When the dice come out, you want to know what you can do, and fast. The Combat page keeps everything for your turn in one place.
Open Combat
Open your character, and press Combat. When your Game Master shares a fight, it shows at the top, with its round and whose turn it is. A line tells you when your turn is coming, and when it's yours.
Goblins at the Ford
Active · Round 2
Your turn is in 2 turns.
this turn
What can I do on my turn?
ActionBonus actionReactionMovement30 ft
Tick what you have used. They clear by themselves when your turn comes round again.
your companions
Wolf
AC 12 · HP 11 of 11 · Rolls its own initiative
Bring into the fight
HP now11Temp HP0Save
Add, dismiss and see their stat blocks on your sheet.
▶Bram Hollis
player · AC 18
22/30 HP
Goblin Boss
AC 17
Wren Ashdown
you · AC 15 · initiative 17
28/28 HP
Goblin 1
AC 15
Goblin 2
AC 15
A shared fight, with your turn two away
Roll your initiative
If your Game Master lets players roll their own initiative, a box asks for it. Roll a d20, add the bonus it shows you, type the total, and press Submit.
your initiative
Roll a d20, add your bonus (+3) and type the total.
Total
−13+
Submit
Your DM can change it on their side, if needed.
Typing in your initiative
Your turn
On your turn, tick what you've used: action, bonus action, reaction and movement. They clear by themselves when your turn comes round again.
this turn
What can I do on my turn?
✓ActionBonus actionReaction✓Movement30 ft
Tick what you have used. They clear by themselves when your turn comes round again.
Your action and movement, ticked off
Not sure what you can do? Press What can I do on my turn?, and it lays out every option, from Dash to Dodge.
What you can do on your turn
✕
On your turn you can move and take one action, in either order, and split your move around the action.
Movement: up to your speed. Standing up from Prone costs half of it.
One action: Attack, Dash (move your speed again), Disengage (no opportunity attacks against you this turn), Dodge (attacks against you have Disadvantage and you have Advantage on Dexterity saves until your next turn), Help, Hide, Influence, Magic (cast a spell or use a magic item), Ready (choose a trigger and a reaction for it), Search, Study or Utilize (use an object).
A Bonus Action only if a feature, spell or item gives you one, such as a Rogue’s Cunning Action.
One Reaction until your next turn starts, such as an opportunity attack when a creature leaves your reach, or a spell like Shield.
One free interaction with an object as you move or act, such as drawing a weapon or opening a door.
Every option for your turn
Your core stats are right here, with your hit points, conditions and death saves, so you don't need to switch pages.
Attacks and spells
Attacks and spells shows each attack's to hit and damage, worked out for you. Press any name to read what it does. For a spell that needs concentration, choose the slot and press Cast and concentrate.
Strength +0 + proficiency +2 to hit; damage 1 + Strength. Grapple or Shove instead of damage: save DC 10; Escape DC 10 (8 + Strength +0 + proficiency +2).
Attacks, with to hit and damage worked out
Cure Woundslibrary
level 1
Ensnaring Strikelibrary
level 1, concentration
Level 1 slot (3 left)▾Cast and concentrate
Hunter’s Marklibrary
level 1, concentration
Level 1 slot (3 left)▾Cast and concentrate
Spells, with Cast and concentrate
Slots and uses
Slots and uses keeps count of your spell slots, limited uses and hit dice. Press Use when you spend one, and Undo if you tapped it by mistake.
Slots and uses
Spell slots
Level 1
1 of 3 left · back on a Long Rest
Use
Undo
Limited uses
Hunter’s Mark without a slot · Favored Enemy (Ranger)
2 of 2 left · back on a Long Rest
Use
Undo
Hit dice
d10
3 of 3 left · back on a Long Rest
Spend one
Undo
The DM’s Short Rest and Long Rest bring these back.
Spell slots, limited uses and hit dice
Usable items
Under Usable items, press Use one to drink a potion or use up anything else that runs out. It warns you before you use your last one.
Usable items (2)
Used one.
You used Potion of Healing
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity: healing (common, 2d4+2), greater healing (uncommon, 4d4+4), superior healing (rare, 8d4+8), supreme healing (very rare, 10d4+20). Whatever its potency, the potion’s red liquid glimmers when agitated.
Roll the healing for your potion and add it to HP now in Core stats.
Potion of Healingx1Use one
Alchemist’s Firex1Use one
Usable items, just after using a potion
Companions and summons
Got a companion or a summon? Press Bring into the fight, and it joins the turn order, with its own initiative if it takes its own turn.
Wolf
AC 12 · HP 11 of 11 · Rolls its own initiative
In the fight
Its initiative
−14+
SubmitHP now11Temp HP0Save
A companion joining the fight, with its own initiative
Less flicking through rules, and more heroic moments.