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Roll any dice online, from a single d20 to 8d6 of fireball damage. Tap dice or type notation like 2d6+3, roll with advantage, generate D&D ability scores, and see the exact odds of any roll. Fair, instant, and free.
Also try the Random Number Generator, Spin the Wheel, and D&D Character Generator.
Last updated: October 2, 2026 · Published: 2026-04-07 · Updated: 2026-10-02
For tabletop RPG players, board gamers, teachers, and game designers. Browse all Randomizer tools.
Roll 1 die with 20 sides. Range 1 to 20, average 10.5.
Tap dice or type a roll, then press Roll or Enter
A random dice roller is a virtual set of dice. It gives you a fair random result for any roll, so you can play board games and tabletop RPGs without physical dice.
Muxgen's dice roller handles every standard die (d4, d6, d8, d10, d12, d20, and d100) and any custom die from d2 to d1000. It understands dice notation, including modifiers, advantage and disadvantage, keeping or dropping dice, exploding dice, and Fate dice.
It also rolls D&D ability scores and calculates the exact odds of any roll, such as your chance of beating a DC. Every roll uses your browser's secure random generator, and nothing is uploaded.
Three steps to any roll.
Tap dice to add them, use −1 and +1 for a modifier, pick a quick roll, or type notation like 2d6+3 or 2d20kh1. Any die from d2 to d1000 works.
Press Roll or hit Enter. Roll the same dice up to 20 times at once, for several attacks or a whole group.
See every die, dropped dice crossed out, and natural 20s flagged. Copy results, reuse your history, or open the Odds calculator.
Every control in the tool and what it does.
Three modes: roll anything, roll six character stats, or see the exact chances of a roll.
Tap d2, d3, d4, d6, d8, d10, d12, d20, or d100 to add a die. Tap again to add another.
Add any die from 2 to 1000 sides, like a d7 or d30.
Change the modifier that's added to the total.
Type any roll. The line underneath explains it in plain words and shows its range and average.
12 one-tap rolls, including advantage, disadvantage, 4d6 drop lowest, Fate dice, and a coin flip.
Repeat the roll up to 20 times and see each total, the sum, and the highest and lowest.
Your last 25 rolls. Tap one to load it again, or copy everything as text.
Dice notation is the shorthand used in rulebooks and character sheets: the number of dice, the letter d, and the number of sides. Type any of these into the roller.
| Type this | What it means | Range | Average |
|---|---|---|---|
| 1d20 | Roll one 20-sided die. | 1 to 20 | 10.5 |
| 3d6 | Roll three 6-sided dice and add them up. | 3 to 18 | 10.5 |
| 1d20+5 | Roll a d20 and add 5, like an attack with a +5 bonus. | 6 to 25 | 15.5 |
| 2d6-1 | Roll two d6 and subtract 1. | 1 to 11 | 6 |
| 1d8+1d6+3 | Mix dice: a longsword hit plus a d6 of bonus damage. | 5 to 17 | 11 |
| 2d20kh1 | Advantage: roll two d20 and keep the highest. kh means keep highest. | 1 to 20 | 13.83 |
| 2d20kl1 | Disadvantage: roll two d20 and keep the lowest. kl means keep lowest. | 1 to 20 | 7.18 |
| 4d6kh3 | Roll four d6 and keep the highest three. 4d6dl1 (drop lowest 1) does the same. | 3 to 18 | 12.24 |
| 1d100 | Percentile roll from 1 to 100. You can also type d%. | 1 to 100 | 50.5 |
| 1d6! | Exploding die: every 6 rolls again and adds on. | 1 to no limit | 4.2 |
| 4dF | Four Fate (Fudge) dice, each −1, 0, or +1. | -4 to 4 | 0 |
| 1d7 | Any custom die from d2 to d1000, even ones that don't exist as real dice. | 1 to 7 | 4 |
The seven dice in a standard tabletop RPG set, their shapes, and what they're used for. A die's average roll is always the lowest plus the highest face, divided by 2.
| Die | Shape | Average | Common uses |
|---|---|---|---|
| d4 | Tetrahedron: 4 triangles, read from the top point or edge | 2.5 | Dagger damage, Magic Missile darts (1d4+1 each), small healing potions |
| d6 | Cube: the classic die, opposite faces add up to 7 | 3.5 | Board games, Fireball (8d6), Sneak Attack, Shadowrun and Warhammer dice pools |
| d8 | Octahedron: 8 triangles | 4.5 | Longsword and rapier damage, many healing spells and hit dice |
| d10 | Pentagonal trapezohedron: 10 kite-shaped faces | 5.5 | Heavy crossbow and Fire Bolt damage, Vampire: The Masquerade dice pools |
| d12 | Dodecahedron: 12 pentagons | 6.5 | Greataxe damage and the barbarian's hit die |
| d20 | Icosahedron: 20 triangles | 10.5 | Attack rolls, ability checks, and saving throws in D&D and Pathfinder |
| d100 | Two d10s: one for the tens (00–90) and one for the ones | 50.5 | Percentile checks in Call of Cthulhu, random tables, and wild magic surges |
Two six-sided dice have 36 equally likely combinations. Middle totals have more ways to happen, which is why 7 is the most common roll in Monopoly, Catan, and craps.
