Tally & Table

Initiative tracker

Add everyone in the fight, roll or type their initiative, and press Next turn. The tracker keeps the order, the round count, hit points and conditions, and it remembers the fight if your phone locks.

Combat

Add a combatant

The initiative bonus is usually the Dexterity modifier. It is also used to break ties.

How initiative works

When a fight starts, everyone rolls initiative: a Dexterity check, which is a d20 plus the Dexterity modifier and any other initiative bonus. The highest total acts first. Each creature gets one turn per round, and when the last one finishes, a new round starts from the top in the same order (SRD 5.1, "The Order of Combat").

A round covers about 6 seconds in the story, so the round counter doubles as a clock. Ten rounds is one minute, which is how long many effects last. When a spell or effect says "until the end of your next turn" or "for 1 minute", note the round it started in the combatant's name, like "Rowan (bless, r3)".

Some tables skip rolling for monsters and use a fixed initiative score. SRD 5.2.1 describes that option: 10 plus the Dexterity modifier, plus 5 with advantage or minus 5 with disadvantage. To play that way here, type the score in the Initiative box instead of leaving it blank.

Damage, healing and temporary hit points

Type an amount and press Damage or Heal. Healing stops at the creature's maximum, and damage stops at 0. Temporary hit points work the way SRD 5.1 describes them: damage comes off them first, and they don't add together. If a creature with 5 temporary hit points gains 3 more, it keeps the 5, so the tracker keeps whichever amount is higher.

Leave Hit points blank for a creature you don't need to track, such as a player who keeps their own sheet.

Conditions at a glance

Open "Conditions" on any combatant to mark these. The summaries are our short versions of the SRD 5.1 condition rules; check the full text when a ruling matters.

ConditionIn short
BlindedCan't see. Fails any check that needs sight. Attacks against it have advantage; its attacks have disadvantage.
CharmedCan't attack the charmer or target it with harmful effects. The charmer has advantage on social checks with it.
DeafenedCan't hear. Fails any check that needs hearing.
FrightenedDisadvantage on checks and attacks while it can see the source of its fear, and it can't willingly move closer to it.
GrappledSpeed 0. Ends if the grappler is incapacitated or something moves it out of the grappler's reach.
IncapacitatedCan't take actions or reactions.
InvisibleCan't be seen without magic or a special sense. Attacks against it have disadvantage; its attacks have advantage.
ParalyzedIncapacitated, can't move or speak. Fails Strength and Dexterity saves. Attacks against it have advantage, and a hit from within 5 feet is a critical hit.
PetrifiedTurned to stone. Incapacitated and unaware. Attacks against it have advantage, it fails Strength and Dexterity saves, and it resists all damage.
PoisonedDisadvantage on attack rolls and ability checks.
ProneCan only crawl until it stands, which costs half its speed. Its attacks have disadvantage. Attacks from within 5 feet have advantage; from farther away, disadvantage.
RestrainedSpeed 0. Attacks against it have advantage, its attacks have disadvantage, and it has disadvantage on Dexterity saves.
StunnedIncapacitated, can't move, can barely speak. Fails Strength and Dexterity saves. Attacks against it have advantage.
UnconsciousIncapacitated, can't move or speak, unaware. Drops what it holds and falls prone. Fails Strength and Dexterity saves. Attacks against it have advantage, and a hit from within 5 feet is a critical hit.
ExhaustionMeasured in levels, and level 6 is death. Under SRD 5.1 each level adds an effect: disadvantage on ability checks, then half speed, then disadvantage on attacks and saves, then half hit point maximum, then speed 0. Under SRD 5.2.1, each level takes 2 off every d20 test and 5 feet off speed. The tracker records the level; your table's rules decide the effect.

Initiative questions

How is initiative rolled in 5e?

Everyone in the fight makes a Dexterity check: a d20 plus their Dexterity modifier, plus any other initiative bonus they have. The group goes from the highest total to the lowest, and that order stays the same every round.

Who goes first on a tie?

The SRD 5.1 rules let the GM order tied monsters and the players order tied characters, with the GM deciding a tie between a monster and a character. The GM can also have the tied creatures roll a d20 each, highest first. This tracker breaks ties by Dexterity modifier by default, and the arrow buttons let you reorder tied combatants by hand.

Do I roll initiative for each monster?

The SRD 5.1 rules have the GM make one roll for a group of identical creatures, so the whole group acts together. Use "How many" with "One roll for the group" ticked to do that here. Untick it to roll each one separately.

Where is my fight saved?

In this browser only, so you can switch apps or lock the screen and come back to the same turn. Nothing is sent to us. Clear everything to wipe it.

Rules checked against SRD 5.1 and 5.2.1 on 2026-10-02. More tools: dice roller, encounter calculator.

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