Calculate the exact probability of any D&D dice roll — to-hit chances, average damage, advantage benefit, and crit fishing odds.
Master your D&D combat decisions with statistically backed probability calculations. Below, our interactive calculator computes hit chances, advantage benefits, and average damage for any roll in 5e or d20 systems.
D&D 5e uses a d20 system. Each roll has 20 equally likely outcomes (5% per number). To calculate hit chance: (21 - Target Number) × 5%. To hit AC 15 with +5 modifier, target number is 10. Hit chance = (21-10) × 5% = 55%. The natural 1 always misses; the natural 20 always hits and crits.
Advantage rolls 2d20 and takes the higher result. The math works as: P(hit with advantage) = 1 - P(miss)². If your normal hit chance is 55%, advantage gives you 1 - 0.45² = 79.75%. Advantage is mathematically equivalent to roughly +5 to your roll. Always seek advantage in combat — Faerie Fire, flanking variants, or class abilities.
Normal: 5% (rolling natural 20). Advantage: 1 - 0.95² = 9.75%. Elven Accuracy (triple advantage from 3d20): 1 - 0.95³ = 14.26%. Champion Fighter level 3+ (crit on 19-20): 9.75% normal, 18.55% advantage. The difference is huge for crit-fishing builds with paladin smites or rogue sneak attacks.
Average dice values: d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5. A 2d6 attack averages 7 damage. Maximum damage on critical hits doubles dice but not modifier — so a 2d6+3 hit averages 10 damage, while a 2d6+3 crit averages 17 damage (4d6 + 3 = 14+3 = 17, since average 4d6 = 14).
For spellcaster save DCs, calculate the inverse of your hit chance. Spell DC 15 vs Constitution save +5: target rolls 10+ to succeed (55% save chance), so 45% chance of failure. For multi-target spells like Fireball, expected damage is the sum across all targets — failed save = full damage, successful = half damage.
Halfling Luck rerolls natural 1s. Effective d20 distribution: 1 has same chance as 2, others normal — boosts average roll by 0.475. Lucky feat (3 rerolls per long rest) provides advantage on selected attacks/saves. Mathematically, Lucky's 3 rerolls per day are worth roughly +5 to those specific rolls.
The famous "-5 to hit, +10 damage" feats benefit you when your hit chance is high enough. Threshold formula: (Damage gain × hit chance after penalty) > (Damage loss × hit chance before). Generally, take the -5/+10 only when you have advantage or hit on a 7+ before the penalty. Use this calculator to model expected damage with and without the penalty for your specific encounter.
DPR is the standard metric for build comparison. Calculate as: (Hit chance × Average damage) + (Crit chance × Crit bonus damage). A Paladin smiting on a hit at 70% hit rate with Divine Smite adding 2d8 deals roughly +9 damage per attack on a 70% hit rate, plus the crit chance doubling the smite dice. Optimization specialists like TreantMonk use DPR to evaluate every build choice.
For multiple dice, use Anydice.com or our calculator above. Common distributions:
Roll dice for free with our Dice Roller and track combat encounters with the Initiative Tracker. For full character building, see our D&D Character Builder Guide.
Advantage rolls 2d20 and takes the higher result. P(hit with advantage) = 1 - P(miss)². If your hit chance is 55%, advantage = 1 - 0.45² = 79.75%. Advantage is mathematically equivalent to approximately +5 to your roll for typical AC ranges.
Natural 20 = 5% normally. With advantage, 9.75% (1 - 0.95²). With Elven Accuracy (triple advantage), 14.26%. Champion Fighter level 3+ crits on 19-20, doubling these numbers (9.75% normal, 18.55% advantage). Half-Orc level 6 fighter with Champion + Elven Accuracy reaches massive crit rates.
These feats trade -5 hit for +10 damage. Take them only when your hit chance is 70%+ before the penalty (typically with advantage or vs low AC). For typical AC 15 targets, you need a +12 attack bonus to break even. Calculator above shows expected damage with and without the penalty for your specific stats.
