Dicebox
Tap dice to load them
Hold one for more options
Flick the tray to roll
- 3d6
- three six-sided dice
- 1d20+5
- with a modifier
- 2d6+1d8
- any number of terms
- 2d20kh1
- advantage — keep highest
- 2d20kl1
- disadvantage — keep lowest
- 4d6dl1
- drop lowest
- 1d6!
- explode on a max roll
- 1d10r2
- reroll 2 and under
- d%
- percentile, same as d100
Tap dice to build a pool; the number on the left is how many each tap adds. Hold a die for advantage, exploding, and the rest. Any number of sides works, from d1 to d1000, so a d17 or a d57 is just as valid. Rolls stay on your device.
- v5:5
- five dice, no Hunger
- v5:8h3
- eight dice, three of them Hunger
- v5:8h3@3
- the same against difficulty 3
- 4d6
- ordinary dice still roll as ordinary dice
Hunger dice replace dice in the pool rather than adding to it, so the pool size is whatever you set. Every die showing 6 or more is a success, and each pair of 10s adds two more on top. Set a difficulty and the roll resolves itself — a win with a pair of 10s is a Critical, and a Messy Critical if one of those 10s is on a Hunger die; a loss with a Hunger 1 is a Bestial Failure. Leave the difficulty unset and the roll reports its successes and lets the table call it.
The dice show symbols the way the official ones do — a fang for a success, the bite for a 10, a skull for a Hunger 1, and nothing at all below 6. The numbers they landed on are in the line under the result and in the history.
- 4dF
- four Fudge dice — the standard roll
- 4dF+2
- with a +2 skill
- 6dF-1
- any number of dice, and a penalty
Each Fudge die is +, −, or blank — two of each on a d6 — so it reads +1, −1, or 0. The result is the net total (−4 to +4 for four dice) plus your modifier, and it lands on the Fate ladder: Mediocre, Average, Fair, Good, Great, and up.
- gen:2A+2D
- two Ability, two Difficulty
- gen:1P+1A+3D
- a Proficiency, an Ability, three Difficulty
- gen:2A+1B+2D+1C
- Boost and Challenge in the mix
Six narrative dice: Ability (green), Proficiency (yellow), Boost (blue) roll toward success; Difficulty (purple), Challenge (red), Setback (grey) roll against you. Tap a chip to add that die, hold it to remove one.
Success (▲) cancels Failure (▼) and Advantage (◆) cancels Threat (✕), so the result is what is left on each axis. A Triumph (★, on the Proficiency die) is a success that also triggers something great; a Despair (its inverted twin, on the Challenge die) is a failure that goes badly wrong. Both survive cancellation.
- sw:2A+2D
- two Ability, two Difficulty
- sw:1P+1A+2D
- a trained check
- sw:3F
- three Force dice (a Force power)
The same narrative dice as Genesys — success/failure and advantage/threat cancel, with Triumph and Despair on the yellow and red dice — plus the white Force die. Its Light (pale) and Dark (violet) pips are a separate result that powers Force abilities; they don't touch the success/advantage tally. Roll a handful of Force dice on their own for a Force check.
- dh:
- the Duality Dice — Hope d12 + Fear d12
- dh:+2
- with a modifier (negatives too: dh:-1)
- dh:@15
- against difficulty 15
- dh:adv2@15
- with two advantage dice, vs 15
Roll two d12 — a gold Hope die and a violet Fear die — and add them. The higher die sets the tone: with Hope hands you a Hope, with Fear hands the GM a Fear. Matching dice are a Critical Success — it succeeds no matter the total, and comes with Hope. Set a difficulty and the roll resolves to success or failure.
Each advantage adds a d6 and each disadvantage subtracts one; they cancel one-for-one, and stack past one (an ally's Help adds another). Tap the buttons to add them, hold to remove. The Roll Duality button throws the Hope + Fear; the dice below it roll anything else — weapon damage and the rest.
