Savage Worlds Adventure Edition Dice Roller Online: Free Savage Worlds Dice Generator
Free online dice roller tuned for Savage Worlds. Use the main roller to roll any dice combination.
Welcome to the premier online dice roller for Savage Worlds Adventure Edition (SWADE), Pinnacle Entertainment Group's award winning system of high-octane pulp adventure. Savage Worlds is built on a unique dice mechanic that avoids the standard d20. Instead, every attribute and skill, from Fighting to Taunt, is represented by a die type ranging from a d4 for beginners to a mighty d12 for legendary experts. This system is designed to be 'Fast, Furious, Fun!', and the dice are at the heart of that promise, creating swingy, exciting moments at the table.
A generic dice roller just won't cut it for Savage Worlds. The system's core mechanics, like the Wild Die and exploding dice (called Aces), require specific handling. Player characters, known as Wild Cards, always roll an extra d6 (the Wild Die) alongside their trait die and take the better of the two results. Our specialized Savage Worlds dice roller automates this entire process. It correctly handles Aces, calculates your success and Raises against a target number, and makes rolling for combat, spellcasting, or social checks a seamless experience, letting you focus on the action.
How Savage Worlds Dice Work
Nearly every action in Savage Worlds is resolved with a Trait test. This means rolling the die associated with your character's relevant skill or attribute. The standard Target Number (TN) for most unopposed tasks is 4. If your die roll equals or exceeds 4, you succeed. The system also features a mechanic called a Raise. For every 4 full points your result is above the TN, you gain a Raise. For example, rolling an 8 against a TN of 4 is a success with one Raise. These Raises often trigger powerful bonus effects, like extra damage on an attack or impressing a noble with your Persuasion skill.
The most important characters, especially player characters, are designated as Wild Cards. This status grants them a significant advantage: the Wild Die. Whenever a Wild Card makes a Trait test, they roll a d6 in addition to their normal Trait die. They then choose the higher of the two results as their total. For instance, a scoundrel with a d8 in Stealth attempting to sneak past a guard rolls both a d8 and a d6. If the d8 shows a 2 and the d6 shows a 5, the character uses the 5 as their result, succeeding where they otherwise would have failed. This mechanic makes heroes feel more competent and resilient than common guards and minions (known as Extras), who do not get a Wild Die.
Another core feature that brings the 'furious' fun is the concept of exploding dice, called Aces in the rules. Any time you roll the maximum number on a die (a 6 on a d6, a 10 on a d10, etc.), you get to roll that same die again and add the new result to your total. This can continue as long as you keep rolling the max value, leading to incredible, cinematic outcomes. A humble d4 can theoretically achieve a result of 20 or higher. This applies to all Trait dice, Wild Dice, and even damage dice, ensuring that every roll has the potential for legendary success.
Using the Roller for Savage Worlds
Our Savage Worlds dice roller is designed for speed and accuracy. To make a Trait test for a player character, simply select the die type for your skill or attribute (e.g., d8 for Fighting). Next, ensure the 'Wild Card' checkbox is ticked. The tool will automatically add the d6 Wild Die to your roll and display both results, highlighting the higher one for you. You can then input any situational modifiers, such as a +2 bonus for a successful support roll or a -2 penalty for cover. The roller applies the modifier to the final result and compares it to the Target Number you set, instantly telling you if you got a success, a failure, or one or more Raises.
For other roll types, adjust the settings accordingly. If rolling for an Extra (a non-player character without Wild Card status), simply uncheck the 'Wild Card' box. For damage rolls, which do not use a Wild Die, you will simply select the dice required, like 2d6 for a standard melee weapon or 3d6 for a powerful magic Bolt. The tool will roll all damage dice, automatically calculate exploding Aces, and present the final total.
Common Rolls
Attack Roll (Shooting)
A gunslinger with a Shooting skill of d10 fires his revolver. As a Wild Card, he rolls a d10 and a d6, taking the highest result. The base target number is 4. If he rolls a 9, it's a success with one Raise, which adds +1d6 bonus damage. The roller handles the 'take higher' logic and calculates Raises automatically.
Damage Roll (Great Axe)
After a successful hit with a great axe, the barbarian rolls for damage. The weapon deals Strength + d10 damage. If her Strength is a d8, you would select one d8 and one d10 in the roller. There is no Wild Die for damage. Both dice can Ace (explode). The results are added together for the total damage dealt.
Soak Roll (Vigor)
A hero takes a hit that would cause 2 Wounds. She can attempt a Soak roll to prevent the damage by rolling her Vigor die. If her Vigor is a d8, she rolls her d8 plus the d6 Wild Die. She needs a Success (4) plus a Raise for each Wound she wants to negate. Here, she'd need a result of 12 (4+4+4) to negate both Wounds.
Spellcasting (Bolt)
A mage with a Spellcasting skill of d12 wants to cast the *Bolt* power. This is a Trait test, so he rolls his d12 and a d6 Wild Die. The Target Number is 4. With a simple success, he deals 2d6 damage. If he gets a Raise (a result of 8 or higher), the damage increases to 3d6.
Frequently Asked Questions
What is a Wild Die in Savage Worlds?
The Wild Die is a d6 that is rolled alongside a character's normal Trait die on any skill or attribute test. The player then takes the higher of the two results. This privilege is only for 'Wild Cards', which includes all player characters and major villains or allies. It significantly increases their chances of success and survival compared to nameless minions (Extras), who do not get a Wild Die.
When do dice explode in Savage Worlds?
Dice explode when they roll their maximum possible number. This is called an 'Ace'. When a die Aces, you re-roll it and add the new result to the total. This process can continue as long as you keep rolling the maximum value. This rule applies to almost every die you roll in the game, including Trait tests, Wild Dice, and damage rolls. It's a core mechanic that ensures every roll has the potential for a heroic outcome.
How do Raises work?
A Raise is a level of success beyond the minimum. After determining your final roll total (including Aces and modifiers), you compare it to the Target Number, which is usually 4. For every 4 full points your total is above the TN, you get one Raise. For example, a result of 4 is a success. A result of 8 is a success with one Raise. A result of 12 is a success with two Raises. Raises often trigger bonus effects, like extra damage or improved spell effects.
Do I use the Wild Die for damage rolls?
No, the Wild Die is not used for damage rolls. It is exclusively for Trait tests (skill and attribute rolls). A damage roll consists of specific dice determined by the weapon or power, such as 2d6 for a pistol or Str+d8 for a longsword. You simply add the results of these dice together. However, it's important to remember that all dice in a damage roll can still Ace (explode) on their highest result.
What's the difference between being Shaken and Wounded?
Shaken is a temporary status representing shock or being stunned. A Shaken character can only take free actions until they recover. They can attempt a Spirit roll at the start of their turn to become un-Shaken. A Wound is a more serious physical injury. A character can take up to three Wounds before being Incapacitated. If a character who is already Shaken takes more damage, they suffer a Wound instead of becoming Shaken again. Wounds can be negated with a Vigor roll (a Soak roll) when the damage is first dealt.