Initiative & Combat Tracker
Turn order, hit points and condition durations that survive combatants joining and dying mid-fight. Nothing is stored anywhere but this browser.
Dexterity only breaks ties on equal initiative. Everything is kept in this browser, so a refresh mid-fight does not lose the encounter.
Log
How the turn order is kept honest
- Whose turn it is is tracked by identity, not by position in the list. Trackers that store an index break the moment something dies above the current turn — the pointer slides quietly onto the wrong creature and nobody notices until someone acts twice.
- Removing the creature whose turn it is hands the turn to whoever was genuinely next, worked out before the removal rather than after it. Doing it the other way round skips a combatant, which is the single most common bug in a homemade tracker.
- Conditions count down at the start of their owner’s turn, so a three-round effect runs for their next three turns exactly, however many creatures join or leave the fight in between.
- Stepping back a turn does not un-tick conditions. A round already counted stays counted, because guessing which of several conditions was decremented would be worse than leaving them alone. Use it to fix a misclick, not to rewind the fight.
- Temporary hit points absorb damage first and are never healed back, and hit points stop at zero rather than going negative — so a creature cannot be more dead than dead, and healing brings them back from exactly nothing.
- No game system is assumed beyond the concentration reminder, which is the only rule-specific number here. Everything else is just a list, a turn pointer and some counters.
How to use
- Add each combatant with their initiative and hit points.
- Use Next turn to move round the table.
- Apply damage, healing and conditions as they happen.
Frequently asked questions
What happens if something dies on its own turn?
The turn passes to whoever was genuinely next, worked out before the removal rather than after it. Doing it the other way round skips a combatant, which is the most common bug in a homemade tracker — and it is silent, because nobody notices the skipped creature until much later.
Can I add a combatant in the middle of a round?
Yes, and it will not disturb whose turn it is. Reinforcements slot into the order by their initiative and act at the right point from then on. Whose turn it is is tracked by identity rather than by position, which is what makes that safe.
How do condition durations work?
A condition counts down at the start of its owner’s turn, so a three-round effect runs for their next three turns exactly — however many creatures join or leave in between. Leaving the duration blank makes it last until someone removes it.
Does stepping back undo a condition tick?
No. A round already counted stays counted, because guessing which of several conditions was decremented would cause more confusion than it solves. Use the back button to fix a misclick on whose turn it is, not to rewind the fight.
How are temporary hit points handled?
They absorb damage first and are never healed back, and any overflow carries through to real hit points exactly. Granting more does not stack — the larger pool replaces the smaller one, and a smaller grant leaves a bigger pool alone.
What happens at zero hit points?
Hit points stop at zero rather than going negative, so a creature cannot be more dead than dead and healing brings it back from exactly nothing. Hitting something already down does not report it as newly downed a second time.
Which game system is this for?
Any of them. There is no lookup table and no rules content beyond the concentration reminder, which is the only system-specific number here and only ever appears in the log. Everything else is a list, a turn pointer and some counters.
🔒 This tool runs entirely in your browser. Nothing you enter is uploaded, logged, or stored.