The D&D 5e dice roller for Discord

SirrMizan is a D&D dice bot built for the way you actually play 5e in Discord. Advantage, disadvantage, ability scores, attack rolls, damage, saving throws: type one short expression and you get a clean result. No app to install, just /roll or !r in your channel.

Advantage and disadvantage, the way 5e means it

This is the part everyone looks for in a d&d 5e dice roller for Discord. Advantage is two d20 where you keep the higher one, so roll 2d20kh1. Disadvantage keeps the lower one with 2d20kl1. Add your modifier right in the expression: 2d20kh1+5 for an attack with advantage at +5. That kh and kl pair is the whole advantage disadvantage Discord bot trick, no special keyword to memorize.

Rolling up a character

Ability scores in 5e are the classic 4d6, drop the lowest, keep the best three. Write that as 4d6kh3. Want a whole array in one go? 6#4d6kh3 rolls the expression six times and lines up all six scores for you. The numbers come from a cryptographic random source, so nobody can claim the dice were rigged.

Attacks, damage and saving throws

An attack roll is just 1d20 plus your bonus, like 1d20+7. Damage follows the weapon: a greatsword is 2d6+3, a shortbow 1d6+2. Saving throws are the same 1d20 plus the relevant save, for example 1d20+4 for a Dexterity save. Tack a name on the end and it shows up on the result, so 1d20+7 Goblin tells the table exactly who you are swinging at.

Skill checks, and the one you never roll

A skill check is 1d20 plus the ability modifier, plus your proficiency bonus if the skill is marked on your sheet. Stealth with Dexterity +3 and proficiency +2 is 1d20+5, and that expression does not change until your proficiency does. Group checks work differently: everyone rolls their own and the party succeeds if at least half of them do, so 4#1d20+5 is not quite right, because each character carries a different bonus. The one you never roll is passive Perception. It is 10 plus your modifier and nothing else, which is why there is no command for it and why the DM tends to look it up instead of asking.

Rolling initiative for the whole table at once

Initiative is 1d20 plus Dexterity, so every player rolls their own 1d20+2 or 1d20+4. Whoever is running the game has the opposite problem: six goblins on the same bonus, all needing a number before the first turn. 6#1d20+2 rolls the expression six times and prints six numbered lines in a single message, which beats six separate rolls scrolling the channel while the table waits. The cap is 20 repeats per command, well past any encounter. If you would rather the whole enemy group share one initiative, roll a single 1d20+2 and give it to all of them. The bot does not push you towards either house rule.

Death saves, and tracking them across a fight

Drop to 0 hit points and you start rolling death saves, the cleanest roll in the game: a bare 1d20, no modifiers of any kind, no proficiency, no ability score. Ten or higher succeeds, nine or lower fails, and you need three of one before three of the other. A natural 20 puts you back on your feet with one hit point, and a natural 1 counts as two failures. Type !r 1d20 Death save and the label rides along with the result, which matters more than it sounds: three successes and three failures are easy to lose track of across a long fight, and the channel becomes the record.

Critical hits double the dice, not the modifier

A natural 20 on an attack doubles the weapon's damage dice and leaves your modifier alone. A longsword that normally deals 1d8+4 crits for 2d8+4, not 2d8+8, and the difference comes up often enough to be worth getting right at the table. Extra damage dice double too, so a rogue's 3d6 sneak attack becomes 6d6 on a crit and a flaming weapon's 1d6 becomes 2d6. The bot does not detect crits or double anything on your behalf, it rolls what you type. Writing the doubled expression takes exactly as long as writing the normal one, and you can see which dice it used.

Spell damage that scales with the slot

Damage spells are bare dice with no modifier, and most of them grow with the slot you burn. Fireball cast at 3rd level is 8d6, at 4th it is 9d6, at 5th it is 10d6: one more die per level. Cantrips scale on your character level instead, so fire bolt starts at 1d10 and reaches 4d10 at 17th. Healing word is 1d4 plus your spellcasting modifier, which is 1d4+3 with Wisdom at +3, and cure wounds is 1d8 on the same pattern. A single term can roll up to 50 dice, which no 5e spell comes close to needing.

Hit points at level-up, and the reroll rule

When you gain a level you either take your class's fixed number or roll the hit die, and if you roll, it is one line. A fighter rolls 1d10 and adds Constitution, a rogue 1d8, a wizard 1d6. Come back to a campaign after a few months with three levels banked and 3#1d10+2 settles all three at once. Agree on one house rule before anyone rolls, though: plenty of tables let you reroll a 1, and some let you reroll anything below the fixed average. The bot rolls what you ask and keeps no memory of it, so that rule lives with your group rather than in a setting.

Every 5e roll as one command: the cheat sheet

Most of what a 5e table needs is fifteen expressions, and they do not change from level one to level twenty. The list below is the whole set, and every line is clickable: it drops the expression into the roller on this page, so you can see the output before you take it to your server. Attacks and checks are 1d20 plus a number. Advantage and disadvantage swap that d20 for 2d20kh1 or 2d20kl1. Ability scores are 4d6kh3, six of them with 6#. Damage is whatever the weapon or the spell says. Death saves are a bare d20. There is no keyword to learn beyond kh and kl.

Bring SirrMizan into your campaign and let it be your emotional support dice thrower. Add it from /roll or grab it on the site, and your next session rolls itself.

Add to Discord