The dice bag is in the other jacket

It is 7:58 p.m. The session starts at 8:00. Your dice bag is in the jacket you wore Tuesday, the jacket is at the office, and the office is closed. Someone mumbles about a dice-roller app with three ads and a subscription screen, someone else starts shaking their phone like a maraca, and the barbarian is already rolling damage on a random number generator that only does 1 to 100 with no way to add the +4.

Tabletop has a dice problem and it is almost never the dice — it is the situation. The remote game where physical dice are unverifiable. The one-shot at the shop where you forgot everything. The late-night solo journaling session where you want a d12 answer without building a dice ritual out of coins. What you need in all of these is a roller that speaks your game's language, shows its work, and never asks for an account.

That is this D&D dice roller. Full RPG set from d4 to d100, real dice notation with advantage, disadvantage, keep/drop, and modifiers, a visible breakdown of every individual die, crit highlighting, and a session history you can scroll when someone accuses the universe of conspiracy. It runs in the browser, free, with the fairness story told openly — which matters, because a dice roller is a trust tool before it is a math tool.

The notation it speaks

Serious rollers read dice expressions rather than buttons, because notation scales to everything the game asks for. The grammar is compact: N dice of size X, plus or minus a modifier, plus optional keep/drop instructions. Once you can read it, you can type any roll the rules can describe — including the gnarly ones that make button-based rollers collapse, like rolling stats and applying a modifier in one expression.

1d20+5        standard attack roll with proficiency and Strength
2d20kh1       advantage (roll two, keep highest)
2d20kl1       disadvantage (roll two, keep lowest)
4d6kh3        stat generation: four dice, keep the best three
4d6+2dl1      four dice, +2, drop the lowest single die
8d6           fireball, cast at third level, no survivors
1d8+2d6+5     longsword plus sneak attack plus Dexterity
2d10%         percentile pair: tens die and units die, 00+0 = 100
1d100         single true hundred-sider for the daring

The two stat-generation spellings — kh3 (keep highest three) and dl1 (drop lowest one) — are synonyms, and the tool treats them that way. The breakdown view shows every die with kept dice bolded and dropped or discarded dice struck through, so when you roll 4d6kh3 and see ~~3~~ 6 4 6 = 16, the arithmetic is right there on the screen. No trust required; it is arithmetic in public.

Making your first roll

  1. Type or tap your expression

    The quick panel covers the common rolls — d20, advantage, disadvantage, damage by die size. The expression field covers everything else, including the ones nobody has a button for.

  2. Add modifiers in the expression

    Type them as part of the roll (1d20+7) rather than doing the addition in your head mid-combat. The history records the total you actually used, which future-you will appreciate during rules arguments.

  3. Read the breakdown

    Every die, every keep and drop, every modifier, and the total. On a d20 attack roll, a natural 20 lights up and a natural 1 gets its own funereal shade, because celebrating crits is half of what dice are for.

  4. Chain rolls when the turn needs them

    Separate expressions with commas to roll attack and damage together — the order of operations the turn actually has, in one click.

  5. Scroll the history when someone doubts

    Every roll of the session is recorded with its full breakdown. Screenshot the streak of 18s, or confirm the streak never happened. Both outcomes are popular.

What advantage is actually worth

Advantage — roll two d20s, keep the higher — is 5e's signature mechanic, and its value is delightfully non-uniform. On raw average, advantage moves you from 10.5 to about 13.82, a gain of roughly 3.3 points that players often compare to a +3 or +4 bonus. But the average hides the interesting part: the bonus is worth the most exactly where most checks actually live.

Consider a check you succeed on an 11 or better — the dead center of the d20, and the most common situation at a real table. Flat, that is a 50 percent chance. With advantage, you succeed unless both dice are 10 or lower: 1 minus 0.5 squared, a clean 75 percent. To match that with a flat bonus you would need +5, which is why optimizers rate advantage as better than most items that grant +1 swords. With disadvantage, the same check collapses to 25 percent, the mirror image — you fail unless both dice come up 11 or higher.

Situation (need to roll)Flat d20AdvantageDisadvantage
11 or better (50% baseline)50%75%25%
16 or better (tough check)25%43.75%6.25%
Natural 20 (crit)5%9.75%0.25%
Natural 1 (auto-miss zone)5%0.25%9.75%
Average roll10.513.827.18
The real exchange rate of advantage. Strongest in the middle, weakest at the cliffs.

