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D&D Dice Roller

Roll anything, from d4 to d100.

Average and range for common dice notation

The statistical average of a die is (sides + 1) divided by 2, multiplied by the number of dice, plus any modifier. Minimum is one per die plus the modifier.

NotationMinimumAverageMaximumTypical use
1d412.54Dagger damage
1d613.56Shortsword damage
1d8+347.511Longsword with modifier
2d627.012Greatsword damage
1d20110.520Attack and ability checks
4d6414.024Ability score generation
8d6828.048Fireball damage

2d6 averages 7 while 1d12 averages 6.5, and 2d6 also clusters far more tightly around its average. Two smaller dice are more consistent than one large one, which is why greatswords feel more reliable than greataxes.

Reading dice notation

The notation 2d6+3 means roll two six-sided dice, add them together, then add 3. The first number is how many dice, the number after the d is how many sides, and the modifier is a flat bonus applied once to the total rather than to each die.

Average versus range

A single d20 is uniform — every result from 1 to 20 is equally likely, so a roll feels wildly swingy. Damage dice like 2d6 average 7 but rarely stray far from it, which is why systems use flat dice for uncertain outcomes and multiple dice where consistency matters.

Frequently asked questions

What's the average roll for 2d6+3?

The average of 2d6 is 7 (each die averages 3.5), plus the modifier of 3 gives an average of 10. The range is 5-15, with most rolls clustering between 8 and 12.

How is the D&D dice roller different from the dice roll probability calculator?

The dice roller simulates actual random rolls — you get a result to use in your game. The probability calculator tells you the mathematical chances of hitting specific totals — it's for planning and analysis, not gameplay.

Can I roll negative numbers?

Yes, if your modifier is negative enough. Rolling 1d4-5 gives a range of -4 to -1. Some systems use negative modifiers for penalties, though most game rules floor damage at 0 or 1.

Why does D&D use a d20 for attacks but multiple dice for damage?

The d20 is flat (each number equally likely), creating dramatic uncertainty — will you hit or miss? Damage dice (like 2d6) cluster around the average, giving more predictable outcomes. The system uses the right distribution for each purpose: high variance for binary pass/fail, low variance for magnitude.

Last updated: September 7, 2026