Dice Shopping Guide by D&D Class
- Irma Hoyt

- 1 day ago
- 5 min read
Let me guess, you've had a few D&D sessions under your belt and now you're finally ready to start your dice goblin collection. Before you head down to your local gaming store with that wild look in your eyes, take a breath (or smoke a doink, if you've been blessed by the Gods of dank), and let's talk about which dice you should stockpile.

Every D&D player starts with a 7-dice set, which includes:
d20 (20-sided): Used for attack rolls, skill checks, saving throws… basically anytime you want to do something cool or avoid something deadly, you give this dice a roll
d12 (12-sided): Rarely used, but perfect for big, beefy damage rolls like greataxes for some fighting classes
d10 {0-9} (10-sided): Used for some weapon damage and, in some instances, is rolled with the d10 {00-90} to roll percentages (that’s a d100)
d8 (8-sided): Commonly used for weapon damage and healing spells
d6 (6-sided): Sneaky rogues roll handfuls of these, and we can't forget about a little spell called FIREBALL (roll that sweet, fiery damage!)
d4 (4-sided): Used for smaller damage and healing rolls
Percentile d10 {00–90}: Teams up with your regular-degular d10 {0-9} to roll percentages
Why one set is technically enough … but won’t be
Here’s the truth: yes, you could play forever with one set. But, D&D is about rolling dice fast and rolling dice in piles.
Practical upgrade guide:
d6s: Grab extra sets. You’ll need at least 4–6 for spells like fireball or for a rogue’s sneak attack
d8s: Clerics and healers often roll multiple for healing spells, so 2 or 3 is handy for sure
d20s: Always have at least 2-4; this is especially handy for if you get to roll with advantage
Why Your Class Actually Matters for Dice
Different classes eat dice for breakfast in completely different ways. A rogue needs to drown in d6s for sneak attack, while a paladin is out here dropping divine smites left and right.
Let's get you sorted!
Fighting Classes (Barbarian, Fighter, Monk, Ranger ... and that sneaky Rogue)
Barbarian
Your shopping list: 4-5 d12s, 2-3 d20s, a handful of d6s
Barbarians and big weapons go together like... well, like rage and "ye olde" property damage. If you're swinging a greataxe, you're gonna need a few d12s because nothing kills the vibe like pausing combat to hunt for that twelve-sided unicorn.
What you're rolling: Attack rolls, massive weapon damage (often d12s)
Fighter
Your shopping list: 3-4 d20s, 6+ d6s, extras of whatever your weapon uses
With multiple attacks and action surge, you're gonna be rolling like crazy. If you're wielding a longsword, stock up on d8s. Greataxe? You need d12s.
What you're rolling: Attack rolls every six seconds, weapon damage, second wind healing (d10+level)
Monk
Your shopping list: Multiple dice (d4s early, scaling up to d10s), extra d20s, several d6s
Monks have the coolest dice progression in the game. Your martial arts die starts as a humble d4 and grows to d10s as you level. Flurry of blows means you're rolling this die constantly, plus focus points keep things spicy.
What you're rolling: Attack rolls, martial arts damage (d4 to d10), flurry of blows
Ranger
Your shopping list: Multiple d8s, 2-3 d20s, 4-6 d6s
Rangers are like the Swiss Army knife of D&D; you're shooting things AND casting spells, which means your dice needs are beautifully chaotic. Hunter's mark is your best friend, and best friends require lots of d6s.
What you're rolling: Attack rolls, hunter's mark damage (d6 per hit), spell damage (it varies wildly), healing spells (usually d8s)
Rogue
Your shopping list: 10+ d6s (I'm not kidding), 3 d20s
Sneak attack starts modest at 1d6 but grows into a beautiful 10d6 monster by the time you reach the high levels. Having a proper pile of d6s means you can drop that damage like a boss instead of counting and recounting the same six dice.