The natural-20 row is the one players quote at each other: advantage nearly doubles your crit chance from 5 to 9.75 percent, while disadvantage drops it to a quarter of a percent — the reason a frightened, prone rogue is a sad spectacle. And the natural-1 row explains why advantage is, statistically, a small insurance policy: you can still roll a 1 with advantage, but both dice have to agree to betray you, and they almost never do.

The bell curve: why 2d6 and 1d12 feel like different weapons

The greataxe (1d12) and the greatsword (2d6) sit half a point apart on average damage: 6.5 for the axe, 7 for the sword. That sliver is close enough to ignore on any single swing, but the shape around that average is what decides how the weapon feels across a campaign. Two dice summed produce a bell curve — middling totals dominate, extremes are rare — while a single big die is flat: every face from 1 to 12 lands with the same 8.33 percent.

Total2d6 chance1d12 chanceWhat it means at the table
716.7%8.3%The greatsword hits its average twice as often
10+16.7%25.0%The greataxe reaches for big turns half again more often
12 (max)2.8%8.3%Triple the maximum-damage moments for the axe
2 or 3 (floor)8.3%16.7%The axe also bottoms out twice as often
5–9 (the middle)66.7%41.7%The sword lives here; the axe visits
Half a point apart, worlds apart in temperament — 2.78 percent and 16.67 percent are the exact 2d6 figures for 2 and 7

Consistency favors the greatsword: 58.3 percent of its rolls clear 7 or better versus 50 percent for the axe, which is why grinders and defenders like it. Spike damage favors the greataxe, and the gap widens on the one turn everyone remembers — the crit. A critical hit rolls the weapon's dice twice, so the axe's crit is 2d12 with its full spread, while the sword's crit is 4d6, which concentrates near 14. Crit-fishing builds — half-orcs with their extra damage die, barbarians who reckless-attack for permanent advantage — get more from each doubled d12 than from two doubled d6s.

The same curve logic explains why ability scores roll 4d6kh3 instead of a flat draw, why fireball's 8d6 lands between 24 and 32 more often than players expect, and why a single d20's chaos makes sessions swingy by design. Whenever the rules want drama, they use one big die; whenever they want reliability, they stack several small ones. You can watch the difference live here — roll 2d6, 1d12, and 8d6 a dozen times each and read the histories side by side.

Spread has a number, and it is the d20's whole personality. A uniform d20 runs a standard deviation of 5.77 — computed as the square root of (n² − 1) ÷ 12 — while 2d6 sits at 2.42 and 3d6 at 2.96. The single big die is more than twice as volatile as the pair summing to the same neighborhood, which is why a d20 check can feel like chaos while 2d6 damage feels like a metronome. Game designers exploit this deliberately: drama rolls on one die, economy rolls on several.

The exact math of 4d6 drop lowest

Character generation is the most-rolled expression in the game, and its distribution is stranger than intuition expects. Roll 4d6, keep the highest three, and enumerate all 1,296 ordered outcomes: the average lands at 12.24 — well above the 10.5 midpoint — and the reason is a built-in asymmetry. Scoring an 18 needs only three sixes (the fourth die can be anything, since a 6 is always kept): 1.62 percent. Scoring a 3 requires all four dice to be 1s, because any higher die would displace a kept one: 0.077 percent, one stat in roughly 1,300. The mechanic cuts the bad tail far harder than the good one.

Score zoneExact chanceWhat it means over time
181.62%One per ~62 stats — and 9.3% of full six-stat arrays contain at least one
16 or better13.04%The "great score" zone: 0.78 expected per six-stat array
13 or better48.77%Nearly half of stats land modifier-positive
8 or lower10.49%The penalty zone most players re-roll narratively
6 or lower2.78%Genuinely bad — yet one stat in 36 lands here, nearly twice the rate of an 18
30.077%All four dice showed 1: one stat per ~1,300 rolled
The exact 4d6kh3 distribution, computed over all 1,296 ordered outcomes.

The array-level view completes it: six stats average 73.47 total points against the standard array's 72, so the two systems are nearly identical in expectation — the difference is that rolled arrays carry variance, and 9.34 percent of them contain at least one 18. That is the honest trade the table makes when it votes down point buy: same mean, fatter tails, and stories about the time someone rolled three 18s and a 6.