- ct:8
- eight d10 — count the hits
- ct:8@4
- the same, against difficulty 4
- ct:5@6
- a five-die pool at a hard task
CthulhuTech 2e is a pool of coin-flips. Roll d10 equal to your Attribute + Skill; every even die is a Hit (it glows green), every odd one misses. Count your hits and meet the Difficulty — roughly 3 for a simple task up to 6 or 7 for the near-impossible. Leave the difficulty unset and it just reports the hits.
- tor:3@14
- a Feat die + 3 Success dice, vs 14
- tor:2fav@16
- favoured — roll two Feat dice, keep the best
- tor:3w@18
- Weary — Success dice of 1-3 count as 0
Always roll one Feat die (a d12: 1-10, plus the Gandalf rune = automatic success and the Eye of Sauron = 0) with a pool of Success dice (d6). Total them and meet the Target Number. Each 6 is a Tengwar rune: one is a Great success, two or more Extraordinary. Favoured / ill-favoured rolls two Feat dice and keeps the best / worst; Weary makes Success dice of 1-3 count for nothing.
- pbta:
- roll 2d6
- pbta:+2
- 2d6 plus your stat
- pbta:-1
- 2d6 with a penalty
Powered by the Apocalypse: roll 2d6 and add the relevant stat. 10+ is a Strong Hit, 7-9 a Weak Hit (you get it, but with a cost), 6 or under a Miss. Set the modifier below, or type it.
- mist:
- roll 2d6
- mist:+1
- 2d6 plus your Power
- mist:-2
- 2d6 with Weakness against you
The Mist Engine (City of Mist, Legend in the Mist) rolls 2d6 plus your net Power. 10+ is a Success, 7-9 a Consequence (you succeed with a complication), 6 or under a Failure. Set the modifier below, or type it.
- ms:c
- Check/Save — no target, the table judges
- ms:c@35
- Check/Save — roll d100 under 35
- ms:c@35e
- the same, Expert skill (+15 → under 50)
- ms:c@35adv
- Advantage — roll twice, keep the better
- ms:p@8
- Panic — roll d20 over Stress 8
Mothership rolls 1d100 under your Stat or Save: less than the number succeeds, a fail costs 1 Stress. 00 always crits, 99 always crit-fails, 90-99 always fails, and doubles are a Critical. A Skill tier (Trained +10, Expert +15, Master +20) raises the number you roll under. Panic rolls a d20 over your Stress; roll at or under it and you Panic — look up the die on your own Panic Table. Stress is tracked here: it climbs on failed rolls and is what Panic rolls against. Damage and Wounds are ordinary dice — type 4d10 or tap the strip.
- deck:1
- draw a card
- deck:3
- draw three
- deck:3 jokers
- with the two jokers in
- deck:1 replace
- draw with replacement
A standard 52-card deck (jokers optional), drawn without replacement — the deck remembers what's gone until you Shuffle. Flip on Replace and each draw goes back in, an independent pick from whatever the deck still holds; the discard stays out of play until you shuffle. The Jokers and Replace buttons are the same as typing those words after the count — set either way, and the field always shows the deck it will draw from. Tap a drawn card to pick it up for a close look, flick it to send it to the discard without drawing, and tap the deck or table to draw; tap the discard pile to page back through it.
The courts are traced from the Great Mogul deck (Meiffre Neveu & Cie, Paris, c. 1850s), a stencilled woodcut in the single-headed English pattern; the two jokers are Fools from older tarots — Jean Noblet's (Paris, c. 1650) and a Swiss Troccas deck's. Pips, aces, and the back are original vector work. Sources and pipeline: woodcut-cards.
- tarot:1
- draw a card
- tarot:3
- a three-card spread
- tarot:3 majors
- just the 22 trumps
- tarot:1 upright
- turn reversals off
All 78 cards, drawn without replacement until you Shuffle. With Reversals on, each card's orientation is fixed when the deck is shuffled and a reversed card lands upside down; Majors trims the deck to the 22 trumps for a quick reading. The picker buttons and the typed words are the same thing — add majors, upright, or replace after the count, in any order, and the field always shows the deck it will draw from. Tap a drawn card to pick it up for a close look, flick it to the discard without drawing, and tap the deck or table to draw; tap the discard pile to page back through it.
