This application is the result of not having the exact tool I want to use, and after a few sessions of [vibe-coding](https://www.youtube.com/watch?v=Tw18-4U7mts) with [Google Gemini](https://developers.google.com/gemini-code-assist/docs/overview), here it is!.
A web-based application designed to help Dungeon Masters (DMs) manage and display combat initiative for tabletop role-playing games (TTRPGs). It features a DM admin interface for controlling encounters and a separate player display view suitable for an external monitor.
Have you tried it? Got feedback or questions? Discuss here: [https://discourse.draft13.com/c/ttrpg-initiative-tracker/16](https://discourse.draft13.com/c/ttrpg-initiative-tracker/16)
* Add characters from the campaign roster (with auto-rolled initiative based on their modifier and HP pre-filled from campaign defaults) or add custom monsters.
* Monsters have an editable default initiative modifier (pre-filled at +2) and can be marked as NPCs.
* "Add All Campaign Characters" button for quickly populating encounters with initiative rolls.
* DM controls to start, pause/resume, advance turns, and end encounters.
* Visual feedback for rolled initiative when adding individual participants.
* Participants can be added mid-combat while the encounter is paused; the turn order recalculates on resume.
* **HP Tracking:**
* Apply damage or healing to any participant during combat directly from the DM view.
* When a participant reaches 0 HP they are automatically marked inactive and shown with a skull (☠️) icon.
* Healing a dead participant above 0 HP revives them and reactivates them in the turn order.
* **Death Save Tracking:**
* When a player character reaches 0 HP, three death save checkboxes appear in the DM view.
* Marking the third death save triggers a dissolve animation on the player display, then removes the participant from the encounter.
* **Conditions:**
* Apply any of the 15 standard D&D conditions to a participant: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious.
* Active conditions are shown as emoji badges on both the DM view and the player display.
* Conditions can be toggled directly from the badge or from an expandable condition picker per participant.
* **Initiative Tie-Breaking:** DMs can drag-and-drop participants with tied initiative scores (before an encounter starts or while paused) to set a manual order.
* **Responsive Design:** Styled with Tailwind CSS.
The TTRPG Initiative Tracker is designed for Dungeon Masters to manage combat encounters and display the initiative order to players. Here's a typical workflow:
* **Create a Campaign:** Start by creating a new campaign. You can optionally provide a URL for a custom background image that will be shown on the Player Display for this campaign. Campaign cards will show a preview of this background.
* **Add Characters:** Within a campaign, add your player characters. For each, set their name, default maximum HP, and a default initiative modifier. This section is collapsible to save screen space.
* Add characters from your campaign roster. Their Max HP will pre-fill from their campaign default, and their initiative will be automatically rolled (d20 + their default modifier).
* Add monsters. Provide a name, Max HP, and an initiative modifier (defaults to +2 but is editable). Mark if the monster is an "NPC" for different styling. Their initiative will be automatically rolled (d20 + specified modifier).
* Use the "Add All From Campaign (Roll Init)" button to quickly add all campaign characters not yet in the encounter, with their initiative rolled and HP set from defaults.
* If there are ties in initiative, you can drag and drop participants (before starting the encounter or while it's paused) to set a specific tie-breaker order.
* Click the "Open Player Window" button in the header to launch a separate, clean window for your players (ideal for an external monitor). This window's content is controlled by the DM.
* Use the "eyeball" icon next to an encounter to toggle it as "LIVE ON PLAYER DISPLAY". This controls what is shown on the Player Display window. Only one encounter can be live at a time.
* Apply damage or healing to participants directly in the Admin View. Participants at 0 HP are automatically deactivated and marked with a skull icon. Healing them above 0 HP revives them.
* For player characters at 0 HP, track death saving throws using the three checkboxes that appear. Marking the third failure triggers a death animation on the player display and removes the participant.
* Apply or remove D&D conditions (Blinded, Charmed, Poisoned, etc.) using the ✨ button next to each participant. Active conditions appear as emoji badges on both the DM view and the player display.
* This window (opened by the DM via the "Open Player Window" button, or accessed directly at `/display` or `/?playerView=true`) shows a simplified, header-less view of the active encounter.
* It displays the initiative order, current turn, round number, and participant HP bars. Monster/NPC HP totals are hidden; only the color-coded bar is shown. Player character HP is shown numerically.
* HP bars are color-coded: green (above 50%), yellow (25–50%), red (below 25%), dark red (dead/0 HP).
* Active conditions are shown as emoji badges on each participant's card.
* The current participant's card automatically scrolls into view when the turn advances.
* NPCs are styled with a muted gray background, distinct from hostile monsters (reddish-brown) and player characters (dark blue/indigo).
* Dead and inactive participants are greyed out with a grayscale filter.
* When a player character's third death save is marked, a dissolve animation plays on the display before the participant is removed.
* If a custom background URL was set for the campaign, it will be displayed with a semi-transparent overlay behind the participant cards.
* If no encounter is active on the Player Display, it shows "Game Session Paused". If the current encounter is paused by the DM, it shows "(Combat Paused)".
* In the root of the project, create a file named `.env.local`.
* Add your Firebase project configuration details to this file. You can find these in your Firebase project settings (Project settings > General > Your apps > Firebase SDK snippet > Config).
* **Important:** This `.env.local` file contains sensitive API keys and should **NOT** be committed to Git. Make sure it's listed in your `.gitignore` file.
Navigate to the project root in your terminal and run:
```bash
npm install
```
This will install all the necessary packages defined in `package.json` and create a `package-lock.json` file.
4. **Set up Firestore Security Rules:**
* Go to your Firebase project console -> Firestore Database -> Rules.
* Use the following rules for development (allows authenticated users to read/write all data). **For production, you MUST implement more restrictive rules.**
This project includes a `Dockerfile` to containerize the application for deployment. It uses a multi-stage build:
* **Stage 1 (build):** Installs dependencies, copies your `.env.local` (for local testing builds), and builds the static React application using `npm run build`.
* **Stage 2 (nginx):** Uses an Nginx server to serve the static files produced in the build stage.
* Ensure Docker Desktop (or Docker Engine on Linux) is installed and running. Download from [docker.com](https://www.docker.com/products/docker-desktop).
2. **Building the Docker Image (for Local Testing with `.env.local`):**
* Make sure your `.env.local` file is present in the project root and correctly configured with your Firebase details. The `Dockerfile` is set up to copy this file as `.env` during the build for local testing.
* **Security Warning:** The image built this way will contain your Firebase API keys from `.env.local`. **Do NOT push this specific image to a public Docker registry.** For production, environment variables should be injected by your hosting platform or CI/CD pipeline at build or runtime.
* When deploying to a production environment (e.g., a cloud provider, your own server), you should **not** copy your `.env.local` file into the Docker image.
* Instead, configure the `REACT_APP_FIREBASE_...` environment variables directly in your hosting platform's settings or pass them to the Docker container at runtime (if your application is set up to read them at runtime, though Create React App bakes them in at build time).
* If your CI/CD pipeline builds the Docker image, ensure these environment variables are securely provided to the build environment.
* **Implement strict Firebase Security Rules** appropriate for a production application to protect your data.
If you want to contribute, send me a message here: [https://discourse.draft13.com/c/ttrpg-initiative-tracker/16](https://discourse.draft13.com/c/ttrpg-initiative-tracker/16), and I can add to this Gitea instance and you can feel free to fork the repository and submit pull requests. For major changes, please pose a topic to the Discourse instance above linked above first to discuss what you would like to change.