Roll 2d8
Rolling 2d8 means rolling two eight-sided dice and adding them, for a total from 2 to 16. The average is 9, and 9 is the most likely total at 12.5%. In the 2024 D&D rules, Cure Wounds heals 2d8 plus your spellcasting modifier and Divine Smite deals 2d8 radiant. Thunderwave also deals 2d8.
2d8 added together
2d8 ranges from 2 to 16, averages 9, and is most likely to total 9.
| Total | Chance | This or higher | Distribution |
|---|---|---|---|
| 2 | 1.56% | 100% | |
| 3 | 3.13% | 98.44% | |
| 4 | 4.69% | 95.31% | |
| 5 | 6.25% | 90.63% | |
| 6 | 7.81% | 84.38% | |
| 7 | 9.38% | 76.56% | |
| 8 | 10.94% | 67.19% | |
| 9 | 12.5% | 56.25% | |
| 10 | 10.94% | 43.75% | |
| 11 | 9.38% | 32.81% | |
| 12 | 7.81% | 23.44% | |
| 13 | 6.25% | 15.63% | |
| 14 | 4.69% | 9.38% | |
| 15 | 3.13% | 4.69% | |
| 16 | 1.56% | 1.56% |
Where you roll 2d8 in D&D
Healing: The 2024 Cure Wounds heals 2d8 + your spellcasting modifier, and each slot level above 1st adds another 2d8. A cleric with +3 Wisdom heals 12 on average. In the 2014 rules it was only 1d8 + modifier (7.5 on average with +3) and gained 1d8 per slot level, so you needed a 2nd-level slot to get 2d8. That change made Cure Wounds worth preparing again, though Healing Word still wins when someone is at 0 HP and across the room.
Damage spells: In 2024, Divine Smite became a 1st-level paladin spell cast as a Bonus Action right after you hit: 2d8 radiant (9 on average), plus 1d8 against Fiends and Undead. In 2014 it was a class feature with the same 2d8 base from a 1st-level slot. Save it for critical hits, because the smite dice are doubled too. Thunderwave deals 2d8 thunder to everything in a 15-foot cube that fails a Constitution save and pushes them 10 feet. At level 5, Sacred Flame, Ray of Frost and Shocking Grasp all reach 2d8.
Monsters: The owlbear rends for 2d8 + 5 (14 average) twice a turn, and an ogre's greatclub hits for 2d8 + 4 (13 average), often enough to drop a 1st-level character in one swing. On 2d8 you roll 12 or more 23.44% of the time, 9 or more 56.25% of the time, and the maximum of 16 just 1.56% (1 in 64).
Roll 2d8 FAQ
What is the average of 2d8?
The average of 2d8 is 9. Each d8 averages 4.5, and two of them add up to 9.
How much does Cure Wounds heal in 2024?
In the 2024 rules Cure Wounds heals 2d8 plus your spellcasting ability modifier, an average of 12 with a +3 modifier. In the 2014 rules it healed 1d8 plus your modifier.
How much damage does Divine Smite do?
Divine Smite deals 2d8 radiant damage with a 1st-level slot, an average of 9. It adds 1d8 per slot level above 1st and another 1d8 if the target is a Fiend or Undead.
What are the odds of rolling 12 or higher on 2d8?
Rolling 12 or higher on 2d8 has a 23.44% chance (15 of 64 combinations). Rolling the maximum of 16 has a 1.56% chance.
Related
- Roll a d8
- Cure Wounds 5e
- Sacred Flame 5e
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.