Getting Started (DM)
Creating an Account
Navigate to /register and fill in your first and last name, email address, a password (minimum 8 characters), and
a password confirmation. Click Create Account — you will land directly on
your dashboard.
Logging In
Go to /login, enter your email and password, and click Enter. Your last active combat state is
restored automatically.
Logging Out
Click the logout icon (arrow pointing right) in the top-right corner of the dashboard header.
Getting Started (Players)
Players do not need an account. Your DM will give you
a 6-character Session ID (e.g. AB3X9K).
- Navigate to
/join - Type in the Session ID — it auto-formats to uppercase and ignores invalid characters
- Click Join Session
- You are taken to the live Player Display for that session
On the display screen, tap Join Session to enable live audio, or Continue without sound for a silent view.
Choosing Your Edition
When you create a new game session, Initiative asks you to choose which edition of D&D 5e you are playing. This choice shapes the bestiary, spell list, encounter difficulty system, and Quick Reference rules available to you throughout that session.
D&D 5e (2014)
Player's Handbook · Monster Manual · DMG
- • Original 2014 Monster Manual bestiary
- • Classic spell list (PHB / XGE / TCE)
- • 6-tier Exhaustion table
- • Encounter difficulty uses XP multiplier
- • Bonus-action spell restricts action to cantrip
D&D 2024
2024 Player's Handbook · Monster Manual
- • 2024 Monster Manual bestiary
- • 2024 spell list (339 spells, flat format)
- • Stacking −1 Exhaustion (10 levels)
- • Encounter difficulty uses XP budget
- • Bonus-action spell no longer restricts action
Existing sessions created before this feature was added are automatically treated as 2014 edition sessions.
The DM Dashboard
The dashboard is your command center, divided into three panels:
| Panel | Contents |
|---|---|
| Left sidebar | Party (Players) |
| Center | Initiative Order |
| Right sidebar | Enemy Library |
On mobile, the sidebars are hidden. Tap Party or Enemies in the bottom action bar to open them full-screen. Tap the ✕ close button or press back to return to the main tracker.
On desktop, the Enemy panel is resizable — drag its left edge left or right to make it wider or narrower (200–520 px). Your preferred width is saved automatically.
Header Bar
- ⚔️ Initiative Tracker — app title
- Session display — active session name and its 6-char public ID. Click the copy icon to copy it to your clipboard (turns into a green checkmark to confirm).
- Dice — opens the Dice Roller modal (see section 12)
- Sessions — opens the Session Manager modal
- Guide — opens this page
- Chronicle — opens the Combat History page
- Player Display — opens the viewer screen in a new tab (desktop only)
- Contact — opens your email client to contact support
- Logout — ends your session
Managing Your Party (Players)
Adding a Player
The Player Panel has two tabs: Manual and D&D Beyond. Click a tab to switch between them.
Manual: Fill in the player's Name, AC (Armor Class, default 10), and Max HP (default 10), then click Add Player.
Importing from D&D Beyond
If your players have characters on D&D Beyond, you can import them directly instead of entering stats by hand. The character sheet must be set to Public in D&D Beyond's Character Settings.
- Click the D&D Beyond tab in the Player Panel
- Paste a character URL (e.g.
dndbeyond.com/characters/12345678) or just the numeric character ID - Click Fetch — the tracker contacts D&D Beyond and parses the sheet
- A preview card appears with the imported values: Name, Max HP, AC, DEX modifier, and Passive Perception
- Click Add Player on the preview card to add them to the roster
The character's D&D Beyond portrait is imported automatically and set as their avatar. Both 2014 and 2024 ruleset characters are supported — 2024 initiative proficiency is applied to the DEX modifier automatically.
Player Avatars
Click a player's circular avatar to upload a photo (JPEG/PNG). It is automatically cropped to a square and resized to 256×256. To remove an avatar, hover over it and click the ✕ that appears.
Editing a Player
Double-click a player card (or click the pencil icon) to enter inline edit mode. You can change the name, AC, and max HP. Saving resets HP to the new max. Click Save or Cancel.
Benching a Player
Click the bench icon to remove a player from the current initiative order while keeping them in your roster. A "Benched" label appears on their card. Click + Combat to bring them back into the fight.
Removing a Player
Click the red delete button on a player card to permanently remove them from the roster.
Managing Enemies
The Enemy Library
The right sidebar contains ~380 D&D 5e SRD monsters. Use the controls to find what you need:
- Search bar — filters by name in real time
- Type dropdown — filters by monster type (Beast, Dragon, Undead, Humanoid, etc.)
