A standard set of Dungeons & Dragons dice has seven polyhedral dice, and D&D dice names follow one pattern: the letter d plus the number of faces. A d4 has four sides, a d20 has twenty. The odd one out is the percentile die, a ten-sided die numbered in tens. Learn those seven names and you can read any roll in the game.
Below, we cover each of the polyhedral dice, what it rolls at the gaming table, how to read the tricky ones, and how to choose dice that suit your style. If you'd rather skip the physical side for now, our free dice roller handles every die in the set, so you can roll dice when the dungeon master asks.
What are the 7 dice in D&D?
Here are the seven dice types in one place. Each die represents a range of possible outcomes, and each has a unique purpose in the game. The d4 d6 d8 d10 cover most damage, the d12 and d20 handle the rest.
| Name | Faces | Shape | Common uses |
|---|---|---|---|
| d4 | 4 | Pyramid | Daggers, magic missile, bless |
| d6 | 6 | Cube | Shortswords, fireball, sneak attack, ability scores |
| d8 | 8 | Two pyramids joined at the base | Longswords, cure wounds, many hit dice |
| d10 | 10 | Kite-faced | Heavy crossbows, fire bolt, the ones digit of percentile results |
| d% | 10 | Kite-faced, marked 00 to 90 | The tens digit of percentile rolls |
| d12 | 12 | Pentagon faces | Greataxes, barbarian hit dice |
| d20 | 20 | Triangle faces | Attack rolls, ability checks, saving throws |
Those seven different dice are polyhedral dice, meaning dice with many flat faces. Nearly all dice sets sold for Dungeons and Dragons dice use this exact lineup, which is why the dice types feel familiar from one game to the next.
How to read D&D dice names in notation
Rules text in the game writes each roll as XdY. The X is how many dice to roll, the Y is the die. "2d6" means roll two six-sided dice and add them. A modifier comes after, so the full form is XdY + Z: "1d8 + 3" means roll a d8 and add 3. When you see "d20" alone, roll one d20.
The d4 (four sided die)
The d4 is the small pyramid, and it is the die most people misread on their first night. The four sided die doesn't land with a face up. It lands with a point up.
How to read a d4
Most d4s print three numbers on each face, one near each corner. Read the number that sits upright at the top point, or along the bottom edge, depending on the style.
The d4 is used for small weapon damage rolls; small weapons like the dagger and the dart use it. Spells use it too: magic missile fires three darts at 1d4 + 1 force damage each, and the bless and guidance spells add a d4 to a roll. Its average is 2.5, the lowest of any die in the set. Its unique purpose is small, reliable bumps to a roll.
The d6 (six-sided die)
The d6 is the familiar die from board games. It is the busiest die in Dungeons & Dragons, with spells, light weapons, sneak attack and falling damage all leaning on it.
In the game, shortswords, shortbows, handaxes and scimitars use 1d6 for weapon damage, which makes the d6 the most-rolled die for damage rolls after the d8. Fireball rolls 8d6, and sneak attack adds d6s as a rogue levels. Character creation also uses the d6: the classic method rolls four d6s and drops the lowest roll. That is why most players want multiple dice of this type.
The d8 (eight sided die)
The eight sided die looks like two pyramids glued base to base.
Longswords, rapiers, warhammers and morningstars deal 1d8 weapon damage. Cure wounds heals 1d8 plus your spellcasting modifier in the 2014 rules (2d8 in the 2024 update). Rogues, clerics, bards, druids, monks and warlocks use the d8 for hit dice.
The d10 and the percentile die
The d10 and the percentile die differ only in their markings. The normal d10 reads 0 through 9 (or 1 through 10). The percentile die reads 00, 10, 20, up to 90.
Heavy crossbows, glaives, halberds and pikes deal 1d10. Fire bolt deals 1d10. Fighters, paladins and rangers use it for hit dice.
How the percentile die works
Roll the percentile die and a d10 together as one roll. The percentile die gives the tens, the d10 gives the ones. A 40 and a 7 reads 47. A 00 and a 0 reads 100. These percentile rolls show up for wild magic, some magic items and random tables, with finer granularity than one die, from 1 to 100. Our post on the d4 and d100 has a full walkthrough of the tricky readings.
The d12 (twelve-sided die)
The d12 is the least-used die in most dice sets, but it is known for high-damage attacks and certain spells.
The greataxe deals 1d12, and barbarians use it for hit dice. A raging barbarian swings for 1d12 plus Strength plus rage. Large weapons and spells like toll the dead (against a hurt target) are where it earns its spot.
The d20 (twenty-sided die)
The d20 is the star of Dungeons & Dragons gameplay.
