Roll d20 dice with advantage/disadvantage, modifiers, DC checks, natural 20/1 tracking, and face frequency analysis. The essential D&D dice roller.
The d20 is the most iconic die in tabletop RPGs. In Dungeons & Dragons and Pathfinder, nearly every significant action — attacks, saving throws, skill checks, initiative — comes down to a d20 roll. Each face from 1 to 20 has an equal 5% probability, creating a flat distribution where wild swings are common and the modifier matters enormously.
Our d20 Dice Roller includes built-in advantage/disadvantage (roll 2d20 keep best/worst), modifiers, DC (Difficulty Class) checks with instant pass/fail results, and natural 20 / natural 1 tracking. The DC probability table shows your exact success chance for each difficulty level with your current modifier.
Whether you're rolling initiative, making a crucial saving throw, or just need a quick attack roll, this is your go-to d20 tool with full statistical transparency. Check the example with realistic values before reporting. Use the steps shown to verify rounding and units. Cross-check this output using a known reference case.
The d20 is rolled more than any other die in D&D. Our roller adds instant DC comparison, advantage/disadvantage, and modifier math — eliminating the most common source of table delays. The face frequency chart helps validate that your physical dice aren't biased (a real concern with cheaper sets).
For DMs, batch rolling 20+ d20s for monster attacks or group saves saves enormous time during complex combat encounters. The DC probability table also helps when setting DCs — see exactly how challenging each number is for the party.
P(≥DC) = (21 − DC) × 5% for a single d20. With advantage (2d20 keep highest): P(≥DC) = 1 − ((DC−1)/20)². With disadvantage: P(≥DC) = ((21−DC)/20)². Expected value: 10.5 per d20.
Result: d20+7 → 13+7 = 20 ≥ DC 15 → Success
Rolling a 13 on the d20 and adding a +7 modifier gives 20, which meets DC 15. With +7, any roll of 8+ succeeds (65% chance).
The d20 System, pioneered by D&D 3rd Edition (2000), uses the d20 as its universal resolution mechanic. Roll d20 + modifiers ≥ target number to succeed. This simplicity makes it easy to learn but the flat distribution means luck dominates at low levels (small modifiers) while skill becomes more reliable at high levels (large modifiers).
Advantage (rolling 2d20 and keeping the higher) provides a non-linear benefit. Against DC 11 (50% base chance), advantage gives you 75% — a massive +25% boost. Against DC 2 (95% base), advantage only adds 4.75%. This elegantly means advantage helps most when the task is moderately difficult and least when it's very easy or very hard.
The equivalent "flat bonus" of advantage ranges from about +1 (at extreme DCs) to +5 (at DC 11), averaging around +3.3 across all DCs. Disadvantage is the mirror image, with the same magnitudes as penalties.
D&D 5e uses "bounded accuracy" — modifiers don't scale as wildly as in previous editions. A level 1 character might have +5 to attacks; a level 20 character might have +11. This compressed range means the d20's randomness always matters, unlike older editions where high-level characters auto-succeeded on moderate challenges. It also means that hordes of weak enemies remain threatening even at high levels.
Roll two d20s and take the higher result. This increases the average from 10.5 to about 13.8 and is roughly equivalent to a +3.3 bonus, though the effect varies by DC.
On attack rolls, a nat 20 is an automatic hit and critical hit (double damage dice). For ability checks and saving throws, it's simply 20 + modifier, though some DMs treat it as automatic success.
On attack rolls, a nat 1 is an automatic miss regardless of modifiers. For other checks, it's just 1 + modifier. Critical fumble tables are popular house rules but not official.
DC 5 is very easy, 10 is easy, 15 is medium, 20 is hard, 25 is very hard, 30 is nearly impossible. DCs are set by the DM or by spell/ability descriptions.
No. In D&D 5e, any number of advantage sources and disadvantage sources cancel to a straight roll. Only if you have one without the other do you roll with adv/dis.
Exactly 5% (1 in 20) on a single roll. With advantage, it jumps to 9.75%. With disadvantage, it drops to 0.25%. Over a typical 4-hour session with ~30 rolls, expect 1-2 nat 20s.