D10 Roller
Roll a virtual d10 — a pentagonal trapezohedron with kite-shaped faces numbered 0–9 or 10–100 for percentile pairs. Every face lands with an equal 1-in-10 probability and an average roll of 5.5, generated with cryptographic randomness in your browser. The d10 is the only common die that is not a Platonic solid. It is usually numbered 0–9 rather than 1–10, because its real job is teamwork: one d10 marked in tens (10, 20 … 00) and one in units combine into a percentile roll from 1 to 100, where the double-zero reads as 100.
D10 Roller reference last updated · reference source
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Dated static reference; no live data is fetched. Verify current source values and assumptions before relying on results.
What this tool does
Roll a virtual d10 — a pentagonal trapezohedron with kite-shaped faces numbered 0–9 or 10–100 for percentile pairs. Every face lands with an equal 1-in-10 probability and an average roll of 5.5, generated with cryptographic randomness in your browser. The d10 is the only common die that is not a Platonic solid. It is usually numbered 0–9 rather than 1–10, because its real job is teamwork: one d10 marked in tens (10, 20 … 00) and one in units combine into a percentile roll from 1 to 100, where the double-zero reads as 100.
How to use the D10 Roller
- Check Sides per die: 10.
- Check Dice count: 1.
- Review the D10 Roller result and its exact-value comparison table.
- Verify assumptions before applying the result.
Formula
each die is a uniform integer from 1 through sides, using Web Crypto
- sides
- Sides per die
- count
- Dice count
Independent virtual dice. Generate again to reroll.
Worked example
D10 Roller: Sides per die = 10; Dice count = 1. Roll a virtual d10 — a pentagonal trapezohedron with kite-shaped faces numbered 0–9 or 10–100 for percentile pairs. Every face lands with an equal 1-in-10 probability and an average roll of 5.5, generated with cryptographic randomness in your browser. The d10 is the only common die that is not a Platonic solid. It is usually numbered 0–9 rather than 1–10, because its real job is teamwork: one d10 marked in tens (10, 20 … 00) and one in units combine into a percentile roll from 1 to 100, where the double-zero reads as 100.
Inputs
- Sides per die10
- Dice count1
Result
- Total1
- Rolls1
- Expected total (average over many rolls)5.5
- Minimum possible total1
- Maximum possible total10
- Chance of the maximum total10%
- Chance each single die shows its top face10%
D10 quick odds
| Question | Answer |
|---|---|
| Average roll | 5.5 |
| Chance of any single face | 1 in 10 (10%) |
| Chance of rolling the maximum (10) | 1 in 10 |
| Chance of rolling above the average (over 5.5) | 5 in 10 (50%) |
| Faces | 10 |
Results explained
- Total
- The sum of the independent d10 rolls shown, each a uniform integer from 1 to 10.
- Rolls
- The individual die results in the order rolled.
- Expected total (average over many rolls)
- Dice count × 5.5, the theoretical average for a d10.
- Chance of the maximum total
- The probability that every die in the roll shows 10 at once: (1/10)^count.
Frequently asked questions
Percentile systems run on d10 pairs: Call of Cthulhu and the Warhammer roleplaying games roll d100 built from two d10s, while White Wolf's Storyteller games (Vampire: The Masquerade, Exalted) roll whole pools of d10s and count successes. D&D uses the d10 for heavy crossbow and halberd damage and for the fighter's hit die.
(10 + 1) ÷ 2 = 5.5. Every face from 1 to 10 is equally likely, so the long-run average sits exactly halfway between the minimum and maximum.
Exactly 1 in 10, or 10%, on a single die. With two dice both showing 10 the chance drops to 1 in 100 (1%).
Yes. Rolls come from the Web Crypto API with rejection sampling, so no face is favoured by modulo bias, and nothing is weighted, seeded from the clock or influenced by previous rolls.
Set this page's dice count to 2 and treat the first die as tens and the second as units and you have a true d100: 00 followed by 0 is 100, and every one of the 100 outcomes is equally likely at exactly 1%.
Yes — raise the dice count (gamers write that as 2d10, 3d10 and so on). Totals then follow a bell curve centred on 5.5 per die: extremes get rarer as you add dice, which is why multi-dice rolls feel more predictable than a single big die.