Roll 2d10
Rolling 2d10 means rolling two ten-sided dice and adding them, for a total from 2 to 20. The average is 11, which is also the most likely total at 10%. In D&D 5e you roll 2d10 for Hellish Rebuke, Moonbeam, the 2024 Inflict Wounds, and Fire Bolt once your character reaches level 5.
2d10 added together
2d10 ranges from 2 to 20, averages 11, and is most likely to total 11.
| Total | Chance | This or higher | Distribution |
|---|---|---|---|
| 2 | 1% | 100% | |
| 3 | 2% | 99% | |
| 4 | 3% | 97% | |
| 5 | 4% | 94% | |
| 6 | 5% | 90% | |
| 7 | 6% | 85% | |
| 8 | 7% | 79% | |
| 9 | 8% | 72% | |
| 10 | 9% | 64% | |
| 11 | 10% | 55% | |
| 12 | 9% | 45% | |
| 13 | 8% | 36% | |
| 14 | 7% | 28% | |
| 15 | 6% | 21% | |
| 16 | 5% | 15% | |
| 17 | 4% | 10% | |
| 18 | 3% | 6% | |
| 19 | 2% | 3% | |
| 20 | 1% | 1% |
Where you roll 2d10 in D&D
Spells: Hellish Rebuke is the classic warlock reaction: someone hits you, and they make a Dexterity save against 2d10 fire damage, 11 on average or about 5 if they save. Moonbeam deals 2d10 radiant to anything that fails a Constitution save in the beam, and it hits again every turn a creature starts or ends there, so drag it over enemies stuck in melee. Inflict Wounds changed between editions: in 2014 it was a melee spell attack for 3d10 necrotic, while the 2024 version is a Constitution save for 2d10, half on a success. Lower top-end, but it no longer whiffs.
Cantrips at level 5: Damage cantrips gain a die at levels 5, 11 and 17. Fire Bolt starts at 1d10 and becomes 2d10 at level 5. The 2024 Chill Touch also uses d10s (2d10 at level 5) and is now a melee spell attack; the 2014 version was a ranged attack using d8s, so it was 2d8 at that level. Each 2d10 cantrip hit averages 11, more than a longsword hit from a fighter with 16 Strength (1d8 + 3, average 7.5), though the fighter swings twice once Extra Attack arrives at the same level.
Monsters: The 2024 hobgoblin warrior swings a longsword for 2d10 + 1 (12 average), which is a nasty surprise from a CR 1/2 creature. The allosaurus bites for 2d10 + 4 (15 average) and a priest's Radiant Flame deals 2d10. For DMs: on 2d10 you roll 15 or higher 21% of the time and 11 or higher 55% of the time, and a 20 shows up only 1% of the time.
Roll 2d10 FAQ
Is 2d10 the same as a d100?
No. For a d100 you read one d10 as the tens digit and the other as the ones digit, giving 1 to 100 with equal odds. For 2d10 you add the two dice, giving 2 to 20 with middle totals far more likely.
What is the average of 2d10?
The average of 2d10 is 11. Each d10 averages 5.5, and two of them add up to 11.
What is the most likely roll on 2d10?
11 is the most likely total, with a 10% chance (10 of the 100 possible pairs). 2 and 20 are the least likely at 1% each.
How much damage does Hellish Rebuke do?
Hellish Rebuke deals 2d10 fire damage, an average of 11, or half that on a successful Dexterity save. It adds 1d10 for each spell slot level above 1st in both the 2014 and 2024 rules.
Related
- Roll a d10
- Hellish Rebuke 5e
- Roll a d100
Other dice
- 3D Dice Roller
- Roll a d2
- Roll a d3
- Roll a d4
- Roll a d6
- Roll a d8
- Roll a d10
- Roll a d12
- Roll a d20
- Roll a d100
- Roll a d1000
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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.