The classic method for rolling D&D 5e ability scores: four six-sided dice, drop the lowest, sum the rest. Click the button to generate a full set of six.
You roll four six-sided dice (4d6), discard the single lowest die, and sum the remaining three. The result is a number between 3 and 18 — the standard D&D ability score range. In dice notation this is written 4d6kh3 (keep highest 3) or 4d6dl1 (drop lowest 1).
Doing this six times produces a stat block for STR, DEX, CON, INT, WIS, and CHA. You then assign those numbers to whichever ability fits your character concept — most DMs let you place them freely rather than rolling in order.
Some tables use 4d6 reroll 1s, drop lowest. Any die that comes up 1 is rerolled once. Pushes the average up to about 13.4 and reduces the chance of a single-digit stat. Not RAW — check with your DM.
Roll seven full 4d6kh3 stats and discard the lowest of the seven. Generous; gives you a near-guaranteed solid array.
Generate two complete arrays and let the player choose which one to play. Reduces the misery of an all-bad roll without removing variance entirely.
A rough rule of thumb: the sum of all six abilities tends to land around 72–75. If your total is below 65 or you have multiple stats under 10, most DMs will let you reroll the whole array. Above 80 is genuinely lucky.
The full dice-roll.online app handles any formula — attack rolls (1d20+5), damage (2d6+3), advantage (2d20kh1), fireball (8d6) — with roll history, saved formulas, and crit highlights.