d4 odds
- •Average roll: 2.5 (add the lowest and highest face and halve it: (1 + 4) / 2)
- •Each face: 1 in 4, or 25%
- •Chance of rolling 4: 25% per roll, 43.75% to see at least one in two rolls
| Face | Chance of exactly this | Chance of this or higher |
|---|---|---|
| 1 | 25% | 100% |
| 2 | 25% | 75% |
| 3 | 25% | 50% |
| 4 | 25% | 25% |
Rolling a d4
A physical d4 is a pyramid, so no face points up. Read the number printed at the top point (or along the bottom edge on some sets). Here you just tap Roll and get 1–4.
Because each d4 is small, rolls built from several d4s swing less than one big die. Three magic missile darts (3d4+3) always deal 6 to 15 and average 10.5, which is why the spell is reliable even against tough foes.
What uses a d4 in D&D 5e
- •Weapons (SRD): dagger, club, light hammer, sickle, whip, dart and sling all deal 1d4.
- •Bonus dice: Bless adds a d4 to attack rolls and saving throws, Guidance adds one to an ability check, Resistance to a saving throw. Bane subtracts a d4.
- •Magic Missile: three darts at 1d4 + 1 force damage each, plus one dart per slot level above 1st.
- •Healing: Healing Word is 1d4 + your spellcasting modifier in the 2014 rules and 2d4 + modifier in the 2024 rules. A Potion of Healing restores 2d4 + 2.
- •Vicious Mockery: 1d4 psychic damage in the 2014 rules; the 2024 version uses a d6.
Need a bigger die? Try the d6 roller, or the main dice roller for any mix of dice.