A worked session, die by die

Let us follow one combat turn through the roller, the way a real turn actually flows. Our fighter, +7 to hit with her longsword and 16 Strength, swings at an armored knight while her ally has knocked him prone — melee attacks against a prone target have advantage, so the attack expression is 2d20kh1+7.

The attack roll, with advantage

Input

2d20kh1+7 vs. AC 18

Output

d20 pair: 9 and 14 → keep 14 → 14 + 7 = 21 vs. AC 18 → HIT

The first die was a 9, which would have missed (9 + 7 = 16 against AC 18), but the advantage die rescued the turn — exactly the mechanic doing its job at the middle of the range where it is strongest. Now damage: the longsword is 1d8+3, and the fighter's subclass lets her add a d4 on a hit, so the damage expression is 1d8+1d4+3.

The damage roll

Input

1d8+1d4+3

Output

d8: 6 · d4: 3 · modifier: 3 → 6 + 3 + 3 = 12 slashing damage

Two expressions, two clicks, every intermediate number preserved in the history for the rules-lawyer in all of us. Contrast the stat-generation use: clicking 4d6kh3 six times during character creation gives six ability scores with each die shown — and if you are building the character rather than just rolling it, our D&D Character Generator automates the whole sheet, not just the dice.

Crit arithmetic: what doubles, what doesn't, what breaks

A natural 20 on an attack triggers the game's most commonly miscomputed line of math: critical hits roll the weapon's damage dice twice and add every modifier once. Dice double; flat numbers do not. The errors this produces are consistent enough to catalog.

  • Doubling the modifier. A longsword wielder with +5 Strength rolls 1d8+5, so the crit is 2d8+5 — average 14 — not 2d8+10. The Strength, the proficiency-driven attack bonus, and flat damage like Great Weapon Master's +10 are all added once.
  • Declaring maximum damage. The crit does not award the weapon's top total; it awards another roll of the dice. A 1d8+5 crit can still total 7 on two sad eights-rolled-low, which is statistically honest and emotionally unfair.
  • Forgetting which extra dice double. Sneak attack, Hunter's Mark, Divine Smite, and every other rider expressed in dice does double on a crit — the rogue's 1d8+3d6+4 hit averages 19 normally and 34 as 2d8+6d6+4. Spell saves never crit: the fireball that rolls 8d6 does not double for anything, no matter how cinematic the moment.
  • Treating 2d6 and 1d12 as interchangeable on crits. They sit within half a point on normal hits — 6.5 versus 7 — but doubled they diverge hard: 4d6 concentrates near 14 while 2d12 spreads from 2 to 24. The crit-fishing builds go big-die for exactly this reason.

The related decision math optimizers argue about is the Great Weapon Master trade: take a −5 penalty on the attack for +10 damage. The break-even hit chance is a clean formula — the power attack wins when your normal hit chance exceeds 25% plus 2.5% per point of average damage. At 15 average damage that is a 62.5% hit chance; at 20 damage, 75%. Advantage, which lifts the mid-range hit chance by 25 points, flips the trade from marginal to mandatory, which is why the barbarian's reckless attack and the feat travel together.

Percentile dice, the d100, and the eternal argument

The d100 arrives in two dialects. The single true hundred-sided die — a golf ball of a thing that rolls for a suspiciously long time — is one click here. The traditional pair is two ten-sided dice: one marked 00 to 90 as the tens die, one marked 0 to 9 as the units die, read together as a number from 1 to 100. The tool supports both, and shows the pair separately in percentile mode so nobody has to squint at anyone else's dice tray.

And now, the argument. When the tens die shows 00 and the units die shows 0, what did you roll? The 5e rules settle it: 100. The reasoning is that a result of zero is impossible — the range is 1 to 100 — so the double-zero must mean the top of the scale. Half the tables you will ever sit at have been playing it as 10 since 1989 and will look at you like you have grown a second head. You can now point at this paragraph. We accept your thanks in advance.

Fairness, or: why you can trust a number you cannot see

Every dice roller is a trust tool before it is a math tool, so here is the whole fairness story. Each die is generated independently from the browser's cryptographic-quality randomness source where available — the same underlying mechanism that secures your connections — rather than a hand-rolled PRNG with discoverable patterns. Faces are equiprobable by construction. Rolls have no memory: the roller does not track what you 'owe' and does not smooth streaks, because streaks are real randomness doing real random things.