The art is traced from the Jean Noblet tarot (Paris, c. 1650, Bibliothèque nationale de France) — the oldest surviving Tarot de Marseille — with the five Wands pips missing from the BnF's deck filled from the Jacques Viéville tarot (Paris, c. 1650), its contemporary across the city. Sources and pipeline: woodcut-tarot.
- nap:1
- pesca una carta
- nap:3
- pescane tre
- nap:1 replace
- pesca con reinserimento
Il mazzo napoletano di 40 carte — dall'Asso al Sette, più Fante, Cavallo e Re in denari, coppe, spade e bastoni — pescate senza reinserimento finché non si mescola: il mazzo di Scopa e Briscola. Tocca una carta pescata per prenderla in mano e guardarla da vicino, lanciala con un gesto per mandarla negli scarti senza pescare, e tocca il mazzo o il tavolo per pescare; tocca la pila degli scarti per sfogliarla.
Le carte sono ricalcate da un mazzo stampato a Napoli nel 1902 (Bibliothèque nationale de France) — l'Asso di Denari porta ancora il bollo del Regno d'Italia e l'indirizzo dello stampatore all'angolo di via S. Tommaso d'Aquino. I semi sono le stesse insegne italiane degli arcani minori dei tarocchi.
- hana:1
- draw a card
- hana:8
- deal a koi-koi hand
- hana:1 replace
- draw with replacement
The 48-card Japanese flower deck — twelve months, each a flower, each
holding four cards: brights (光), animals (タネ),
ribbons (短冊) and chaff (カス). Cards draw without
replacement until you shuffle: the deck of Koi-Koi and
Hachi-Hachi. Tap a drawn card to pick it up for a close look,
flick it to the discard without drawing, and tap the deck or
table to draw; tap the discard pile to page back through it.
koi: works as an alias.
Card art by Louie Mantia, Jr. and すけじょ, in the deck's traditional colours (CC BY-SA 4.0, via Wikimedia Commons) — the one deck in the box drawn by other hands.
- uta:1
- draw a poem
- uta:5
- draw five
- uta:1 replace
- draw with replacement
The Ogura Hyakunin Isshu — one hundred poets, one poem each,
compiled by Fujiwara no Teika around 1235, from Emperor Tenji to
Emperor Juntoku. Draw a single card and the whole poem reads out
beneath the result, with Clay MacCauley's translation. Tap a
drawn card to read the calligraphy up close, flick it to the
discard, tap the deck or table to draw; karuta: works as
an alias.
For Bōzu Mekuri, draw one card per player in turn: a courtier keeps his card, a monk (13 in the deck) costs you your whole pile, a lady (21 in the deck) wins you everything discarded so far. Largest pile when the deck runs out wins.
The portraits and calligraphy are traced from Hishikawa Moronobu's illustrated edition (Edo, 1680) — Moronobu is often counted the first ukiyo-e artist — digitised by the Library of Congress. The deck reads in the book's own order, poet by poet, and is released as its own CC0 repository, woodcut-utagaruta.
This is the single-file build: it already works offline, and can be copied anywhere.
Run your own. Dicebox is a handful of static files with an optional relay for shared rooms; host both yourself and depend on no one. Add it to Owlbear Rodeo, or self-host the whole thing. How.
An unofficial fan tool — not affiliated with or endorsed by the makers of the games it can roll for.
d20
Full history
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Makes a passphrase to pass round the table.
Your passphrase
Anyone with these words can read the rolls. Send them by a route the relay is not on.
Rolls are end-to-end encrypted, so only people with the passphrase can read them. The relay only ever sees ciphertext.
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Add Extension, paste vtt.dicebox.cc/manifest.json —
then join the same room here.
How
The passphrase
At the table
Custom die