- Sort dropdown — sort A–Z by name, or group by type
Adding Enemies to Combat
- Click a monster in the list to select it — it highlights in red
- A panel slides out below the list — set the quantity (1–20) with the − / + buttons or by typing
- Click Add to Encounter
When you add more than one of the same monster they are automatically numbered (Goblin 1, Goblin 2, etc.) and each gets a randomly rolled initiative based on its DEX modifier.
Viewing a Stat Block
Click the ℹ️ info icon on any built-in or bestiary-imported monster (in the library or the initiative order) to open a full D&D stat block modal — ability scores, saving throws, traits, actions, resistances, artwork, and more.
Rolling Dice from a Stat Block
Inside the stat block modal, two types of values are interactive:
- Damage / HP dice — any dice expression
such as
2d6 + 5appears in amber with a dotted underline. Click it to roll those dice and add any modifier. - Attack rolls — phrases like Melee Weapon Attack: +9 to hit appear in violet with a dotted underline. Click the phrase to roll a d20 and add the listed attack bonus.
A result popup shows each individual die value, a modifier breakdown when one applies, and a Total. Use Roll again to re-roll the same expression, or click anywhere outside the popup to dismiss it.
Custom Monsters
Click the Custom button at the top of the right sidebar to open the Custom Monster Manager.
Creating: Fill in Name, AC, HP, CR, and Monster Type (all required), optionally upload an avatar, then click Create.
Custom monsters appear at the top of the library list and work exactly like built-in ones. Use the pencil and trash icons in the manager to edit or delete them.
Importing a Bestiary
Non-SRD monsters (e.g. Icewind Dale: Rime of the Frostmaiden) cannot be bundled with the app because the stat blocks are WotC IP. You can import them yourself from a 5etools bestiary JSON file.
- Download the bestiary JSON from the 5etools data repository on GitHub
(e.g.
bestiary-idrotf.json) - In the Enemy Panel, click the ⬆ Import button next to the Custom button
- Select the JSON file — the app parses it entirely in your browser (nothing is uploaded to any server)
- Review the monster count shown and click Import
Imported monsters appear at the top of the library, tagged with a SOURCE badge (e.g. IDRotF). The badge also appears on the combatant row in the initiative tracker so you always know which book a creature came from.
Imported monsters carry their full stat block — click the ℹ️ info icon to open the stat block modal just like built-in SRD monsters. Re-importing the same file skips monsters that are already in your library, so it is safe to import repeatedly.
_copy entries) are automatically skipped during import, as they carry no independent stat data.Running Combat
Setting Initiatives
Click the initiative field on any combatant row and type a number. Fields left blank show — and those combatants sort to the bottom.
Resolving Initiative Ties
When two or more combatants share the same initiative value, ▲/▼ buttons appear on the left side of each tied card so you can set the tiebreak order.
- ▲ — moves this combatant above the one directly ahead of it in the tied group
- ▼ — moves this combatant below the one directly behind it in the tied group
A button is dimmed and inactive when there is no same-initiative neighbour in that direction. The buttons disappear entirely once no tie exists.
Starting Combat
Once at least one combatant has an initiative set, click Start Combat. The highest-initiative combatant becomes active (highlighted in amber). The round counter starts at 1.
Advancing Turns
- Next — advances to the next combatant. When the last one acts, the round increments and the order wraps to the top.
- Prev — steps back one turn (useful for corrections).
Dead enemies (0 HP) are automatically skipped in the turn rotation.
Ending Combat
Click End to conclude combat. The encounter is automatically saved to your Combat Chronicles.
Combatant Notes
Every combatant row has a pencil icon beside the remove (✕) button. Click it to open a notes modal where you can type any freeform text — spell concentration reminders, loot notes, roleplay hooks, etc. When a note has been saved the icon glows amber as a visual reminder. Notes persist with the rest of the combat state.
Utility Buttons
| Button | What it does |
|---|---|
| Reset Init | Clears all initiative values and resets the round counter to 1 |
| Reset Players | Restores all players to max HP, removes temp HP, all conditions, and clears death saves |
| Clear Enemies | Removes all enemies from the combat tracker |
| Save | Saves a snapshot to Chronicles without ending combat |
Hit Points, Temp HP & Armor Class
Dealing Damage
Type an amount in the damage field on any row and click Dmg. Damage is absorbed by Temporary HP first — any overflow reduces current HP. HP cannot go below 0.
Healing
Type an amount and click Heal. HP cannot exceed the combatant's max HP.
Temporary HP
For players, a Temp HP section appears on each row. Type an amount and click Set Temp HP to assign temporary hit points. Click ✕ to clear them. Temp HP shows as a yellow badge and a yellow bar extension on the HP meter. Damage reduces temp HP before current HP; healing does not restore temp HP.