| Total | Ways (of 36) | Chance | Chance of this or higher |
|---|---|---|---|
| 2 | 1 | 2.78% | >99.99% |
| 3 | 2 | 5.56% | 97.22% |
| 4 | 3 | 8.33% | 91.67% |
| 5 | 4 | 11.11% | 83.33% |
| 6 | 5 | 13.89% | 72.22% |
| 7 | 6 | 16.67% | 58.33% |
| 8 | 5 | 13.89% | 41.67% |
| 9 | 4 | 11.11% | 27.78% |
| 10 | 3 | 8.33% | 16.67% |
| 11 | 2 | 5.56% | 8.33% |
| 12 | 1 | 2.78% | 2.78% |
Your chance of rolling at least each number. Advantage helps most when you need about an 11, adding up to 25 percentage points. The average roll goes from 10.5 to 13.83 with advantage, and down to 7.18 with disadvantage.
| Need at least | Normal (1d20) | Advantage (2d20kh1) | Disadvantage (2d20kl1) |
|---|---|---|---|
| 2 | 95% | 99.75% | 90.25% |
| 3 | 90% | 99% | 81% |
| 4 | 85% | 97.75% | 72.25% |
| 5 | 80% | 96% | 64% |
| 6 | 75% | 93.75% | 56.25% |
| 7 | 70% | 91% | 49% |
| 8 | 65% | 87.75% | 42.25% |
| 9 | 60% | 84% | 36% |
| 10 | 55% | 79.75% | 30.25% |
| 11 | 50% | 75% | 25% |
| 12 | 45% | 69.75% | 20.25% |
| 13 | 40% | 64% | 16% |
| 14 | 35% | 57.75% | 12.25% |
| 15 | 30% | 51% | 9% |
| 16 | 25% | 43.75% | 6.25% |
| 17 | 20% | 36% | 4% |
| 18 | 15% | 27.75% | 2.25% |
| 19 | 10% | 19% | 1% |
| 20 | 5% | 9.75% | 0.25% |
Averages and ranges for common rolls, worked out exactly. Standard deviation shows how swingy a roll is: the higher it is, the more results spread out from the average.
| Roll | In words | Range | Average | Std. deviation |
|---|---|---|---|---|
| 1d4 | Roll 1 die with 4 sides | 1 to 4 | 2.5 | 1.12 |
| 1d6 | Roll 1 die with 6 sides | 1 to 6 | 3.5 | 1.71 |
| 1d8 | Roll 1 die with 8 sides | 1 to 8 | 4.5 | 2.29 |
| 1d10 | Roll 1 die with 10 sides | 1 to 10 | 5.5 | 2.87 |
| 1d12 | Roll 1 die with 12 sides | 1 to 12 | 6.5 | 3.45 |
| 1d20 | Roll 1 die with 20 sides | 1 to 20 | 10.5 | 5.77 |
| 1d100 | Roll 1 die with 100 sides | 1 to 100 | 50.5 | 28.87 |
| 2d6 | Roll 2 dice with 6 sides | 2 to 12 | 7 | 2.42 |
| 3d6 | Roll 3 dice with 6 sides | 3 to 18 | 10.5 | 2.96 |
| 4d6kh3 | Roll 4 dice with 6 sides and keep the highest 3 | 3 to 18 | 12.24 | 2.85 |
| 8d6 | Roll 8 dice with 6 sides | 8 to 48 | 28 | 4.83 |
| 2d20kh1 | Roll 2 dice with 20 sides and keep the highest 1 | 1 to 20 | 13.83 | 4.71 |
| 2d20kl1 | Roll 2 dice with 20 sides and keep the lowest 1 | 1 to 20 | 7.18 | 4.71 |
| 1d6! | Roll 1 die with 6 sides, rolling again on each max | 1 to no limit | 4.2 | 3.26 |
| 4dF | Roll 4 Fate dice | -4 to 4 | 0 | 1.63 |
The classic method is 4d6 drop lowest, done six times. Here's how, plus how the methods in the Ability scores mode compare.
| Method | Average score | Chance of 15+ | Chance of 8 or less | Chance of 18 |
|---|---|---|---|---|
| 4d6, drop lowest | 12.24 | 23.1% | 10.5% | 1.6% |
| 3d6 straight | 10.5 | 9.3% | 25.9% | 0.46% |
| 2d6 + 6 | 13 | 27.8% | 2.8% | 2.8% |
Prefer no luck at all? The standard array is 15, 14, 13, 12, 10, and 8, and point buy gives you 27 points to spend on scores from 8 to 15. The roller shows what your rolled scores would cost in point buy, so you can see if you got lucky.
