Roll. Hit. Survive.
A faithful tabletop heart beats beneath every encounter. Every hit, every spell, every wound is a roll you can see, understand, and feel.
The d20 Is God.
Every action in Dicebound resolves against a target number. Hit rolls use a d20. Damage rolls use the weapon's dice. The system is transparent — you can always see the math.
How the Dice Run the World
Every layer of the combat system resolves through a roll. Here is what you're rolling for.Roll to Hit
Strike with steel or sorcery. 1d20 + bonus against the foe's AC. A natural 20 is a critical — and the dungeon takes notice. A natural 1 is a fumble — and the dungeon laughs.
Roll for Damage
Each weapon carries its own dice — 2d6 for a longsword, 3d8 for a fireball, 1d4 for a thrown dagger. Modifiers stack with class, gear, and any curses currently riding your soul.
Armor & Resistance
Plate turns aside the blade. Wards turn aside the flame. Two layers — AC for the body, MR for the soul — and only the right tool gets through. Know what you're fighting before you swing.
Initiative Order
Each encounter begins with a roll. The die determines who acts first — heroes and enemies alike. Higher is faster. Ties go to the player. Position matters as much as power.
Conditions & Curses
Some attacks impose conditions — Bleed, Marked, Hexed, Slowed. These stack and interact. A Hexed foe takes bonus magic damage. A Bleeding foe loses HP on their turn. Know the rules of the dungeon.
The Last Roll
When you fall, the dungeon offers one final wager. Roll to rise, or roll to rest. Permadeath is not a punishment — it is a consequence with witnesses. Their stat block remains in the ledger.
Pick Your Roll
Each class plays differently at the table. Each has its own dice, its own rhythm.Witch
D6 · BacklineHexes, frost, cursework. The witch controls the battlefield from the rear, stacking curses that amplify damage and debilitate foes.
Ranger
D8 · FlexibleBow, snare, the long stalk. The ranger excels at range and can reposition freely. Snare traps persist between turns.
Sorcerer
D6 · BacklineWild magic, wilder cost. Every spell triggers a surge check. High surges amplify the effect — sometimes catastrophically.
Paladin
D10 · FrontlineOath. Shield. Judgment. The paladin anchors the front rank, absorbs blows meant for allies, and delivers divine strikes.
Priest
D8 · SupportMend. Mercy. Quiet rage. The priest heals, buffs, and removes conditions. Faith stacks — and at 5, the channel returns.
Warrior
D10 · FrontlineSteel and the willingness to use it. The warrior hits the hardest in melee, withstands punishment, and controls positioning.
What Waits Bellow
Four types of encounter. Each plays by slightly different rules.Standard
One roll to hit, one roll for damage. The bread-and-butter of every descent. Fast, readable, lethal at scale.
Boss
Multi-phase encounters with unique mechanics. A boss has a pattern — learn it before the third floor or you will not see the fourth.
Ambush
Enemies act first. No initiative roll. The dungeon's way of reminding you it is paying attention.
Puzzle
Dice are still the arbiter, but the solution requires reading the room. Wrong answers cost resources, not HP. Usually.