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D&D dice explained

7 dice per setd20 decides success2024 rules

A D&D set has seven dice, and each one has a job. Once you know which die answers which question, a character sheet stops looking like a math test.

CABy Corin Ashdown · Updated · 7 min read

Short answer

The d20 decides whether you succeed. The other dice (d4, d6, d8, d10 and d12) decide how much: how much damage you deal, how many hit points you heal. The percentile pair of d10s makes a d100 for random tables. One standard set of seven dice is enough to play.

Each die and its job

DieSidesMain jobExamples in the 2024 rules
d44Small weapons, small heals, small bonusesDagger damage, each Magic Missile dart (1d4 + 1), Healing Word (2d4 + modifier), a Potion of Healing (2d4 + 2)
d66The workhorse damage dieShortsword, Fireball (8d6), Sneak Attack, Hunter's Mark, Wizard and Sorcerer hit dice
d88Mid-size weapons and healsLongsword, rapier, longbow, Cure Wounds (2d8 + modifier), Rogue and Warlock hit dice
d1010Heavy weapons and strong cantripsHeavy crossbow, Fire Bolt, Eldritch Blast, Fighter, Paladin and Ranger hit dice
d1212The biggest single hitGreataxe, the Barbarian hit die
d2020Every D20 Test: attacks, ability checks, saving throwsInitiative, Stealth checks, death saving throws
d100Two d10sPercentile tablesRandom trinkets, the Teleport outcome table, some magic item effects

A quick rule of thumb from running games: the bigger the die, the bigger the weapon or the tougher the class. Wizards roll a d6 for hit points. Barbarians roll a d12. The same pattern shows up in weapons. A dagger is a d4 and a greataxe is a d12.

The d4

The pyramid. It doesn't roll so much as land, and the number you read is usually at the top point or along the bottom edge, depending on the set. It's also the one that hurts when you step on it.

The d6

The same cube as in any board game. It's the die you'll roll in the biggest piles. A level 5 rogue adds 3d6 Sneak Attack, and a Fireball is 8d6.

The d8, d10 and d12

The middle dice cover most weapons and most heals. The d10 is the one people mix up with the percentile die: a regular d10 reads 0 to 9 (count the 0 as 10), while the percentile die reads 00, 10, 20 and so on.

The d20 and D20 Tests

The 2024 rules call the three main rolls D20 Tests: ability checks, saving throws and attack rolls. Each works the same way. Roll the d20, add the modifier from your sheet, and compare the total to a target number. For a check or a save, that's the Difficulty Class (DC) the DM sets. For an attack, it's the target's Armor Class (AC). Meet or beat it and you succeed.

Two more d20 rolls you'll see often: initiative, which is a Dexterity check rolled at the start of combat to set turn order, and the death saving throw, rolled when you start your turn at 0 hit points. A 10 or higher is a success. Three successes and you're stable. Three failures and your character dies.

Advantage and Disadvantage

  1. Advantage: roll two d20s and keep the higher one. You get it from things like attacking a target that can't see you, or from a helpful spell.
  2. Disadvantage: roll two d20s and keep the lower one. You get it from things like attacking while Poisoned or shooting at long range.
  3. They don't stack. Three sources of Advantage still means only two dice.
  4. They cancel. If you have both, you have neither and roll one d20, even if one side has more sources than the other.

Advantage is worth more than it sounds. On a roll where you need an 11, it lifts your chance of success from 50% to 75%. Disadvantage drops that same roll to 25%.

Criticals and natural 1s

A "natural" roll is the number on the die before any modifiers.

RollAttack rollDeath saving throwAbility check or save
Natural 20Hits no matter the AC. It's a Critical Hit: roll all the attack's damage dice twice, then add modifiers onceYou regain 1 hit point and get back upNo special effect in the rules. Just add your modifier as normal
Natural 1Misses no matter what you addCounts as two failuresNo special effect in the rules

Extra dice count too. A rogue who crits with a dagger at level 5 rolls 2d4 for the dagger and 6d6 for Sneak Attack. Many tables play that a 20 on a skill check always succeeds. That's a house rule, not the 2024 rules, so ask your DM.

Rolling d100

Roll the percentile die (marked 00 to 90) and a regular d10 together, then add them. A 40 and a 7 is 47. A 00 and a 0 is 100. The rules use d100 for random tables. The free System Reference Document's trinket table and the Teleport spell's outcome table are two examples. If you don't have a percentile die, roll one d10 twice: tens first, then ones.

Reading dice notation

You seeIt means
1d8Roll one eight-sided die
2d6 + 3Roll two six-sided dice, add them, then add 3
8d6Roll eight d6 and add them all (a Fireball)
1d20 + 5A D20 Test with a +5 modifier
1d100A percentile roll using two d10s

Some adventures ask for a d2 or d3. Neither exists in a standard set. Flip a coin for a d2, or roll a d6 and halve it, rounding up, for a d3.

How many dice to buy

One standard set of seven (d4, d6, d8, two d10s, d12, d20) is all you need for a first game. Most starter sets come with one. After that, buy for your class:

  • Rogue: extra d6s. Sneak Attack reaches 10d6, and rolling them all at once saves the table time.
  • Wizard or Sorcerer: eight to ten d6s for Fireball and similar spells.
  • Anyone: a second d20 makes rolling with Advantage faster.
  • The DM: two or three full sets, so monsters can roll without hunting for the right die.

Pick dice you can read at a glance. Sparkly dice with low-contrast numbers look great on the shelf and slow down every roll.

Questions

Do I need my own dice?

Not for a first game. Groups often share. Most players buy a set within a few sessions, because rolling your own dice is part of the fun.

Can I use a dice app instead?

Yes. Apps and virtual tabletops roll the same odds. Ask the DM first if you're playing in person, since some tables prefer physical dice.

Source: dice rules paraphrased from the 2024 Player's Handbook and the System Reference Document 5.2 (CC-BY-4.0). New to the game? Start with how to start playing D&D.
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Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.