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Dice Roller D&D 5e — Roll Any Dice in Seconds

Type a roll like 4d6 drop lowest, 2d20 keep highest or 1d20+7 and press Enter. This 5e dice roller shows every die, the one it dropped and the total, so you can prove the result to your table. Free, no sign-up, and your rolls never leave the browser.

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Roll any dice notation

Formats: NdX dice · kh/kl keep highest/lowest · dh/dl drop highest/lowest · +N/−N modifier. Examples: 4d6dl1 (ability score), 2d20kh1 (advantage), 1d20+7 (skill check), 8d6 (fireball).

Pick a die above or type a notation and hit Roll. Your last 50 rolls stay listed below, each one copyable as plain text.

Roll history

    Ability score generator: 4d6 drop lowest

    The standard 5e method. Roll four d6, discard the lowest, add the rest. This generator does all six abilities at once and shows you which die was dropped each time, so a sceptical dungeon master can check every total.

    Ability4d6ScoreModifier
    Roll to fill the table.

    d20 checks with advantage and disadvantage

    Enter your total bonus (ability modifier + proficiency + anything else), the DC the DM called, and whether you have advantage, disadvantage or a straight roll. You get both d20 results, which one counted, and whether it beat the DC.

    Damage averages

    Type a damage expression and get the minimum, average and maximum per target, plus the total for several targets. Useful when you are choosing between a d12 greataxe and 2d6 greatsword, or checking what a fireball actually delivers.

    Chance to pass a DC

    How likely you are to beat a DC with a given bonus on a straight d20. Use it to sanity-check whether your character is actually good or just lucky.

    Chance to roll a DC or higher on a straight d20 for bonuses −1 to +12

    Point buy calculator

    The alternative ability score method in 5e: 27 points, scores from 8 to 15 before your species or background bonuses. The 2024 rules kept the same budget and the same costs and only moved the increases to your background. Costs rise after 13, so the tool shows you exactly what each point is costing you.

    How dice work in D&D 5e

    The seven dice

    A 5e dice set has d4, d6, d8, d10, d12, d20 and d100. The d20 resolves nearly everything that is uncertain: attacks, saving throws, ability checks. The other dice set amounts, damage, hit points and spells. A d100 sits on top of a d10 and is used for wild magic, treasure rolls and random tables.

    The three ways to roll ability scores

    Standard array gives you 15, 14, 13, 12, 10, 8 to place as you like. Point buy hands you 27 points and lets you trade them for a spread that suits your class. Rolling — the method most tables start with — is four six-sided dice keeping the best three, six times. Each method has a different risk profile: rolling can beat the standard array outright, and it can also leave you with a flat 8 in your main stat.

    Why "4d6 drop lowest" is not the same as "4d6"

    Plain 4d6 averages 14. Dropping the lowest die pushes the average to about 12.24 but sharply cuts the bad outcomes, because a single 1 no longer drags the whole score down. Only 1.6% of 4d6-drop-lowest results come out under 6, against 1.9% for plain 4d6. That is why the method is popular: it is swingier than point buy but rarely leaves you crippled.

    Advantage and disadvantage

    Roll two d20 and keep either the higher or the lower one. Advantage raises your average roll from 10.5 to 13.83, which is worth roughly +4 to +5 on the roll that matters. Disadvantage is its mirror image. Neither ever stacks: two sources of advantage are still two dice, not three.

    Modifiers and the DC ladder

    A DC 5 is easy enough that a competent person rarely fails, 10 is a routine task, 15 is the common "you need to be good at this" line, 20 is hard, 25 very hard and 30 nearly impossible. Add your bonus to the d20 and compare. A natural 20 on an attack always hits and a natural 1 always misses; for ability checks the rules say nothing automatic, but many tables house-rule it anyway. Note that DC 20 against a +5 character is only a 30% chance, which is why most DMs save DC 20 for the moment they want you to fail.

    Dice notation, decoded

    Every roll in 5e is written as NdX: N dice, each with X sides. The table below covers what the notation actually means in play.