What the d20 rolls
The d20 settles attack rolls, ability checks, skill checks and saving throws. You roll it, add your modifier, and compare the total to a target number. A natural 20 to hit is a critical hit, a critical success that doubles the damage dice. A natural 1 on an attack always misses. Saving throws work differently. On skill checks and saves, the 2014 rules do not treat a natural 20 as an automatic success, though many tables do.
Why the d20 matters for critical hits
Critical hits only come from the d20, a 5% chance on each attack roll. You can feel out the odds on our d20 roller, and our guide to critical hits covers what doubles.
D&D dice names outside the standard set
Some games use specialized dice beyond the standard set. You won't need specialized dice for fifth edition, but you'll see the dice on shop shelves next to regular dice sets.
A coin gives you a d2 for binary decisions. For a d3, roll a d6 and halve it, rounding up. Specialized systems sometimes call for these in a game.
A 100-sided ball die exists too, but most players stick with the two-die method for percentile results.
What are some cool D&D dice?
Dice material changes the feel more than the odds, and dice material is mostly taste.
Plastic dice
Plastic dice are light. Most starter dice sets are plastic, and they hold up fine for any game.
Resin dice
Resin dice are poured into molds and can be dyed in vibrant colors, with glitter or flowers inside. They cost more. Many high quality dice sold by small makers are resin.
Metal dice
Metal dice feel heavy and can dent a wooden table, so use a dice tray with metal dice.
Wooden dice and natural stone
Wooden dice are light, warm and quiet. Natural stone sets look striking but chip easily. Different materials roll a little differently, mostly in how far they bounce.
How to choose dice
When you choose dice, it comes down to personal preference. Players seeking their first set should start cheap; players seeking a showpiece can spend more. A few practical points help you choose dice that last.
Readability
Pick dice you can read from across the table. The dungeon master has to see your roll too. Low-contrast numbers slow down combat turns.
Size and weight
Standard dice are around 16 mm. Choose dice that fit your hand.
Mystery dice
Mystery dice are a popular way to grow dice sets. You buy mystery dice blind and get surprise dice. Some shops sell mystery dice bags by color, others by material. Mystery dice are a fun gift for polyhedral dice fans who own the basics. Just don't count on mystery dice to complete a matching set.
Finding the perfect set
The right dice are the ones you enjoy. Plenty of players hunt for a perfect set that matches a character, roll dice from it every week, and keep their dice sets in separate pouches. If a set feels lucky to you, that is the right set. For how many to buy, see what dice you need for DnD.
Collecting D&D Dice
For a lot of players, one set turns into five, and dice collecting becomes a hobby of its own for enthusiasts. Collectors seek rare and unique designs: limited pours, odd materials, sets from small makers that sell out fast. Players often pick dice to match their character's theme, like bone-white dice for a necromancer or ocean blues for a ranger. Good-looking dice and dice aesthetics add to engagement and immersion at the table.
How the dice work together in play
Determining damage
Determining damage is the job of every die except the d20. Your weapon or spell tells you which die to roll. Calculating damage gets more involved as you level, with extra dice from features and spells.
Determining probabilities
Each die gives a flat spread on its own: every face has the same chance. Add dice together and the totals bunch up in the middle. A single d12 gives each result from 1 to 12 an equal 1 in 12 chance. Two d6s range from 2 to 12 too, but a 7 comes up 6 times in 36, while a 2 or a 12 comes up only once in 36. Our dice probability calculator is handy for determining probabilities like these.
Higher level spells
Higher level spells scale by adding dice. Cast fireball with a fourth-level slot and it rolls 9d6 instead of 8d6. That is how your damage dealt keeps climbing.
Gear that helps
A dice tray keeps rolls on the table and stops dice from scattering. Neither is required for gameplay. A small bag or box keeps polyhedral dice and dice sets together between sessions, so you can roll the right set at the next game.
Playing Dungeons & Dragons with dice
Every roll in the game comes from these seven dice, and every roll uses dice from your dice sets in the same way. Once you know their names, your gaming experience gets smoother.
A sample roll
A fighter attacks a goblin. The player rolls a d20 to attack and hits, then rolls a d8 for the longsword and adds Strength. That's the whole gameplay loop for a basic attack: one die to hit, one die for damage.
When each die comes up
Over a typical session of Dungeons & Dragons you will roll the d20 most, then the d6 and d8 for damage rolls. The d12 might not come up at all. That keeps gameplay simple for new Dungeons & Dragons players, and it's why the d4 d6 d8 d10 see more table time.
Using an app
An app can add depth to big rolls without slowing the gameplay experience, and it keeps the gaming experience moving when a spell needs ten dice at once. For more questions on dice and rolling, see our FAQ.
