d10 odds
- •Average roll: 5.5 (add the lowest and highest face and halve it: (1 + 10) / 2)
- •Each face: 1 in 10, or 10%
- •Chance of rolling 10: 10% per roll, 19% to see at least one in two rolls
| Face | Chance of exactly this | Chance of this or higher |
|---|---|---|
| 1 | 10% | 100% |
| 2 | 10% | 90% |
| 3 | 10% | 80% |
| 4 | 10% | 70% |
| 5 | 10% | 60% |
| 6 | 10% | 50% |
| 7 | 10% | 40% |
| 8 | 10% | 30% |
| 9 | 10% | 20% |
| 10 | 10% | 10% |
Two d10s make a d100
A d10 face is usually numbered 0 to 9, where 0 means 10. Percentile sets add a second d10 marked 00, 10, 20 … 90. Roll both, read the tens die, then add the ones die: 30 and 7 is 37. A 00 with a 0 is 100. Need one now? The d100 roller does it in one tap.
What uses a d10 in D&D 5e
- •Hit dice: fighter, paladin and ranger (10 + Con at 1st level, then 1d10 or a fixed 6 + Con per level).
- •Weapons (SRD): glaive, halberd, pike and heavy crossbow deal 1d10. Longsword, battleaxe and warhammer deal 1d10 when used two-handed.
- •Cantrips: Fire Bolt and Eldritch Blast deal 1d10 per hit. Fire Bolt grows to 4d10 at level 17; Eldritch Blast fires extra beams instead (two at level 5, three at 11, four at 17). Chill Touch uses a d10 in the 2024 rules.
- •Inflict Wounds: 3d10 necrotic on a melee spell attack (2014), or 2d10 on a failed Constitution save (2024).
- •Confusion: an affected creature rolls a d10 each turn to see what it does.