Initiative & Combat Tracker
Put everyone in the fight, roll or type initiative, and run it round by round: hit points and temporary hit points, conditions that tick down on their own, death saves, and a log of what happened. SRD monsters and the ones you built yourself arrive with their real armour class and hit points. The fight stays on this device, so a reload in the middle of round four loses nothing.
Add monsters
Players and anything not found above go in with the form below. Give a monster its Dex modifier and "Roll Initiative" rolls it for you; an initiative you typed for a player is kept.
Prepared fights and your party
Set up the evening's fights ahead of time and load each when it comes up. Save your players once, and "New combat" keeps them for the next fight.
How it works
Add everyone first. A monster found above comes in with its armour class, hit points and Dexterity modifier; a second goblin becomes "Goblin 2", because each one has its own hit points. Then roll initiative for everyone at once, or type the numbers your players rolled, and start the combat.
During the fight, damage comes off temporary hit points first (set them with "Temp HP"). A monster at 0 is defeated and leaves the turn order; a player character at 0 falls unconscious and gets death saves instead. Damage while down is a failed death save, two on a critical hit; three successes leave them stable but still unconscious. A condition with a duration counts down at the start of its owner's turn and ends by itself, and each condition links to its rules. Someone who joins mid-fight rolls initiative and takes their place in the order.
Where the fight goes next
Build the fight first in the Encounter Builder to see how deadly it is, then load it here. Running a whole campaign? Campaign Forge has this same tracker built in, saved with the campaign.