What to type for board games and tabletop RPGs. For dice pool games like Shadowrun and Vampire, count the dice that hit the target number in your results.
| Game | Dice | Type this |
|---|---|---|
| Dungeons & Dragons, Pathfinder | d20 for checks and attacks; d4 to d12 for damage | 1d20+5, 2d20kh1, 2d6+3 |
| Monopoly | Two six-sided dice; doubles roll again | 2d6 |
| Catan | Two d6 decide which hexes produce; a 7 moves the robber | 2d6 |
| Yahtzee | Five d6, up to three rolls per turn | 5d6 |
| Backgammon | Two d6; doubles let you move four times | 2d6 |
| Craps | Two d6; a 7 or 11 wins on the first roll | 2d6 |
| Risk | Attacker rolls up to three d6, defender up to two | 3d6 and 2d6 |
| Call of Cthulhu | Roll d100 equal to or under your skill | 1d100 |
| Vampire: The Masquerade | Pools of d10; each 6 or higher is a success | 5d10 |
| Shadowrun | Pools of d6; each 5 or 6 is a hit | 10d6 |
| Warhammer 40,000 | Handfuls of d6 to hit, wound, and save | 10d6 |
| Fate | Four Fate dice plus your skill | 4dF+2 |
| Savage Worlds | Exploding dice called aces | 1d8! |
Many simple dice tools use a basic random function and a shortcut that can make some numbers very slightly more likely than others. This roller uses your browser's cryptographic random number generator, the same kind used for security, and throws away any random value that would favor one face. Every face of every die is exactly equally likely.
Physical dice aren't perfect either. Air bubbles, uneven edges, and drilled pips can make cheap dice slightly lopsided, which is why casinos use precision dice with sharp edges.
Whatever dice you use, each roll is independent. After five 1s in a row, your chance of a 20 on the next roll is still exactly 1 in 20. Believing otherwise is called the gambler's fallacy. You can see this for yourself: open the Odds calculator and simulate 10,000 rolls. The results land close to the exact odds, but never exactly on them.
Match the repeat count to the situation.
| Rolls | Best for |
|---|---|
| 1 roll | A single check, attack, or saving throw |
| 2–4 rolls | Multiple attacks, or one saving throw for each player |
| 5–20 rolls | A pack of monsters, group initiative, or a quick probability demo |
| 10,000 rolls | Use the Odds calculator's simulation to see the law of large numbers |
More than a d6 and a button.
Mix dice and modifiers, keep or drop dice, explode on max, and roll Fate dice.
Every roll uses your browser's secure random generator, with no face favored.
Chances of hitting any target, plus a chart of every possible total.
Six scores with modifiers and their point-buy value, in one tap.
One-tap advantage and disadvantage, with natural 20s and 1s highlighted.
No sign-up, no ads in the tool, and nothing is uploaded.
Who uses an online dice roller, and why.
Attacks, damage, saving throws, and character creation without a dice bag.
Roll several monsters' attacks at once and check how hard a DC really is.
Lost a die? Roll 2d6 for Monopoly or Catan, or 5d6 for Yahtzee.
Everyone sees the same honest roll, and you can paste results into chat.
Show probability live: compare a simulation of 10,000 rolls with the exact odds.
Test how swingy a mechanic is before you print a single card.
When to use this tool, and when something else fits better.
Real dice are more fun to throw, but they can be slightly off-balance, roll off the table, or get lost. Virtual dice are always fair and always there.
No server, bot, or account to set up. Use this when you just need a quick, honest roll.
Use that for picking numbers in a range. Use this when you need dice: several dice, modifiers, advantage, or odds.
Use the wheel to pick between named options. Use dice when the rules call for a number.
How the rolls and odds work.
Rolls use your browser's cryptographic random number generator, and rejection sampling makes every face exactly equally likely.
Past rolls never affect the next one. A streak of 1s doesn't make a 20 "due".
The odds calculator works out every combination rather than guessing. Exploding dice stop after 20 bonus rolls, which changes the odds by far less than 0.01%.
This tool is for games, learning, and fun, not for real-money betting.
Terms you'll meet in rulebooks and at the table.
A die with 20 sides. The number after the d is the number of sides.
Shorthand like 2d6+3: the number of dice, d, the sides, then any modifier.
A fixed number added to or subtracted from a roll, like +5 from a skill.
Rolling a 20 on the die itself, before modifiers. A critical hit on attacks in D&D.
Rolling a 1 on the die itself. An automatic miss on attacks in D&D.
Roll two d20 and keep the higher one. Disadvantage keeps the lower one.
Difficulty Class: the number you need to meet or beat on a check.
Roll extra dice and keep only some, like 4d6 keep highest 3.
When a die shows its highest number, roll it again and add the new result.
Rolling a handful of dice and counting how many beat a target, as in Shadowrun.
Two d10s read as tens and ones for a result from 1 to 100.
Six-sided dice with two plus, two minus, and two blank faces. Also called Fudge dice.
Get more out of every session.
Type rolls straight from your character sheet, like 1d8+3 or 2d6+1d4.
See your real chance of beating a DC before you spend a resource.
Use Roll this how many times? for several attacks or monsters at once, up to 20 rolls.
Copy your history into chat or session notes when a roll matters.
Decide on ability score methods and critical hit rules before the game starts.
Dice have no memory. Every roll is a fresh start.
Explore more tools in the directory.
Pick numbers in any range.
Spin between named options.
A full character to go with your ability scores.
Monsters to roll attacks for.
Draw random playing cards.
Split players into fair teams.