Roll 12d6

Rolling 12d6 means rolling twelve six-sided dice and adding them, for a total from 12 to 72 with an average of 42. 42 is the most likely total at 6.65%. In D&D 5e you roll 12d6 for Sunburst, the base damage of Delayed Blast Fireball, a Fireball cast with a 7th-level slot, and a young green dragon's Poison Breath.

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Bonus

12d6 added together

12d6 ranges from 12 to 72, averages 42, and is most likely to total 42.

TotalChanceThis or higherDistribution
240.06%99.94%
250.1%99.89%
260.16%99.79%
270.26%99.63%
280.41%99.36%
290.61%98.95%
300.88%98.34%
311.23%97.46%
321.66%96.23%
332.17%94.57%
342.76%92.4%
353.4%89.64%
364.07%86.24%
374.73%82.17%
385.35%77.44%
395.89%72.08%
406.3%66.19%
416.56%59.89%
426.65%53.33%
436.56%46.67%
446.3%40.11%
455.89%33.81%
465.35%27.92%
474.73%22.56%
484.07%17.83%
493.4%13.76%
502.76%10.36%
512.17%7.6%
521.66%5.43%
531.23%3.77%
540.88%2.54%
550.61%1.66%
560.41%1.05%
570.26%0.64%
580.16%0.37%
590.1%0.21%
600.06%0.11%

Totals with less than a 0.05% chance are left out of the table.

Where you roll 12d6 in D&D

Sunburst and Delayed Blast Fireball: Sunburst is an 8th-level spell with a huge 60-foot radius. Everything inside makes a Constitution save, taking 12d6 radiant (42 on average) and going blind for up to a minute on a failure, or half damage on a success. In the 2014 rules undead and oozes have disadvantage on that save. Delayed Blast Fireball, a 7th-level spell, starts at 12d6 fire and gains 1d6 at the end of each of your turns while you hold it, so a bead that lasts through the end of two of your turns explodes for 14d6. Plant it, hold it, and let enemies walk into it.

Fireball and Prismatic Spray: Fireball starts at 8d6 and gains 1d6 per slot level, so a 7th-level slot makes it 12d6. Prismatic Spray rolls a d8 for each creature to pick its ray; in the 2024 rules the damaging rays deal 12d6 of their own type, while in the 2014 rules they dealt 10d6.

Young green dragon: A young green dragon's Poison Breath covers a 30-foot cone with 12d6 poison (DC 14 Constitution save, half on a success). That averages 42, or about 21 for characters who save, which is often more than a 5th-level wizard's whole hit point total. On 12d6 you roll 50 or more 10.36% of the time and 48 or more 17.83% of the time. Use the encounter calculator before you drop one on a mid-level party.

Roll 12d6 FAQ

What is the average of 12d6?

The average of 12d6 is 42. Each d6 averages 3.5, and twelve of them add up to 42.

How much damage does Sunburst do?

Sunburst deals 12d6 radiant damage, 42 on average, to each creature in a 60-foot radius that fails a Constitution save, and blinds it. A creature that succeeds takes half and is not blinded.

How much damage does a 7th-level Fireball do?

A Fireball cast with a 7th-level slot deals 12d6 fire damage, an average of 42, or half on a successful Dexterity save.

What is the maximum damage of 12d6?

The maximum is 72, when all twelve dice show a 6. The chance of that is 1 in 2,176,782,336.

Related

Other dice

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