slightly uneven edges.
It is not suitable for anything security related, but for games it behaves the way a fair die should.
Usually because you remember the bad rolls. Streaks are also far more common in genuinely random data than people expect: rolling three 1s in a row on a d20 happens about once in every 8,000 attempts, which across a long campaign is not unusual at all.
Dice have no memory. A run of low numbers does not make a high one more likely next time.
It pushes results upward. Straight 3d6 averages 10.5, but 4d6 dropping the lowest averages about 12.24, so characters come out a bit stronger and extreme low scores are rarer.
Results are estimates for general information only and are not professional financial, medical, or legal advice. Read our full disclaimer.
Last updated: August 29, 2026