The visible-breakdown design is the second half of the trust story. Every kept die, dropped die, and modifier is displayed and recorded, so the tool's arithmetic is auditable by anyone at the table in real time. When the DM rolls three natural 20s in a boss fight, the history will show all three — and the table will groan in public, which is the correct and traditional venue for groaning.

Flat, advantage, disadvantage: the decision table

Because the roller highlights which mode you used, it doubles as a teaching tool for the mechanic's edge cases. The condensed decision guide the table arguments keep re-deriving:

Your situationRoll thisNotes
Normal attack, no conditions1d20+modThe baseline everything else bends around
Target prone, you melee, or you are hidden2d20kh1+modProne grants advantage to melee attackers, disadvantage to ranged
You are restrained, poisoned, or shooting long range at prone2d20kl1+modConditions that impose disadvantage stack into sadness
Both advantage and disadvantage apply1d20+modThey cancel to a flat roll, no matter how many of each — the 5e rule everyone forgets
Rolling ability scores4d6kh3, six timesExpected value about 12.24 per stat, with the dice shown
Wild magic surge check1d20 or 1d100 by tableThe roller highlights 1s and 100s for exactly this mood
The situations that generate 90 percent of dice-roller queries, settled.

That third row is the one worth tattooing somewhere: multiple sources of advantage do not stack, multiple disadvantages do not stack, and one of each cancels to a flat roll. The number of tables that have argued this mid-boss-fight is a number we politely decline to estimate.

Limits of any digital roller

Honest limits, because trust is the product. A digital roller cannot be inspected the way physical dice can — you cannot float-test a browser — so the fairness claim rests on architecture and open arithmetic rather than on physical properties. It cannot reproduce the specific pleasure of a dice tower, the sound a full fist of d6s makes in a metal cup, or the ritual weight of declaring a roll before you make it. Some tables ban digital rolling at physical sessions for exactly these reasons, which is a defensible position about ritual, not about math.

The tool also stops at the dice themselves: it does not apply your character sheet's situational bonuses, track spell slots, or remember that the paladin gets to reroll 1s. It rolls dice and shows its work; the game's bookkeeping stays with you, your sheet, or the character generator you built it in. That boundary is deliberate — a roller that starts making rules calls is a roller that starts rules-lawyering, and nobody wants that at 11 p.m.

Who rolls here, and when

  • Remote tables rolling in shared view, where physical dice are unverifiable by design
  • Players between dice-bag ownerships — new players, travelers, the jacket-forgetful
  • DMs generating NPCs and random encounters mid-session without a 30-second dice hunt
  • Solo journaling and actual-play writers, who roll more dice than any group could feed
  • Optimizers studying probability — the history plus the advantage table above is a small statistics course
  • Warhammer and d6-pool players, welcome raiders of the notation system

Nothing to install, nothing to trust blindly

The roller is a browser page: no app install, no permissions, no account, and no roll ever leaves the device. Every generation is local computation, the history lives in the tab's memory and dies with it, and the whole thing works on a train, a plane, or the campground with one bar of signal. The only thing we could do with your dice is wish them well.

The questions every table asks a dice roller

How do I roll with advantage on this tool?

Type 2d20kh1 — two d20s, keep the highest one — or just use the advantage button on the d20 panel, which does the same thing and highlights the kept die. The breakdown shows both rolls and which one survived, so the table can watch the mechanics happen in the open.

What does 4d6 drop lowest mean, and how do I type it?

Roll four six-sided dice, discard the lowest, and add the other three — the standard method for generating D&D ability scores. In this tool's notation it is 4d6kh3 (keep highest three) or 4d6dl1 (drop lowest one); both produce identical results, and the breakdown shows all four dice with the discarded one struck through.

How much is advantage actually worth on a d20?

It raises the average roll from 10.5 to about 13.82, worth roughly a +3.3 bonus — but the value is not uniform. On checks you need an 11 or better to succeed, advantage moves you from a 50 percent chance to 75 percent, while a flat +3 only gets you to 65 percent. At the dead center of the range advantage is worth a full +5; away from the middle its value shrinks, and at the extremes, like needing a natural 20, it only doubles 5 percent to 9.75 percent.

Can I roll percentile dice (d100)?

Yes. The tool rolls true d100 single-die style, or two-d10 percentile style with a tens die and a units die shown separately. The convention follows the 5e rules: a tens die of 00 with a units die of 0 reads as 100, which is the single most argued-about rule at tables everywhere and is settled here in print.

