Complete Guide to D&D Dice

A standard D&D dice set contains seven polyhedral dice: D4, D6, D8, D10, D12, D20, and a percentile die (D100). Each die has a specific role in the game, from rolling attacks to dealing damage to generating characters. Here's what every die does and when you'll use it.

The D20 — The Star of D&D

The twenty-sided die is the most important die in D&D. You roll it for: attack rolls (to see if you hit an enemy), ability checks (climbing a wall, picking a lock, persuading a guard), and saving throws (dodging a fireball, resisting a charm spell). Roll the D20, add your modifier, and compare to the target number (AC for attacks, DC for checks and saves). A natural 20 on an attack is always a critical hit. A natural 1 is always a miss.

The D12 — The Barbarian's Best Friend

The twelve-sided die is used less frequently than other dice but has important roles. It's the Hit Die for barbarians (determining HP per level) and the damage die for greataxes (1d12). Some spells use D12s: Witch Bolt deals 1d12 lightning damage per turn, and the Toll the Dead cantrip deals 1d12 to injured targets. The D12 represents the upper range of single-die damage in D&D.

The D10 and D100 — Percentile Dice

The ten-sided die (D10) is used for certain weapon damage (halberds, pikes, glaives deal 1d10) and class features like the Fighter's superiority dice. A pair of D10s can create a D100 (percentile dice): one die represents tens (00-90) and the other units (0-9). The D100 is used for random tables — like the Wild Magic Surge table for Wild Magic Sorcerers, loot tables, and random encounter tables. Rolling 00 and 0 equals 100, not 0.

The D8 — Versatile and Common

The eight-sided die is one of the most frequently rolled damage dice. Longswords, rapiers, battle axes, and warhammers all deal 1d8 damage. The Cure Wounds spell heals 1d8+modifier per spell level. Many classes use the D8 as their Hit Die: Bard, Cleric, Druid, Monk, Rogue, and Warlock. When a versatile weapon is wielded one-handed, it typically deals 1d8; two-handed upgrades it to 1d10.

The D6 — The Universal Die

The six-sided die is the most familiar and the most rolled die in D&D. Fireball deals 8d6 damage — the most dice you'll commonly roll at once. Sneak Attack damage is measured in D6s (1d6 per 2 rogue levels). Character creation uses 4d6 drop lowest. Shortswords, daggers (thrown), handaxes, and javelins deal 1d6. The D6 is also the Hit Die for sorcerers and wizards, the squishiest classes.

The D4 — Small but Mighty

The four-sided die (tetrahedron) represents the smallest damage dice. Daggers deal 1d4, and darts deal 1d4. But the D4 shines in spells and buffs: the Bless spell adds 1d4 to every attack roll and saving throw, the Guidance cantrip adds 1d4 to ability checks, and Magic Missile fires darts dealing 1d4+1 force damage each (no attack roll required). The D4 is also infamous for being painful to step on due to its pyramid shape.

Common Damage Dice by Weapon

Dagger: 1d4 | Shortsword: 1d6 | Longsword: 1d8 (1d10 two-handed) | Greatsword: 2d6 | Greataxe: 1d12 | Rapier: 1d8 | Hand Crossbow: 1d6 | Longbow: 1d8 | Heavy Crossbow: 1d10 | Light Hammer: 1d4 | Warhammer: 1d8 (1d10 two-handed) | Halberd: 1d10 | Maul: 2d6. Remember that the greatsword (2d6) averages 7 damage while the greataxe (1d12) averages 6.5, but the greataxe has better critical hits for barbarians.

Frequently Asked Questions

How many dice do I need for D&D?

A standard set of 7 polyhedral dice (D4, D6, D8, D10, D12, D20, and percentile D10) is enough to play. However, having extra D6s is helpful for spells like Fireball (8d6) and Sneak Attack. Many players buy 2-3 sets.

What does "roll with advantage" mean?

Roll two D20s and take the higher result. Disadvantage is the opposite: roll two D20s, take the lower. Advantage roughly adds +3.3 to your average roll. You get advantage from various sources: attacking a prone enemy in melee, using the Help action, class features, and spells.

What is a critical hit in D&D?

Rolling a natural 20 on an attack roll is a critical hit — it always hits regardless of AC. On a critical hit, you double all damage dice (but not modifiers). For example, a longsword crit deals 2d8 + Strength modifier instead of 1d8 + Strength modifier.

What die do I roll for healing?

It depends on the spell. Cure Wounds: 1d8 per spell level + spellcasting modifier. Healing Word: 1d4 per spell level + modifier. Heal: flat 70 HP (no dice). Potions of Healing: 2d4+2 (basic), 4d4+4 (greater), 8d4+8 (superior), 10d4+20 (supreme).