HP Color Coding
| HP remaining | Color |
|---|---|
| > 50% | Green |
| 26–50% | Amber |
| 1–25% | Red |
| 0 (dead) | Grey |
Death Saving Throws
When a player drops to 0 HP they are automatically marked Unconscious. Under D&D 5e rules, they must roll a death saving throw at the start of each of their turns: three successes means they stabilize, three failures means they die.
DM Tracker
A ☠ Death Saves row appears at the bottom of that player's initiative card (visible only while HP = 0):
- Failures (left) and Successes (right) — three clickable circles each; filled with ☠ or ♥ when recorded
- Click a filled circle to decrement (correct a mistake); click an empty circle to increment
- Stabilize button — immediately marks the player stable without needing three successes (Medicine check, bonus-action healing, etc.)
- reset link — clears all saves back to 0/0 for corrections
At 3 failures a red ☠ Dead banner replaces the circles and the Dead condition is auto-applied. At 3 successes or after clicking Stabilize, a green ♥ Stable banner is shown instead.
Player Display
While a player is at 0 HP the HP bar is replaced with a large Death Saving Throws panel — two columns showing failures (red skull circles) and successes (green heart circles), updating in real time via SSE. A large red ☠ DEAD or green ♥ STABILIZED banner replaces the circles when the outcome is decided. The panel is read-only — only the DM records the rolls.
Recovery
Any healing above 0 HP clears the Unconscious condition and resets the death saves tracker automatically — the HP bar returns on the player display. Reset Players also clears death saves on all players.
Concentration Checks
When any combatant with the Concentrating condition takes damage, a Concentration Check modal appears automatically.
- Shows the combatant's name, the damage taken, and the CON Save DC — the higher of 10 or half the damage taken, per PHB rules.
- Success — closes the modal; the Concentrating condition remains.
- Fail — closes the modal and automatically removes the Concentrating condition from that combatant.
This applies to both players and enemies.
Legendary Actions
Enemies whose stat block includes legendary actions automatically show a Legendary Actions row on their initiative card. Three amber dots represent the legendary action uses available each round.
- Filled dot (●) — action available. Hollow dot (○) — action spent.
- Click a filled dot to spend actions down to that position; click a hollow dot to restore actions from that position onward.
- All dots automatically refill at the start of that creature's turn.
- Click the ℹ️ icon beside the dots to open a quick-reference modal showing all of the creature's legendary action options.
This row only appears for enemies with a full stat block (built-in SRD monsters and bestiary imports). Custom monsters created manually do not have a stat block and will not show the tracker.
Lair Actions
Some powerful creatures can take lair actions — special effects that trigger on initiative count 20. Click the building icon on any enemy card to add a purple Lair Actions card to the initiative order.
- The building icon appears between the info and notes buttons on enemy cards, and is only visible when no lair card already exists for that creature.
- The lair card sits at initiative count 20 and participates in the normal turn order — it is highlighted amber when it is that card's turn, prompting you to resolve the lair action.
- Only one lair card can exist per creature template at a time.
- When the last instance of a creature is removed from combat, its lair card is automatically removed as well.
- Click the ✕ button on the lair card to dismiss it manually at any time.
On the player display, the lair card appears in the initiative list and active-turn view with purple styling and a "LAIR" label.
Armor Class Visibility
Enemy AC is hidden from the player display by default. Check the Show AC checkbox on an enemy row to reveal it to players. If there are multiple enemies of the same type (e.g. three Goblins), toggling the checkbox on any one of them automatically applies the same setting to all others of that type. Players always see their own character's AC.
Conditions & Status Effects
Adding a Condition
Click + Condition on any combatant row. A dropdown lists all conditions in two sections. Click one to apply it — the badge appears immediately on the row. Dead and Unconscious are not selectable: when a player drops to 0 HP they automatically become Unconscious (all other conditions cleared) and a death saving throw tracker appears on their row. Enemies at 0 HP are simply removed from the turn order.
Standard conditions
Advantage / Disadvantage
The four Adv / Disadv conditions behave like any other condition — they appear as color-coded badges on both the DM dashboard and the player display. Use them to track situational modifiers such as the effects of spells, terrain, or class abilities that grant or impose advantage or disadvantage.
Viewing a Condition Description
Every active condition badge has a small ⓘ info icon on its right edge. Clicking it opens a modal showing the condition name and a summary of its mechanical effects — what saves it imposes, what actions it prevents, and any special rules. This works on both the DM dashboard and the Player Display.
Removing a Condition
On the DM screen, click the condition name portion of the badge to remove it. The ⓘ icon and the remove action are separate — clicking the icon only opens the description, it does not remove the condition. Condition changes appear as a colored flash and audio cue on the viewer screen.
The Player Display (Viewer Screen)
The viewer at /display/[sessionId] is the public-facing screen your players watch during combat. It updates in real time — no
refreshing needed.
