Dice & odds

D&D dice explained: what each die is for

A standard RPG dice set has seven dice. Here's what each one does in Dungeons & Dragons, and how to read the tricky ones.

By the Rollune team Updated 2 min read

In short

The d20 decides whether you succeed (attacks, checks, saves). The d4, d6, d8, d10 and d12 mostly roll damage, healing and hit points. The percentile pair (two d10s) makes a d100 for random tables. One set is enough to start; a few extra d6 help for big spells.

The standard seven-die set

Die Shape Main uses in D&D 5e
d4 pyramid Daggers, darts, Magic Missile, Bless/Guidance bonus
d6 cube Shortswords, Sneak Attack, Fireball, rolling ability scores
d8 octahedron Longswords, rapiers, Cure Wounds, many hit dice
d10 pentagonal trapezohedron Heavy weapons, Fire Bolt, fighter/paladin/ranger hit dice
d12 dodecahedron Greataxe, barbarian hit dice
d20 icosahedron Attack rolls, ability checks, saving throws, initiative
d% d10 marked 00–90 With a d10, makes a d100 for percentile tables

The d20: success or failure

In D&D, "roll a d20, add modifiers, beat a target number" is the core rule. Attacks try to meet the target's Armor Class; checks and saves try to meet a Difficulty Class. A natural 20 on an attack is a critical hit; a natural 1 always misses. More in critical hits and fumbles.

Damage dice: d4 to d12

Once you hit, smaller dice say how much. Weapons list their damage die (a longsword is 1d8), spells list theirs (Fireball is 8d6), and your ability modifier is usually added to weapon damage. Bigger dice are swingier: a d12 can roll 1 or 12, while 2d6 clusters around 7. See dice probability.

Hit dice

Each class has a hit die: d6 for sorcerers and wizards; d8 for bards, clerics, druids, monks, rogues and warlocks; d10 for fighters, paladins and rangers; d12 for barbarians. It sets your hit points per level and what you can roll to heal on a short rest. See hit points and hit dice.

Percentile dice

Roll the tens die (00, 10, 20…) and a regular d10 together: 40 and 7 make 47; 00 and 0 make 100. D&D uses them for random tables like Wild Magic Surge; systems like Call of Cthulhu use them for every skill roll. Try the d100 roller.

How many dice do you need?

One set per player is plenty to begin. Many players collect more, both for style and to roll big pools at once. A digital roller helps too: the online dice roller handles 8d6 in one tap, and the Rollune app saves it as a preset.

FAQ

Questions, answered

Still curious? The app's help section and store listing have more.

How many dice do I need to play D&D?

One standard seven-die set per player is enough to start. Extra d6 (and d8 or d10 for some classes) help for big damage rolls, or use a dice app for large pools.

Which die is most important in D&D?

The d20. Almost every test of success, including attacks, ability checks, saving throws and initiative, is a d20 plus modifiers.

How do you read a d4?

Depending on the set, the result is the number at the top point of the pyramid or the number that is upright along the bottom edges. Every face shows the same number in the same position.

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