- No one in the fight yet. Add the party and the monsters above, or load the sample fight.
The fight is saved in this browser only, so a refresh doesn’t lose it. Nothing is sent anywhere. On a keyboard, N is Next turn.
How the turn order is worked out
Highest initiative goes first. On a tie, the higher initiative bonus goes first, then player characters before monsters, then by name. Goblin 2 comes before Goblin 10, so a pack of identical monsters keeps its order instead of shuffling every round.
Someone added after the fight starts slots into their place without moving the turn. Change an initiative mid-fight and only that combatant moves. Next turn skips the defeated and counts a new round each time it comes back to the top.
Hit points, temporary hit points and death saves
Temporary hit points soak damage first, and they don’t stack: a second helping keeps whichever is bigger. Healing never goes past the maximum.
A monster at 0 is out of the fight. A player character at 0 is dying instead: they keep their turn, fall unconscious, and roll death saves. Ten or more is a success and three successes makes them stable. A natural 20 puts them back up with 1 hit point, and a natural 1 counts as two failures. Damage while they’re down is a failure, two on a critical hit. Damage with as much left over as their hit point maximum kills them outright.
Healing clears the death saves and the unconscious that dropping to 0 added. An Unconscious you added yourself, say from a sleep spell, stays until you take it off.
The fifteen conditions
Give a condition a number of rounds and it counts down at the end of that creature’s own turn, so “until the end of its next turn” is 1 round. Leave it blank and it stays until you remove it.
| Condition | In short |
|---|---|
| Blinded | Can't see. Attacks against it have advantage; its own attacks have disadvantage. |
| Charmed | Can't attack the charmer or target it with harmful effects. The charmer has advantage on social checks against it. |
| Deafened | Can't hear, and fails any check that needs hearing. |
| Exhaustion | Comes in levels that stack up penalties. The sixth level is death. |
| Frightened | Disadvantage on checks and attacks while it can see the source, and it can't move closer to it. |
| Grappled | Speed 0 until it escapes or the grappler lets go. |
| Incapacitated | Can't take actions or reactions. |
| Invisible | Can't be seen without help. Attacks against it have disadvantage; its own have advantage. |
| Paralyzed | Incapacitated and can't move or speak. Fails Strength and Dexterity saves; a hit from within 5 feet is a critical. |
| Petrified | Turned to stone: incapacitated, and resistant to all damage. |
| Poisoned | Disadvantage on attack rolls and ability checks. |
| Prone | Melee attacks against it have advantage, ranged ones disadvantage. Standing up costs half its movement. |
| Restrained | Speed 0. Attacks against it have advantage; its own attacks and Dexterity saves have disadvantage. |
| Stunned | Incapacitated and can't move. Fails Strength and Dexterity saves; attacks against it have advantage. |
| Unconscious | Incapacitated, drops what it holds and falls prone. A hit from within 5 feet is a critical. |
These are reminders, not the rules text. For the table, print the conditions cheat sheet or the initiative tracker sheet. Condition names are from the System Reference Document 5.1, used under the Creative Commons Attribution 4.0 license. This tracker is an independent tool, not affiliated with or endorsed by the SRD’s publisher.
With monsters and stat blocks
This is the tracker from Initiative Tracker: DM Tools, our free app. The app adds every creature in the SRD 5.1 and 5.2 with its stat block, attacks that roll and deal damage, saved parties and encounters, a view to show the players, and undo for every hit. It works offline, in English and Spanish.
Free sheets for the table: