D&D 5e Initiative Tracker
Add your party and the night's monsters, click Roll All, get a sorted turn order. Names and modifiers stay in your browser between sessions.
How initiative works in D&D 5e
At the start of combat each combatant rolls 1d20 and adds their Dexterity modifier. Combat proceeds in descending order of the result. The DM rolls for monsters; in most groups, identical creatures share one roll to keep things moving.
Features that modify initiative
- Alert feat: +5 to initiative, can't be surprised.
- Jack of All Trades (Bard 2): half proficiency rounded down to initiative.
- Remarkable Athlete (Fighter Champion 7): half proficiency rounded up.
- Gift of Alacrity (Chronurgy Wizard spell): +1d8 to initiative for 8 hours.
- Battle Magic bards can use Bardic Inspiration on initiative rolls in some tables.
Tie-breaking
The PHB suggests resolving ties however the table prefers. The two common approaches: players before NPCs (or vice versa), or rolling 1d20 between any tied combatants. Some tables use Dexterity score as a static tiebreaker — higher DEX wins ties.
House rules to consider
- Side initiative. One roll per side; entire team acts in any order. Faster, more strategic feel.
- Popcorn initiative. Whoever finishes their turn nominates who goes next. Encourages tactical planning.
- Rolled-once order. Roll initiative once per dungeon, not per combat. Massively speeds things up at long-session tables.
Looking for arbitrary dice formulas?
The main app rolls anything — attack chains, damage dice, advantage, keep-highest, modifiers — with history and saved formulas. This page is a focused turn-order tool.
Open the full dice roller →