Sharing the Session
Give players your 6-character Session ID from the dashboard header. They go to /join, enter the ID, and are taken to the viewer. Or click Player Display in the header to open it yourself.
Join Gate
When a player first opens the viewer, an overlay asks them to tap Join Session — required by browsers before playing audio. Continue without sound skips audio entirely.
What Players See
Before combat starts: A large sword icon, "Awaiting Combat", and a list of all combatants with their current initiative rolls.
During combat:
- Type badge — PLAYER CHARACTER or ENEMY
- Avatar in a glowing circular frame (uploaded photo or monster artwork/emoji) — click an enemy's avatar to open the full image in a new tab
- Name in large responsive text with a colored glow
- Stats row: Initiative · Armor Class · Hit Points (players only)
- HP bar with color coding and a yellow temp HP extension (players only)
- Active conditions as color-coded badges
- Up Next strip — the next 1–4 combatants in order
The background glows blue during a player's turn and red during an enemy's turn.
Flash Effects
| Event | Flash color |
|---|---|
| Damage taken | Red |
| HP restored | Green |
| Condition applied | Condition's color |
Audio Effects
| Event | Sound |
|---|---|
| Damage | Low thud sweep |
| Heal | Ascending magical chime |
| Condition applied | Resonant bell tone |
| Temp HP granted | Bright shield shimmer |
| Combat begins | Urgent war-horn fanfare |
| Combat ends | Triumphant brass fanfare |
The 🔊 / 🔇 button in the viewer header toggles all sounds on or off.
Connection Status
- Green dot · Live — receiving updates normally
- Grey dot · Connecting… — reconnecting automatically, no action needed
Game Sessions
Each DM account can have multiple independent game sessions — useful if you run more than one campaign or want to separate one-shots from your main game.
What a Session Contains
- Its own 6-character public ID shared with players
- A user-defined name
- An independent combat state (combatants, HP, turn order)
- Its own combat history
Opening the Session Manager
Click the Sessions button (≡ icon) in the dashboard header.
Switching Sessions
Click any session in the list to switch to it. The dashboard reloads with that session's state. Players need to use the new session's ID to connect.
Creating a New Session
Click New Session at the bottom of the modal, type a name (or leave blank for a default like "Session 2"), then click Create.
Renaming a Session
Click the pencil icon next to any session, edit the name inline, and press Enter to save or Escape to cancel.
Deleting a Session
Click the trash icon next to a session. A "Sure?" confirmation appears — click again to confirm. You cannot delete your last remaining session.
Combat Chronicles (History)
The Chronicle page keeps a permanent record of every completed encounter.
How Records Are Created
- End Combat — automatically saves the full encounter to history
- Save button — creates a manual snapshot during active combat without ending it
Reading a Combat Record
Each card shows encounter number (Roman numerals), enemy roster, date/time/duration, and summary stats (rounds, players, casualties, events logged).
The participants grid shows every combatant with a dual-layer HP bar (ghost starting HP + current HP) and a ☠ Slain label if they died.
Experience Points
When the chronicle is generated, the XP total for the encounter is automatically calculated from each slain enemy's Challenge Rating using the standard D&D 5e XP-by-CR table. Expand a record to see the full breakdown — each slain enemy listed with its CR and XP value, a total, and an even split per player if your party is listed.
Event Log
Click Show Chronicle to expand the detailed event log, grouped by round:
| Icon | Event type |
|---|---|
| ⚔ | Damage — who dealt it, to whom, amount, before/after HP |
| ♥ | Heal — who healed whom, amount, before/after HP |
| ✦ | Condition added — who inflicted which condition on whom |
| ✧ | Condition removed — which condition was lifted |
| ☠ | Death — when a combatant was knocked out or slain |
Exporting to PDF
Click the download icon button on any record card header to generate and download a PDF of that encounter. The button shows a spinner while it prepares; the file downloads automatically once ready.
The PDF contains:
- Header — encounter number (Roman numerals), date, time, and duration
- Stats row — rounds, players, casualties, and total XP
- Participants table — starting HP, final HP, damage dealt, healing done, and outcome (Survived / Slain)
- XP breakdown — each slain enemy with its CR and XP value, a total, and a per-player split (shown when any slain enemies had a CR set)
- Full round-by-round event log, paginating automatically for long encounters
Files are named encounter-XVIII-2025-01-15.pdf (Roman-numeral encounter number + ISO date).
Deleting Records
- Delete one — click the trash icon on a record card and confirm within 3 seconds
- Delete all — click Clear All at the top of the page and confirm
Dice Roller
Click the Dice button (cube icon) in the dashboard header to open the Dice Roller modal. It is available at any time — in or out of combat.
