Damage dice: rolling multiple dice at once (2d6, 3d8, etc.)
A greataxe swing, a fireball, a sneak attack stacked on top of a rapier hit — D&D damage is almost never a single die. The dice roller throws a whole mixed pool in one go and totals it for you, instead of making you roll and re-add each die by hand.
· 4 min read · TerrainTale

Build the pool the same way the notation reads it
Tap a die type to add one to the roll — tap d6 twice for 2d6, tap d8 three times for 3d8 — up to 24 dice in a single pool. The readout under the picker shows the pool as standard notation as you build it, biggest die first, the way a character sheet writes it: "3d8 + 1d6", for instance.
Mixed damage types in one throw
A lot of real damage rolls aren't one die type — a weapon's base damage plus a bonus die from a spell or feature, say 1d8 (the longsword) plus 2d6 (a smite). Add both to the same pool and they're thrown together in the tray; the result lists each die's individual value as a chip, plus the summed total, so you can still see what each die contributed if you need to split it by damage type for resistance.
The modifier stepper is the flat bonus
Static bonuses — a Strength modifier on a melee hit, a +1 weapon — go in the modifier field next to the dice, adjustable with the plus/minus stepper or typed directly, from −99 to 99. It's added to the dice total once, not per die, matching how damage bonuses actually work in the rules.
Knowing the range before you throw
Once the pool has at least one die in it, the panel shows the lowest and highest total the pool can produce, modifier included — useful for a quick sanity check on a monster's damage output, or for judging whether a hit is going to be survivable before the dice even land.
Rolling the same pool again
After a roll, clicking directly on the tray re-throws whatever pool you last rolled without rebuilding it from the picker — handy for a recurring attack, like a monster's multiattack, where you're throwing the same 2d8 + 1d6 combination turn after turn. The last twelve rolls stay listed so you can check back on what a previous hit actually did.
Each die is a real throw, not an average pretending to be one
Rolling 3d8 by hand and rolling it as an averaged number aren't the same experience, even though the expected total is identical — one has three separate outcomes that could land wildly differently, and the dice roller preserves that: each of the three d8s is a real polyhedron thrown with its own random speed and spin, and each lands on its own face independently. You see three individual dice worth of variance, not one blended number standing in for it.
That matters most for damage rolls with a wide spread — a 4d6 fireball on a low-HP monster, say, where the difference between a low roll and a high one can decide whether the fight ends this round. Watching the actual dice land keeps that swing visible instead of hiding it behind a single computed figure, and five dice sets (Amber, Obsidian, Ivory, Sapphire and Emerald) mean you can give a particular attack its own look if you want the table to recognize it at a glance.