Mathematically exact for normal d20 rolls and advantage/disadvantage. The calculator uses standard probability formulas: P(hit) = (21-target)/20. Advantage = 1 - P(miss)². Damage averages = (faces+1)/2 per die. Critical hits double dice but not modifiers per 5e rules.
Average d6 = 3.5, so 2d6 = 7 average. Plus modifier 4 = 11 average damage per hit. Maximum = 16 (rolling 12 + 4). On a critical hit, dice double but not modifier: 4d6+4 averages 18 damage. Use the calculator above for any dice combination.
Every roll in Dungeons & Dragons Fifth Edition uses standard dice notation in the form XdY+Z, where X is the number of dice, Y is the number of faces, and Z is an optional flat modifier. The two key statistical properties you need are the expected value and the variance. For any roll of XdY the expected value is E[XdY] = X × (Y + 1) / 2 and the variance is Var[XdY] = X × (Y² − 1) / 12. These formulas are derived from the discrete uniform distribution and are documented in standard probability theory references (see Wikipedia: Dice notation) and dice-specific calculator engines like AnyDice, built by Jasper Flick.
Two concrete worked examples explain why this matters at the table. First, rolling 1d20 for an attack roll gives an expected value of (1 + 20) / 2 = 10.5 and a variance of (400 − 1) / 12 ≈ 33.25, meaning the standard deviation is roughly ±5.77. That huge spread is why a single d20 attack feels swingy and unfair. Second, rolling 3d6 for ability scores gives the same expected value of 10.5 but a variance of only 3 × 35 / 12 = 8.75 (standard deviation ≈ 2.96). The flatter distribution is why 3d6 scores cluster tightly around 10–11 and why the alternative 4d6-drop-lowest method (PHB p.13) was introduced to skew results upward.
The advantage and disadvantage mechanics from the Player's Handbook (PHB p.7, "Advantage and Disadvantage") are technically order-statistic distributions over 2d20. With advantage you roll 2d20 and keep the higher (max), with disadvantage you keep the lower (min). The probability of rolling at least one natural 20 with advantage rises from a baseline 5% (1/20) to 1 − (19/20)² = 9.75%. Conversely, the chance of rolling a natural 1 with disadvantage jumps from 5% to 9.75%, which is why "rolled with disadvantage" feels disproportionately painful.
| Roll | Expected Value | Variance | Std Dev | Min–Max | Typical Use (PHB ref) |
|---|---|---|---|---|---|
| 1d4 | 2.5 | 1.25 | 1.12 | 1–4 | Dagger damage (PHB p.149) |
| 1d6 | 3.5 | 2.92 | 1.71 | 1–6 | Shortsword (PHB p.149) |
| 1d8 | 4.5 | 5.25 | 2.29 | 1–8 | Longsword (PHB p.149) |
| 1d10 | 5.5 | 8.25 | 2.87 | 1–10 | Halberd (PHB p.149) |
| 1d12 | 6.5 | 11.92 | 3.45 | 1–12 | Greataxe (PHB p.149) |
| 1d20 | 10.5 | 33.25 | 5.77 | 1–20 | Attack roll, save, check (PHB p.7) |
| 2d6 | 7.0 | 5.83 | 2.42 | 2–12 | Greatsword (PHB p.149) |
| 3d6 | 10.5 | 8.75 | 2.96 | 3–18 | Classic ability score (PHB p.13) |
| 4d6-drop-low | ~12.24 | ~5.6 | ~2.37 | 3–18 | Standard ability score (PHB p.13) |
| 8d6 | 28.0 | 23.33 | 4.83 | 8–48 | Fireball damage (PHB p.241) |
| 2d20 advantage | ~13.83 | ~22.4 | ~4.73 | 1–20 | Advantage rolls (PHB p.7) |
| 2d20 disadvantage | ~7.17 | ~22.4 | ~4.73 | 1–20 | Disadvantage rolls (PHB p.7) |
Formulas: E[XdY] = X(Y+1)/2; Var[XdY] = X(Y²−1)/12. Verifiable on AnyDice using output 3d6 or output 2d20kh1 for advantage.