Controls
| Control | Description |
|---|---|
| Die type | Seven buttons: d4, d6, d8, d10, d12, d20, d100. The selected die is highlighted amber. |
| Quantity | How many dice to roll (1–99). Use the − / + buttons or type directly. |
| Modifier | A flat bonus or penalty added to the dice sum (−99 to +99). Displayed green when positive, red when negative. |
An expression preview (e.g. 2d6 + 3) updates live above the Roll button so you
can confirm your selection before rolling.
Rolling
Click Roll to execute. The result panel shows:
- Individual die tiles — one tile per die rolled. On a d20, a natural 20 glows amber and a natural 1 glows red.
- Dice sum + modifier — shown when a modifier is set, breaking down the raw sum and the adjustment separately.
- Total — the final result in large amber text.
- Roll Again — re-rolls the same die type, quantity, and modifier immediately.
Roll History
The last 5 rolls are listed below the
result in a compact log showing the expression (e.g. 2d6+3), the individual die values, and the total. The most recent roll is fully opaque; older
entries are dimmed.
Virtual Dice
By default, every roll triggers a full-screen 3D physics animation — dice tumble across the screen with metal sound effects, and the face values that come to rest are the authoritative result. The result panel only appears once the dice have settled.
Virtual dice fire on every roll surface in the app:
- The Dice Roller modal
- Clickable dice expressions in monster stat blocks (damage rolls, attack rolls, saving throws, skill checks)
- Clickable dice in spell descriptions and legendary action text
- Voice command dice rolls (e.g. "Tracker roll d20")
A Disable virtual dice checkbox at the bottom of the Dice Roller modal switches to instant results with no animation. The preference is saved between sessions and applies to every roll surface across the entire app.
Encounter Builder
Click the Encounters button (clipboard icon) in the dashboard header to open the Encounter Builder. Use it to plan and save reusable combat encounters — add enemies, preview XP and difficulty, then load the whole encounter into the initiative tracker with one click.
Party Context
Two small inputs at the top of the modal set the Party size (number of players) and Level (average party level). These affect the difficulty display for every encounter card and the builder preview. They are not persisted — adjust them each session as needed.
Saved Encounters
Each saved encounter card shows:
- Name — the encounter's title
- Difficulty badge — Trivial / Easy / Medium / Hard / Deadly, calculated from adjusted XP vs. the D&D 5e DMG thresholds for the current party size and level
- XP total — adjusted XP (raw XP × the standard enemy-count multiplier)
- Enemy summary — e.g. 2× Goblin, 1× Hobgoblin
Two action buttons appear on each card:
| Button | What it does |
|---|---|
| Load to Initiative | Adds all enemies in the encounter to the active tracker and closes the modal |
| Delete | Permanently removes the encounter from your account |
Building a New Encounter
Click New Encounter to expand the builder form.
- Give the encounter a name (e.g. Goblin Ambush)
- Type in the enemy search box to filter the full library (SRD monsters + your custom monsters); click a result to select it
- Set a quantity in the number input beside the search box
- Click Add — the group appears in the staging list; adding the same monster again merges the quantities
- Remove any staged entry with the ✕ button on its row
- The live preview below the list shows the adjusted XP total and difficulty badge as you build
- Click Save Encounter — it appears immediately in the saved list above
Difficulty Calculation
Difficulty follows the D&D 5e DMG rules:
- Raw XP — each enemy's CR XP value × its quantity, summed
- Adjusted XP — raw XP × a multiplier based on total enemy count (×1 for 1, ×1.5 for 2, ×2 for 3–6, ×2.5 for 7–10, etc.)
- Thresholds — adjusted XP is compared to the party's Easy / Medium / Hard / Deadly values (per-level DMG values × number of players)
| Badge | Meaning |
|---|---|
| Trivial | Below the Easy threshold |
| Easy | At or above Easy |
| Medium | At or above Medium |
| Hard | At or above Hard |
| Deadly | At or above Deadly |
Note: Encounters are stored at the account level and are available in every game session — build your library once, reuse it across campaigns.
Spell Reference
Click the Spells button in the dashboard header to open the Spell Reference modal. It is available at any time — in or out of combat.
Searching and Filtering
The left panel contains a search bar and three filter dropdowns:
- Search bar — filters the list by name in real time
- Level — All Levels, Cantrip, or 1st through 9th
- School — Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation
- Class — Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, or Wizard
Each spell in the list shows its name and a level badge — C for cantrips, 1–9 for leveled spells. Click any spell to open its card in the right panel.
Spell Card
The right panel shows the full spell details:
- Name, level, school, and source badge
- Ritual badge — shown when the spell can be cast as a ritual
- Info grid — Casting Time, Range, Components, Duration
- Full description
- At Higher Levels — shown when applicable
- Available to — the classes that can learn the spell
Clickable Dice
Dice expressions inside spell descriptions (e.g. 8d6) appear
in amber with a dotted underline. Click one
to roll it — the same result popup used in stat blocks appears, showing individual die values
and the total.
