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At the table

Encounters

Plan your fights before the session, then run them at the table: initiative, hit points, conditions, concentration and death saves, all in one place. Encounters use the 2024 rules and the monsters of the SRD 5.2.

A running encounter with goblins, a bugbear and the party.

Plan a fight

  1. Click + New encounter
    In the Encounters tab.
  2. Add creatures

    Type in the Creature box to search the 341 SRD monsters and your own NPCs and factions. Set a Count for groups: 3 makes Goblin Warrior 1, 2 and 3. Then click Add.

    A monster fills in its AC, HP, initiative bonus and CR, and links its stat block. Type dice in the HP box (like 8d10+24) to roll each one's hit points instead of using the average. Anything else becomes a custom creature: give it a CR to count its XP.

  3. Add the party
    + Add the party brings in every character from the Players tab.
  4. Check the difficulty
    The bar shows how hard the fight is for your party, from Low to Moderate, High, and Beyond High, using the 2024 XP budget.
  5. Prepare the rest (optional)
    Open Prep for the location, read-aloud text, tactics, loot and notes. In a lair? + Lair actions adds the lair's turn on initiative 20.

Run it

  1. Roll initiative
    Type each player's roll, then Roll for creatures rolls the rest. The list sorts itself.
  2. Start
    Start, then Next turn and Back step through the order and count rounds. Creatures at 0 HP are skipped.
  3. Track damage
    Type an amount next to a creature, then Damage (or Enter), Heal or Temp for temporary hit points, which are used up first.
  4. End the fight
    End fight moves it to Done. Reset restores everything so you can run it again.

Everything else it tracks

  • Stat blocks: click a monster's name to open its full stat block beside the tracker.
  • Conditions: pick one from + Condition, with a duration if it has one (1, 2 or 3 turns, or 1 minute). Timed conditions count down on the creature's turn, and you're told when one ends.
  • Concentration: click ◎ and name the spell. When the creature takes damage, the app shows the save's DC with Kept and Lost.
  • Death saves: a character at 0 HP gets Success, Failure, 20 and 1 buttons. Damage while down adds a failure, and healing clears them.
  • Legendary actions and reactions: shown as pips to spend, and they come back at the start of the creature's turn.
  • Notes: a note field on every row, for “hiding behind the crates” or “marked by Ilyra”.

Everything saves as you go, so closing the app mid-fight loses nothing.