Free Tool

    Initiative Tracker

    Track combat initiative order for your D&D 5e encounters. Manage turns, HP, conditions, and more.

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    Add Combatant

    Initiative Order

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    Add players and monsters to track initiative

    Conditions Reference

    Blinded
    Charmed
    Deafened
    Frightened
    Grappled
    Incapacitated
    Invisible
    Paralyzed
    Petrified
    Poisoned
    Prone
    Restrained
    Stunned
    Unconscious
    Exhaustion

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    Combat Management Tips

    • Roll initiative at the start of combat, not before
    • Ties go to higher Dexterity modifier, then player choice
    • Track monster HP privately if desired
    • Use conditions to remember status effects
    • Delay actions by holding and re-entering initiative
    • Consider grouping identical monsters on one initiative

    How to Use

    1. 1.Add all combatants (players and monsters)
    2. 2.Set initiative manually or let the tool roll
    3. 3.Click "Start Combat" to begin tracking
    4. 4.Use Next/Previous to advance turns
    5. 5.Track HP by clicking the HP value
    6. 6.Toggle conditions by clicking condition badges

    How initiative works in 5e

    At the start of combat, everyone rolls initiative — a d20 plus their Dexterity modifier. The Dungeon Master ranks all combatants from highest to lowest, and that initiative order repeats every round until the fight ends.

    On your turn you can move and take one action, plus a bonus action and any reactions when they apply. Ties are usually settled by comparing Dexterity scores, or the DM decides; some tables let the tied players simply choose who goes first.

    A few things change the roll. The Alert feat boosts initiative — a flat +5 in the 2014 rules; the 2024 version instead adds your proficiency bonus and lets you swap places with a willing ally. Being surprised means you can’t move or act on your first turn, though you still hold your spot in the order.

    What goes into an initiative roll

    ElementEffect
    Base rolld20
    Dexterity modifierAdded to every initiative roll
    Alert feat (2014)+5 to initiative
    Advantage on initiativeRoll 2d20, keep the higher (e.g. Barbarian Feral Instinct)
    SurprisedNo move or action on your first turn
    TiesBreak by Dexterity score or the DM’s call

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    Frequently Asked Questions

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