D&D Initiative Tracker

Turn order, hit points and conditions for every combatant, saved on your device so a locked phone never loses the fight.

Monsters roll automatically when added. For players, tick Player and type what they rolled, or leave it blank and set it later.

Round 1

No combatants yet. Add the party and the monsters above.

Running fast combat

  • Group identical monsters. Add "Goblin" with How many set to 4 and each gets its own HP and roll. The 2014 rules also allow one roll for a group; just type the same number.
  • Announce who's next. "Mira, you're up; Theron, you're on deck" saves a minute per round.
  • Bloodied at half. Rows turn red at half HP, a handy cue to describe wounds.
  • Watch the round counter. One round is six seconds, so a one-minute spell lasts 10 rounds.

Questions

How does initiative work in 5e?

At the start of combat everyone rolls a d20 and adds their Dexterity modifier (plus any bonuses). Turns go from highest to lowest. Ties between a player and a monster are usually decided by the DM, or by higher Dexterity.

Does this tracker save my combat?

Yes. Combatants, HP, conditions and the current turn are saved in this browser, so a refresh or a locked phone won't lose the fight. Clear it with the End combat button.

Can it roll initiative for monsters?

Yes. Enter a monster's initiative bonus, leave the roll blank and press Roll for monsters. Players can type in the number they rolled.

What conditions can I track?

All 15 conditions from the rules: blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned and unconscious, plus concentration.

Does it count rounds?

Yes. The round counter goes up each time the turn order wraps, which helps with spell durations (10 rounds = 1 minute).

Keep prepping