Opening a Spell from a Stat Block
When viewing a monster's stat block, any spell name in a spell list (e.g. in a Spellcasting or Innate Spellcasting trait) is a clickable button. Click it to close the stat block and open the Spell Reference directly to that spell.
Player Messaging
Players on the viewer screen can send a private message directly to the DM — useful for asking questions, flagging something, or just communicating without leaving the display. Messages are visible only to the DM and are not persisted between server restarts.
Sending a Message (Player)
- Click the ✉ Message DM button in the viewer header
- Choose which party member you are sending as from the dropdown — the list shows all players currently in the session
- Type your message in the text field
- Click Send — the modal closes and your message is delivered instantly
Receiving Messages (DM)
The Messages button in the dashboard header shows an amber badge with the unread count whenever new messages arrive. On mobile, the same badge appears on the hamburger menu button so you always know there is something waiting even with the menu collapsed.
Reading the Inbox
Click Messages to open the inbox modal. Messages are listed newest-first, each showing the sender's name, the time received, and the full message text. Opening the inbox marks all current messages as read and resets the unread badge.
Clearing Messages
Click Clear all in the inbox header to delete all messages for the current session. This action cannot be undone.
Contact & Support
Have a question, found a bug, or want to suggest a feature? Email us at dm@inittracker.com — or click the ✉ Contact link found on the login page, the join page, and in both the DM and viewer headers.
Voice Commands (Beta)
Click the 🎤 Voice button in the dashboard header to control the tracker hands-free. The button only appears when your browser supports speech recognition.
Activating
Click Voice to start listening — the button turns amber with a pulsing dot. Your browser will ask for microphone permission the first time. Click the button again to stop.
Commands
Every command begins with "Tracker" so the app ignores normal table conversation. A confirmation toast appears at the bottom of the screen when a command is recognized.
| Say | Action |
|---|---|
| "Tracker Next" | Advance to the next combatant's turn |
| "Tracker Previous" | Go back to the previous combatant's turn |
| "Tracker Start Combat" | Start combat (same as clicking Start Combat) |
| "Tracker End Combat" | End combat and save it to Chronicles |
| "Tracker roll d20" | Roll a single d20 — 3D dice animate on screen |
| "Tracker roll two d6 plus three" | Roll 2d6+3 — number words and modifiers supported |
| "Tracker roll a d100" | Roll a d100 (percentile) |
Dice rolls via voice trigger the same 3D virtual dice animation as clicking dice anywhere in the app. The result appears in a toast once the dice have settled. Number words (one through twenty, hundred) and modifiers (plus / minus followed by a number) are recognized.
Tips
- Commands only fire when valid — Next and Previous do nothing if combat hasn't started
- If "Tracker End Combat" isn't recognized, try saying it slightly more slowly — speech engines sometimes hear "end" as "and"
- The mic listens continuously and auto-restarts after silence; no need to re-click between commands
- Virtual dice can be disabled via the Disable virtual dice checkbox in the Dice Roller modal — voice rolls will then return instant results
Audio Mixer
Click the 🎚 Mixer button in the dashboard header to open a full-screen ambient audio board. Layer music, atmosphere, and sound effects across as many channels as you need — audio keeps playing in the background when the mixer is closed.
Channel Controls
| Control | What it does |
|---|---|
| Label | Click to rename the channel — saved automatically |
| Coloured dot | Status: grey = stopped, green = playing, amber = solo active |
| File area | Click to pick an audio file from your device (see File Persistence below) |
| Volume fader | Drag up/down to set channel volume (0–100%) |
| ▶ / ■ button | Start or stop playback on this channel |
| S (Solo) | Solo this channel — mutes all others while active |
| M (Mute) | Mute this channel without stopping playback |
| ✕ | Remove the channel and delete its saved file reference |
Master Channel
The leftmost strip is the master channel. Its fader scales every channel simultaneously. The Stop All button stops playback on every channel at once.
Adding Channels
Click + Add a Channel at the right end of the mixer to append a new blank channel. The mixer starts with 5 channels; there is no maximum.
What Is Remembered
| Setting | Remembered? |
|---|---|
| Channel count & order | Always — saved in browser storage |
| Channel labels | Always — saved in browser storage |
| Volume faders (per channel & master) | Always — saved in browser storage |
| Selected audio files | Chrome / Edge only (see below) — not remembered on Firefox |
File Persistence (Chrome & Edge)
On Chrome and Edge, the mixer uses the browser's File System Access API to remember your chosen files — it stores a lightweight reference to the file on disk rather than copying audio data into browser storage, so there are no storage quota issues.
