gizmobench

Initiative Tracker

Build your own encounter roster and keep the current turn visible. Set initiative and tie order, update HP and condition notes, then advance through rounds with undo and redo. Changes save on your device, and an exported JSON project keeps the encounter and its history together.

Turn order0 combatants
Your encounter starts here.
Add a name and initiative. HP and conditions are optional.

Higher initiative acts first. Equal initiatives keep their order until you use the tie arrows. Changing the roster preserves the active combatant when possible.

Current turnReady when you are
Set the scene

Ready to begin

Add the roster, resolve ties, then start round 1.

Add combatant

Changes save on this device. Export a portable backup when you need one. The complete project stays on this device unless you export it yourself.

Encounter history · 0 changes

Your changes will appear here. Undo and redo include turn movement, removals, edits and tie order.

Accuracy. An organizer for your entered tabletop values. Conditions are notes and do not expire or apply rules automatically; HP never removes a combatant. No licensed creature database or automatic rules adjudication is included. Removing the active combatant selects the next one; removing the last active combatant wraps to the next round. Manually setting a turn does not change the round.

Common questions

How does the initiative tracker resolve ties?
Combatants sort from highest to lowest initiative. Equal values keep their existing order; new combatants join the end of their tie. Use Tie up and Tie down to set the order explicitly. Editing HP or conditions does not reorder tied combatants.
When does the round counter advance?
Start encounter begins round 1 at the first combatant. Next turn advances through the roster and increases the round once when it wraps from the last combatant to the first. A one-combatant encounter advances one round per Next turn. Manually setting the current turn keeps the round unchanged.
What happens if I remove the active combatant?
The next remaining combatant takes the turn. If the removed combatant was last in the order, the tracker wraps to the first and increases the round once. Removing the final remaining combatant returns the encounter to an empty, unstarted state. Undo restores the removed combatant, all its values and the previous turn and round.
Are HP changes and conditions applied automatically?
No. Enter the HP values and condition notes your table uses. Negative current HP and HP above the entered maximum remain as entered. The tracker does not remove defeated combatants, expire conditions, roll initiative or apply game rules.
Can I save, import and undo an encounter?
Changes save in local device storage when available. Export encounter JSON saves the action history and undo stack; importing validates the project and asks you to replace the encounter on screen. Undo and redo cover turn changes, edits, removals, tie moves and names. A new change after undo clears the redo branch.
How large can an encounter be?
The tracker supports up to 200 combatants and 1,000 recorded changes, including the undo history. If the history fills, existing data remains available and Undo still works. Export the encounter before using the page's Start over control to begin a new one. Names support 80 characters and condition notes support 500 characters.

An organizer for your entered tabletop values. Conditions are notes and do not expire or apply rules automatically; HP never removes a combatant. No licensed creature database or automatic rules adjudication is included.