Does the roller keep a history of my rolls?

Yes — every expression, individual die, kept and dropped dice, modifier, and total is recorded in the session history, scrollable and copyable. When someone says 'that is the third 18 tonight,' you can scroll back and check whether the universe is actually against them or just tonight's RNG.

Are the rolls actually random and fair?

The roller uses the browser's cryptographic-quality randomness where available rather than the older general-purpose generator, and each die is rolled independently with an equal weighting across its faces. There is no house edge, no weighted table, and no memory between rolls — the dice have no idea what they did last time, which is exactly how dice should behave.

What dice notation does the tool understand?

The standard NdX family plus modifiers and a few power tools: 4d6+2, 1d8+3, 2d20kh1 for advantage, 2d20kl1 for disadvantage, 4d6kh3, 8d6 for the fireball sweats, and mixed expressions like 1d8+2d6+5. Rolls can be chained with commas to output several expressions at once.

Can I use this for games other than D&D?

Absolutely. Any game built on polyhedral dice works — Pathfinder, other d20 systems, Warhammer-style d6 pools, and solo journaling games that ask for odd rolls like 1d12 or 3d10. The notation is game-agnostic; the advantage highlighting and crit celebration are simply tuned for the game most of us are actually rolling.

What is the average roll of each die?

A die's expected value is half its faces plus half: d4 averages 2.5, d6 3.5, d8 4.5, d10 5.5, d12 6.5, d20 10.5, and d100 50.5. Multiple dice add their averages — 8d6 averages 28, 2d6 averages 7 — and keep/drop changes the result, which is why 4d6kh3 averages 12.24 instead of the flat 3.5 × 4. Every die's own faces stay equally likely; only the sum's distribution narrows.

Can I roll 3d20 for Elven Accuracy-style triple dice?

Yes — the notation takes any count: 3d20kh1 keeps the best of three dice, matching the Elven Accuracy feat's mechanic of rerolling one of the two dice when you already have advantage. The average climbs from 13.82 on two dice to about 15.49 on three, and the natural-20 chance rises from 9.75 percent to 14.26 percent — the breakdown still shows all three dice and which two were discarded.

Does the roll history survive a page refresh?

No, and that is deliberate. The history lives in the tab's memory and ends with it — nothing is written to the browser's storage or to any server, which is the same privacy boundary the rest of the tool keeps. If a session's rolls matter — a disputed streak, a stat array you loved, an actual-play recording — copy the history out or screenshot it before closing the tab.

Should I roll hit points at level-up or take the average?

The rules offer either, and the math is the bell-curve argument in miniature. Taking the average — rounded up, so 5 on a d8, 6 on a d10, 7 on a d12 — guarantees the mean; rolling gives the same expectation with variance. Over ten levels on a d10 the two differ by pure luck, but a run of 1s costs real hit points you cannot buy back. The roller's history makes the rolled option auditable at tables that allow it: 1d10+3 per level, breakdown visible.

Can I count successes instead of adding totals, for dice-pool games?

Yes — roll the pool and read the breakdown as hits. Each d6 counts as a hit on the face you define: 5–6 makes each die worth one-third of a hit, so 8d6 expects 2.67 successes; Warhammer-style 4+ makes each die worth one-half, so 10d6 expects 5. The per-die view in the breakdown does the counting for you, which is faster than arithmetic at the table and less arguable afterward.

How unlikely was that streak of natural 20s, really?

Three consecutive natural 20s is 1 in 8,000 — (1 ÷ 20)³ — which sounds impossible until you count the rolls: a table that sees 200 d20s per night gets 200 chances at a pair (1 in 400) and the streaks stop being miracles and start being schedule. The true odds of a streak anywhere in a session are higher than the odds at any specific moment, which is exactly how memorable nights happen to ordinary dice.

Roll the rest of the toolkit

The dice roller pairs with the D&D Character Generator for full sheets rather than single stats, the general-purpose Dice Roller for non-RPG rolling, and the Random Number Generator for ranges that are numbers rather than dice. Same fairness architecture across all of them, same everything-in-the-tab philosophy, and the same price the dice have always deserved: nothing.

Sources and further reading

We cite primary sources (standards bodies, government agencies, official documentation) wherever they exist so you can verify every number on this page yourself.