Same browser session
Files reload silently — permission is already held and nothing extra is required.
After a browser restart
The browser clears file permissions on exit. Channels that need re-authorization show a 🔒 [filename] button in amber. Click it once — the browser shows a one-time permission prompt — and the file reloads automatically.
Tips
- The mixer keeps playing after you close it — run combat while music plays in the background
- Use Solo to quickly audition a single channel without changing other faders
- Use Mute for a clean cut; setting the fader to 0 still leaves the channel technically active
- On Firefox, audio files must be re-selected after every page reload; consider keeping the mixer tab open for long sessions
- Stop All stops playback but does not reset faders or unload files
Quick Reference
The Quick Reference panel is a full-screen reference opened from the ☰ hamburger menu in the DM header. It is organised into 17 tabs covering both rules lookups and procedural generation tools.
Rules Tabs
Twelve tabs provide concise, table-formatted lookups for the most commonly referenced 5e rules mid-session:
| Tab | Contents |
|---|---|
| Actions in Combat | Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object |
| Bonus Actions | Common bonus actions by class and spell, two-weapon fighting, and healing potions |
| Movement & Position | Speed rules, difficult terrain, jumping, climbing, swimming, and prone |
| Conditions | All 15 standard 5e conditions with full mechanical effects and colour-coded badges |
| Concentration | Damage thresholds, what breaks concentration, and how to check |
| Death Saving Throws | Stabilisation, success/failure thresholds, and instant death rules |
| Exhaustion | All 6 exhaustion levels and their effects |
| Cover | Half cover (+2 AC/Dex saves), three-quarters cover (+5), and total cover |
| Resting | Short rest and long rest rules including what each restores |
| Skills & Ability Checks | All 18 skills with their associated ability scores and common DC benchmarks |
| Spellcasting | Spell slot usage, concentration, components, and ritual casting |
| Magic & Casting | Spell attack rolls, saving throws, counterspell, and multi-class slot tables |
Name Generator
Generate fantasy names for NPCs, locations, and taverns on the fly.
| Control | Description |
|---|---|
| Type dropdown | Human (Male/Female), Elf, Dwarf, Halfling, Gnome, Orc, Tiefling, Dragonborn, Tavern Name, Town / Village |
| First Names | Generates 10 first names for the selected type |
| Surnames | Generates 10 surnames (disabled for Tavern / Town types) |
| Selecting a name | Click any name to select it (amber highlight). Click again to deselect. First name and surname can each be selected independently. |
| Save to Notes | Appears once a first name is selected. Appends "Party met Firstname Lastname, a Dwarf" to the latest session note, or creates a new note if none exists. |
Weather & Travel
Generate a week of weather and calculate adjusted travel speeds for any biome and season combination.
| Feature | Description |
|---|---|
| Season | Spring, Summer, Autumn, or Winter — affects temperature ranges and weather probability |
| Biome | Forest, Plains, Mountains, Desert, Arctic, Coastal, Swamp, or Jungle |
| Generate Week | Produces a 7-day table with conditions across five daily time slots: Dawn, Morning, Midday, Afternoon, Night |
| Travel Pace table | Fast / Normal / Slow rates (ft/min, mph, miles/day) dynamically adjusted by the biome × season multiplier; a modifier badge shows the combined value |
| Navigation DC table | Suggested Survival check DCs for navigation by terrain type |
Shop Generator
Instantly stock a shop with a random inventory scaled to the town's wealth.
| Control | Description |
|---|---|
| Shop type | 11 options: General Store, Weapon Shop, Armor Shop, Alchemist, Magic Shop, Jeweler, Tavern, Bookshop, Herbalist, Fletcher, Stable |
| Town affluence | 6 tiers from Impoverished (×0.6 prices, 4–6 items) to Opulent (×2.2 prices, 14–18 items) |
| Stock Shop | Generates a random shop name and a full item list with three price columns |
| Price columns | 😊 Friendly (−15%), 😐 Neutral (base), 😠 Hostile (+25%) |
| Magic items | Higher affluence tiers include magic items of appropriate rarity (Common → Legendary) with colour-coded rarity badges |
| Item detail | Click any item row to open a detail overlay with the item description, rarity badge, and all three prices |
| Save to Notes | Appends "The party went to [Shop Name], a common general store" to the latest session note, or creates one if none exists |
Random Encounter Generator
Generate a complete, balanced random encounter — flavor text, monsters, XP breakdown, tactics, and terrain — tuned to your party's level and chosen difficulty.
