DnD Dice Explained: d4, d6, d8, d10, d12, d20
Whether you just bought your first set of polyhedral dice or you're helping a friend understand the hobby, this guide covers everything you need to know about the seven standard dice used in Dungeons & Dragons and other tabletop RPGs.
The Standard Set
A typical DnD dice set includes seven dice. Each is named by the number of faces it has.
d4 — The Caltrop
The four-sided die is a triangular pyramid. It's most often rolled for small damage — daggers, darts, and healing potions. Reading it can be tricky: the result is the number at the top point or the base, depending on the manufacturer.
d6 — The Classic
Everyone knows this one. In DnD, the d6 handles ability score generation (roll 4d6 and drop the lowest), fireballs, sneak attack damage, and dozens of other rolls. Many spells scale by adding more d6s as you level up.
d8 — The Longsword Die
An eight-sided die shaped like two pyramids fused at the base. Longswords, rapiers, and many cleric spells deal d8 damage. It's also used for certain hit dice when leveling up.
d10 — The Percentile Partner
The ten-sided die pulls double duty. On its own, it covers weapon damage (pikes, heavy crossbows) and some spell effects. Pair two d10s together — one for tens and one for ones — and you get a percentile roll (d100) ranging from 01 to 100.
d12 — The Barbarian's Best Friend
The twelve-sided die is the greataxe die. Barbarians love it. Outside of heavy weapons, it appears in a few niche spells and the Witch Bolt cantrip. It's arguably the most underused die in the set — which makes rolling it feel special.
d20 — The Star of the Show
The twenty-sided die decides almost everything important: attack rolls, saving throws, ability checks, and initiative. A natural 20 is a critical hit; a natural 1 is an automatic miss. No other die carries as much dramatic weight.
Try rolling each of these right now:
When Do You Roll Which Die?
| Situation | Die | Example | |-----------|-----|---------| | Attack roll | d20 | Swing a sword at a goblin | | Damage (light weapon) | d4 | Dagger stab | | Damage (medium weapon) | d6 or d8 | Shortsword or longsword | | Damage (heavy weapon) | d10 or d12 | Halberd or greataxe | | Ability check | d20 | Pick a lock, persuade a guard | | Saving throw | d20 | Dodge a fireball | | Hit points on level up | d6–d12 | Depends on your class | | Percentile / random table | d100 (2×d10) | Wild magic surge |
Tips for New Players
- Buy a full set. Loose dice are fine, but a matching set of seven costs under $10 and feels great.
- Practice reading the d4. It's the one die that confuses everyone at first.
- Roll on a flat surface. Dice trays keep things from flying off the table (and under the couch).
- Use online rollers for practice. Our Dice Roller lets you experiment with any combination before game night. Try rolling a d20 or 3d6 for ability scores.
Beyond the Basics
Some systems introduce novelty dice — d2 (a coin flip), d3 (roll a d6 and halve it), or even d30 and d100 singles. The core seven cover 99% of what you'll encounter in DnD 5th Edition and most Pathfinder games.
Happy rolling!
