Combat Runner
The combat runner keeps an encounter’s initiative order, with each combatant’s armor class, hit points, saving throws, resistances, passive Perception, speed and conditions on one line. Details shows the rest: ability scores, spell slots and pools for characters, and the full stat line for creatures.
- Characters. Signed in, a GM can add the characters in their campaigns. Damage, healing and conditions save straight to the player’s sheet, and the player is shown what happened during combat, with the option to undo it. Without signing in, an encounter can include the characters saved in this browser.
- Creatures. Add creatures from the Creatures compendium with their armor class, hit points, resistances and condition immunities. Several of the same creature are numbered (Goblin 1, Goblin 2). Their hit points and conditions are kept with the encounter. A creature’s saving throws are its ability modifiers; the starred ones are proficient, so add its proficiency bonus.
- Companions. Once a character is in the fight, Add companion brings in the companions and wildshape forms on their sheet. A companion acts right after its owner; turn off With owner on its line to roll its own initiative instead. Its hit points and conditions save to its card on the owner’s sheet, and the player sees and can undo them like their own.
- Hit points and conditions. Type an amount on a combatant’s line and choose Damage, Heal or Temp HP (which sets their temporary hit points to that amount). Damage comes off temporary hit points first. Add or remove conditions from the same line; hover over a condition, or tap it, to see its rules. To hit several at once, select them and use the bar that appears: the same amount or condition goes to everyone selected. The runner applies the numbers as you enter them: work out resistances, saves and immunities yourself.
- Death saves. A character at 0 hit points shows their death saves, which you can tick off. Three successes, or the Stabilize button, mark them as stable; damage at 0 hit points ends that. Healing them clears the saves.
- Lingering injuries. If you heal a character from 0 hit points before they’re stable, the log notes it and their row asks you to roll a lingering injury: choose the damage type that dropped them, roll the d20 or enter your own roll, and add the injury to their conditions, or dismiss the prompt. Undoing the heal removes the prompt. The player sees the note in their sheet’s combat log.
- Turns. Roll initiative for the creatures, type in the characters’ rolls, and start. Ties go to the higher Dexterity. Delay lets the next combatant go first this round when the current one delays their turn; Previous straight after takes it back, and the next round returns to the initiative order.
- Log and undo. Every change is listed with the round it happened in. Undo last reverses the latest action, then the one before.
Shortcuts: n passes the turn, d damages the selected combatants, h heals them, and Esc clears the selection.
A lasting mark, such as a broken bone or a lost eye, gained when a character at 0 hit points is healed before being stabilized. The GM rolls on the d20 table for the damage type that dropped them; it lasts until cured.