| Control | Description |
|---|---|
| Biome / Terrain | 12 options: Forest, Plains, Mountains, Desert, Arctic, Coastal, Swamp, Jungle, Underdark, Urban, Dungeon, Ruins |
| Party Size | 1–8 players — affects the XP multiplier and monster count |
| Party Level | 1–20 — sets the XP budget tier from the DMG thresholds |
| Difficulty | Easy, Medium, Hard, or Deadly — directly controls the XP budget and scales monster strength |
Generated Output
- Title & difficulty badge — encounter name with a colour-coded actual difficulty label (may differ from the requested difficulty)
- Scene flavor text — atmospheric description of the encounter setting
- Encounter description — archetype-flavored narration (Solo, Pack, Mixed, Ambush, or Swarm)
- Monster list — each monster with count and individual XP value
- XP breakdown — Raw XP → Multiplier → Adjusted XP → XP per player
- Tactics — how the monsters behave in this specific encounter
- Terrain feature — an environmental detail to use during the fight
| Button | Action |
|---|---|
| Roll Again | Re-generates a new encounter with the same settings |
| Add to Initiative | Clears current enemies, loads the generated monsters with auto-rolled initiative, and closes the Quick Reference panel |
Random Dungeon Generator
Click the 🗺 Dungeon button in the DM header to open the Random Dungeon Generator. Configure your options and click Generate Dungeon to produce a complete tile-based dungeon map with level-appropriate encounters, trapped doors, loot, and optional multi-floor stairs.
Configuration
| Setting | Description |
|---|---|
| Party Size | Number of players — affects encounter XP budgets |
| Party Level | Average party level — scales encounters, loot, and trap DCs |
| Dungeon Size | Small, Medium, or Large — controls the overall grid size and room count |
| Difficulty | Easy, Medium, Hard, or Deadly — sets the encounter difficulty tier |
| Include Boss | Toggle on to guarantee a boss room with a harder encounter at the end |
| Floors | 1–5 floors; each floor is generated independently and connected by stairs |
Reading the Map
The map is a tile-based top-down grid. Use the − / + zoom controls in the top-right corner to scale the view. On smaller screens the map scrolls both horizontally and vertically. A north-pointing compass appears in the top-left corner.
| Visual | Meaning |
|---|---|
| Dark void | Impassable wall / empty space |
| Stone floor with grid lines | Walkable room tile |
| Corridor with grid lines | Hallway connecting rooms |
| Door tile | Entry between a corridor and a room |
| Red-framed door with ! | Trapped door — click for trap details |
| 💰 icon | Room contains loot — click for treasure |
| ▲ / ▼ icon (white circle) | Staircase — click to navigate between floors |
Room labels appear inside each room: the entrance is marked Entrance, the boss room is marked Boss, and all other rooms receive a themed name (e.g. Crypt of Shadows, Guard Post).
Room Encounters
Click any room on the map to open the Encounter Panel. The panel shows the room name and type, the enemy list with CR and individual XP values, a total XP breakdown, and a difficulty badge (Trivial / Easy / Medium / Hard / Deadly). Click the same room again to deselect it.
Trapped Doors
Approximately 25% of doors are randomly trapped. They are drawn with a red frame and a white ! in the center. Click a trapped door to open the Trap modal:
| Field | Description |
|---|---|
| Name | The trap type — e.g. Poison Needle Trap, Collapsing Ceiling |
| Trigger | How it activates — e.g. pressure plate, tripwire, arcane glyph |
| DC | The Perception or Disarm DC to detect or disable the trap |
| Effect | Damage or condition inflicted on a failed save |
Loot
25% of non-entrance rooms contain a 💰 moneybag icon in the room's bottom-right inner corner. Click it to open the Loot modal showing a level-appropriate coin total and 0–2 items from the appropriate tier:
| Party Level | Loot Tier | Example Items |
|---|---|---|
| 1–4 | Common | Healing Potion, Thieves' Tools, Torch Bundle |
| 5–10 | Uncommon | Bag of Holding, Cloak of Protection, Sending Stones |
| 11–16 | Rare | Ring of Evasion, Staff of Fire, Carpet of Flying |
| 17–20 | Very Rare | Cloak of Invisibility, Manual of Bodily Health |
Multiple Floors
When Floors is set to 2 or more, each floor is generated independently and linked by staircases. Stair icons are placed in the corner of their room:
| Icon | Meaning |
|---|---|
| ▼ | Stairs going deeper — down to the next floor below |
| ▲ | Stairs going back up — to the floor above |
Click any stair icon to open the Stairs modal, which shows the direction and destination floor. Click Go to Floor X to jump there. A Floor dropdown also appears in the top-right corner next to the zoom controls — select any floor directly from the list.
Floor 1 is the ground floor (entry level). Higher numbers go deeper underground — Floor 2 is one level below Floor 1, Floor 3 is one level below Floor 2, and so on.