Dice Probability Calculator

Type any roll — 3d6, 2d20kh1, 1d20+1d4+5 — to see the exact chance of every total, the average, and the odds of reaching a target.

Setting up the table…

Tap the table to roll · tap a die to hold it

Ready to roll

Press Roll, tap the table, or press R.

Modifier +0

Type a roll like 3d6+2, 4d6dl1 or d20 adv. Notation guide

Quick roll

The chance of every total appears here.

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Full probability table

How to use the calculator

Choose dice with the picker or type any roll in the notation box — 3d6, 2d20kh1, 1d20+1d4+5. The Probability panel immediately shows a chart of every possible total, the range, average, most likely result and standard deviation. Enter a target in Chance of rolling at least to get the odds of meeting it, and open the full table for the exact, at-least and at-most chance of every total. Press Roll at any time to see where a real throw lands on the chart.

How the odds are calculated

Nothing here is estimated by simulation when it can be counted exactly:

  • Sums of dice are worked out by convolution: the distribution for one die is combined with the next, one die at a time, so 3d6 is built from 2d6 and one more d6. This is exact for any number of dice and any mix of sizes.
  • Keep and drop rolls (advantage, 4d6 drop lowest) are counted by visiting every distinct sorted outcome once and weighting it by the number of orders it can appear in — 126 cases for 4d6 instead of 1,296. Only for very large keep rolls, where even that would be too many, does the calculator fall back to 200,000 simulated rolls, and it says so.
  • Modifiers shift the whole distribution; subtracted dice mirror it.

Average and spread of common rolls

For a sum of n dice with s sides, the average is n(s + 1)/2 and the standard deviation is √(n(s² − 1)/12). Roughly two thirds of rolls land within one standard deviation of the average.

Exact averages and standard deviations
RollRangeAverageStd. deviation
1d41–42.51.12
1d61–63.51.71
2d62–1272.42
3d63–1810.52.96
1d81–84.52.29
1d101–105.52.87
1d121–126.53.45
1d201–2010.55.77
8d68–48284.83
2d20kh1 (advantage)1–2013.834.71
2d20kl1 (disadvantage)1–207.184.71
4d6dl1 (ability score)3–1812.242.85

Why more dice make a bell curve

A single die is flat: every face is equally likely. Add a second and the middle totals can be made in more ways than the extremes, so the shape becomes a triangle peaking at 7. With three or more dice it rounds into a bell curve, and the more dice you add the closer it gets to the normal distribution — the central limit theorem at work. That is why games use 3d6 when they want average results to be common and extreme ones rare, and a single d20 when they want every result to be equally possible.

Worked examples

  • 10 or more on 2d6: 10, 11 and 12 can be made 3 + 2 + 1 = 6 ways out of 36, so 6/36 = 16.67%.
  • At least one 6 in four rolls of a die: 1 − (5/6)4 = 51.77%. This is the bet the Chevalier de Méré won with, and his losing variant — a double six in 24 throws of two dice (49.14%) — led Blaise Pascal and Pierre de Fermat to found probability theory in their letters of 1654.
  • At least one natural 20 in three attack rolls: 1 − 0.953 = 14.26%.
  • Hitting DC 15 with +4: you need 11 or more on the die — 10 faces of 20, so 50%; with advantage 1 − 0.5² = 75%.

Frequently asked questions

How do you calculate dice probability?

Count the favourable outcomes and divide by all equally likely outcomes. For two d6s there are 36 outcomes, and a total of 7 can be made 6 ways, so the probability is 6/36 = 1/6. For bigger rolls the calculator combines the dice one at a time (convolution) to count exactly.

What is the probability of rolling a 7 with two dice?

6 in 36, or 16.67% — the most likely total with two six-sided dice.

What is the average of NdS?

n × (s + 1) / 2. One d6 averages 3.5, 3d6 averages 10.5, 1d20 averages 10.5 and 8d6 averages 28.

What is the chance of at least one six in four rolls?

51.77%, calculated as 1 − (5/6)⁴. The general rule for at least one success in n tries is 1 − (1 − p)ⁿ.

Does a previous roll affect the next one?

No. Dice have no memory: every roll is independent, so after five 1s in a row the next roll is still exactly as likely to be a 1 as anything else.