    NotationMeansWhere you meet it
    d20One twenty-sided dieAttacks, saves, ability checks
    2d6+3Two d6, add threeGreatsword, sneak attack dice
    4d6dl1Roll four d6, drop the lowestAbility scores
    2d20kh1Roll two d20, keep the highestAdvantage
    8d6Eight d6Fireball at 3rd level
    d100Percentile dieWild magic, treasure tables

    The letters matter. kh and kl keep the highest or lowest result. dh and dl drop it. Add or subtract a flat number last, never before, because keep and drop act on the rolled dice only.

    Rolling, standard array or point buy: which to pick

    All three are legal, and all three feel different at the table.

    One table rule that fixes most of the complaints about rolling: let players roll two sets of six and pick the better. It keeps the fun of dice and removes the session-long sulk about a character built on an 8.

    What advantage is actually worth

    Advantage rolls two d20 and keeps the higher. It raises your average roll from 10.5 to 13.83, but the average is the least useful way to look at it, because what changes is the shape of the odds, not just the middle.

    Your chance to succeedStraight d20With advantageWith disadvantageAdvantage is worth
    Very likely75%94%6%+3
    Likely65%88%12%+4
    Coin flip50%75%25%+5
    Long shot35%58%42%+4
    Desperate15%28%72%+2

    The common shorthand that advantage is "about plus five" is a good rule of thumb, not a rule. It is closest to plus five exactly when the roll is a coin flip, and weakest when your chance was already extreme, because the ceiling of 100 percent is doing the work. Advantage never stacks with itself: two sources still means two dice, which matters when a barbarian has reckless attack and the party cleric has cast guidance.

    Why 1d12 and 2d6 are not the same

    A greataxe deals 1d12 and a greatsword deals 2d6. Both average 7, and both top out at 12, so the greataxe looks like a style choice. It is not quite.

    The result is that the greataxe has slightly more upside and much more downside, which matters on a great-weapon fighting character where a low roll triggers a reroll anyway, and on a barbarian whose brutal critical multiplies extra dice. The average is identical; the variance is not. This is why the damage calculator here shows min, average and max side by side instead of just the average.

    Average damage, and why it matters at the table

    Average damage for dice is the number of dice times half the die plus one half, plus any modifier. So 3d8+5 is 3 × 4.5 + 5 = 18.5 per target. It matters for three practical reasons: deciding between two weapons, comparing a spell slot against a cantrip, and designing an encounter where the monster must survive roughly one round of the party's output.

    What the average hides is the shape. A fireball averaging 28 damage still rolls a 10 sometimes, and a monster left on 12 hit points after the average says it died is a very common table situation. Roll it and use the result.

    Ability modifiers and the odd numbers problem

    The modifier is the score minus 10, divided by two and rounded down. A 15 and a 14 both give +2, which is why every optimisation guide tells you to buy even numbers and spend the leftover point somewhere else. Two things worth knowing: a score of 9 still gives −1, and the only honest way to use a half-feat is to take the odd score and let the feat round it up.

    Frequently asked

    What does 4d6 drop lowest mean?
    Roll four six-sided dice, throw away the single lowest, add the remaining three. It is the standard rolling method for ability scores and this roller marks exactly which die it discarded.
    How do I roll with advantage?
    Two d20, keep the higher. Type 2d20kh1 in the roller, or use the advantage selector in the d20 check section and it will show you both dice and which one counted.
    What is the average of 4d6 drop lowest?
    About 12.24 per score. A six-ability set from this method totals around 73 to 75 on average, but a range of roughly 60 to 90 is entirely normal.
    Can I add modifiers to my dice here?
    Yes. 1d20+5, 2d6+3, 4d6dl1 all work, and the modifier is applied after the keep or drop step, which is how the rules order it.
    Does the roller work offline?
    Every roll runs in your browser. Nothing is sent anywhere and the page keeps working with the network down once it has loaded.