output [highest 1 of 2d20] + 7 to plan exactly how often your BBEG hits AC 17 with advantage.For deeper probability analysis beyond a simple calculator, the gold standard is AnyDice.com by Jasper Flick — it supports custom dice, conditional rerolls, and per-outcome graphs. For browser-based rolling integrated with a virtual tabletop, Roll20's built-in dice macros and Quantum Roll certified randomness handle most use cases. Dedicated GM tools like Foundry VTT include a robust Dice So Nice module for 3D dice physics. For physical play, weighted-balanced dice from manufacturers documented in independent test publications remove the manufacturing variance that plagues cheap d20s — a balanced d20 should produce each face within ~1% of uniform over 10,000 rolls.
Free, web-based, and supports custom dice, advantage, exploding rules, and conditional outputs. Paste output 2d20kh1 + 7 to visualize a +7 attack with advantage instantly.
Roll three six-sided dice, sum the pips, and add 2. The minimum result is 1+1+1+2 = 5 and the maximum is 6+6+6+2 = 20. Expected value = 3 × (6+1)/2 + 2 = 12.5.
5% (1 in 20) for a standard character. A Champion Fighter at level 3 expands the crit range to 19–20 (10%), and at level 15 to 18–20 (15%), per PHB p.72.
Yes, the +1d4 from Bless (PHB p.219) is a flat additive bonus while advantage is a separate mechanic of rolling 2d20 and keeping the highest. They stack — an attack with both rolls 2d20 keep highest, then adds +1d4 once.
Approximately 12.24, compared to 10.5 for 3d6. This is why PHB p.13 recommends this method for player characters — it biases ability scores upward without making 18s common.
If your base hit probability is p, advantage gives 1 − (1 − p)². A 55% base hit becomes 79.75%; a 75% base hit becomes 93.75%. Disadvantage gives p², so 55% becomes 30.25%.
9.75%. Calculated as 1 − (19/20)² = 1 − 0.9025 = 0.0975 or about 1 in 10.25 rolls.
Per PHB p.196, you double the dice but not modifiers. A longsword crit (1d8 + 4 STR) rolls 2d8 + 4 = 13 average, not 2 × (4.5 + 4) = 17. This distinction matters for high-modifier builds.
Fireball is 8d6 = 28 avg, half on save (14 avg). Against a +0 Dex save vs DC 15, the target saves on 15–20 = 30%. Damage distribution: 70% chance of 8d6 (kills at 22+), 30% chance of half-damage (insufficient). Combined kill probability is roughly 50–55% factoring damage variance.
Reputable rollers like Roll20's Quantum Roll, AnyDice, and Foundry VTT's built-in generator use cryptographically strong pseudo-random generators with periodic reseeding. They are vastly more uniform than cheap injection-molded physical dice.
Because variance is much higher: 1d20 standard deviation is 5.77 versus 3d6 at 2.96. A 1d20 swing of ±10 from average is common; a 3d6 swing of ±6 is two standard deviations and rare (~5%).
Magic Missile (PHB p.257) is 3 darts of 1d4+1 each at level 1, total 3d4+3 = 10.5 avg, min 6, max 15. Each upcast slot adds another dart. Use AnyDice with output 3d4+3 to see the full distribution.
Start with Wikipedia's Dice notation article for the formal definitions, then explore AnyDice tutorials by Jasper Flick. The official Wizards of the Coast D&D 5e rules in the PHB and DMG document every dice mechanic.
Reviewed by: Mustafa Bilgic (Adıyaman, Türkiye), independent operator and tabletop probability researcher. Sources: Wizards of the Coast (D&D 5e PHB/DMG), AnyDice, Wikipedia dice notation. Last updated 2026-05-20.