What you're rolling: Attack rolls (with advantage if you're sneaky), sneak attack damage (SO many d6s), skill checks (you're probably great at those), thieves' tools
Spell-Slinging Classes (Artificer, Bard, Druid, Sorcerer, Warlock, Wizard)
Artificer
Your shopping list: 6+ d8s, multiple d6s, several d4s, extra d10s
Artificers are the mad scientists of D&D: half spellcaster + half tinkerer skills = full chaos. You're infusing magic into items and probably explaining how your steel defender works for the third time this session. Your spell list loves d8s and d6s, especially when you're dropping an arcane weapon buff or launching scorching ray.
What you're rolling: Tool checks (with expertise, because you're fancy), spell attacks, infusion damage, and if you're an Artillerist, that eldritch cannon damage (2d8 that makes everyone jealous). Battle Smiths need extra d8s for their steel defender attacks, while alchemists are juggling d4s and d8s for experimental elixirs
Bard
Your shopping list: Multiple d8s, extra d6s, 3 d20s
Bards are the ultimate "hold my beer, I got this" class. You're healing, dealing damage, buffing allies, and probably seducing someone (n o i c e).
What you're rolling: Spell attacks, healing word (d4+modifier), bardic inspiration (scales with level), whatever spell caught your fancy this combat
Druid
Your shopping list: Multiple d8s, extra d6s, several d4s
Wild shape changes your attack dice, but your spells keep the d8s and d6s busy with things like flame blade and heat metal.
What you're rolling: Spell attacks, beast attacks when wild shaped, elemental damage (varies), healing spells (mostly d8s)
Sorcerer
Your shopping list: 8+ d6s, extra d4s, several d8s
Sorcerers are like wizards but with more chaos and metamagic shenanigans. Twinned spell means you're casting twice (double the dice). Empowered spell lets you reroll damage dice because sometimes the dice gods need a gentle nudge.
What you're rolling: Similar to wizards, but with the fun of adding more oomph to your spells with metamagic
Warlock
Your shopping list: 6+ d10s, extra d6s, several d8s
Eldritch blast is your jam, and it scales beautifully from 1d10 to 4d10 as you level.
What you're rolling: Eldritch blast, hex damage (d6 per hit), limited but powerful spell slots, pact boon effects
Wizard
Your shopping list: 8+ d6s, several d8s, 4+ d4s, extra d10s
Fireball blasts 8d6 fire damage, magic missile launch through d4s, and don't even get me started on higher-level spells. Just don't forget to stay faaaaar away from danger, my squishy friends.
What you're rolling: Spell attacks (d20), fireball (8d6 of beautiful destruction), magic missile (1d4+1 per missile), and whatever chaotic spell combination you cooked up this week
Support/Utility Classes (Cleric, Paladin)
Cleric
Your shopping list: 6+ d8s, extra d6s, several d10s
Cure wounds loves d8s, while spells like inflict wounds (that deals necrotic damage) prefer d10s. You're basically a holy dice dealer.
What you're rolling: Spell attacks, Cure Wounds (d8+modifier), Spiritual Weapon (d8+modifier), Turn Undead effects, domain-specific chaos
Paladin
Your shopping list: ALL THE D8S (seriously, like 10+), 3 d20s, multiple d6s
Paladins walk the line between "I heal you" and "I smite thee", which means your dice collection needs range. A high-level divine smite can easily eat 6d8 in one swing, and that's before weapon damage.
What you're rolling: Attack rolls, divine smite (starts at 2d8, goes up to "THE POWER OF SMITE COMPELS YOU!"), lay on hands healing, spell effects
TL;DR
Buy at least 1 full set of 7 dice if you are brand new to D&D
Start with 2–3 sets if you are planning on playing a fighting class
Pick up extra d6s, d8s, and an extra d20 if you want smoother gameplay but definitely once you've had some sessions under your belt
Eventually, you’ll buy dice because they’re gorgeous, not because you need them. And that’s okay :)
Don't forget to download my FREE D&D Dice cheat sheet as a mini reminder of what these little math rocks do!
