Behind the screen
Virtual DM screen
Set up your rolls before the session, then run the whole fight without typing.
Dice bags
A bag is a set of rolls that belong together. Build one per encounter, per monster or per character: a Goblin Encounter bag with the attack, damage and initiative already in it means the whole fight runs without you touching notation once.
One action can hold several rolls. A longsword keeps its attack and its damage side by side, because reaching for them separately is what slows a turn down.
Add the monster, not the maths
Pick a creature from the SRD, choose how many, and it lands in two places at once: its attacks become a bag you tap, and the creatures drop into the combat tracker with their hit points rolled fresh for each one, so a group of goblins is not four identical sevens. Then roll one initiative for the table and run the fight. Two dozen of the low-to-mid creatures a table meets most are here, from kobolds and goblins to the ogre and the owlbear, so a session sets up in seconds instead of a page of typed notation.
The combat tracker
Add everyone in the fight, roll one initiative for the table, and the screen sorts the turn order for you. Step through with Next turn and it counts the rounds; knock down each combatant’s hit points as they take damage, right there in the order, and heal them back between encounters. This is the part a plain dice roller does not have: not just rolling the dice, but running the fight.
Every roll you tap also drops into a running roll log, so you can always see what the last hit actually was, and it all survives a page reload mid-session.
Quick reference
The five things a DM looks up mid-turn, one tap away. This is the part the cardboard screen does; keeping it here means the fight does not stop while someone flips a book.
Conditions
The short version. A condition ends when its cause does, unless a rule says otherwise.
- Blinded
- Cannot see and auto-fails any check needing sight. Attacks against it have advantage; its own attacks have disadvantage.
- Charmed
- Cannot attack the charmer or target it with harmful effects. The charmer has advantage on social checks with it.
- Deafened
- Cannot hear and auto-fails any check needing hearing.
- Frightened
- Disadvantage on checks and attacks while the source of its fear is in sight, and it cannot willingly move closer to that source.
- Grappled
- Speed becomes 0. Ends if the grappler is incapacitated or something moves it out of reach.
- Incapacitated
- Cannot take actions or reactions.
- Invisible
- Cannot be seen without special senses; counts as heavily obscured. Attacks against it have disadvantage; its own attacks have advantage.
- Paralyzed
- Incapacitated, cannot move or speak, auto-fails Strength and Dexterity saves. Attacks against it have advantage, and any hit from within 5 feet is a critical hit.
- Petrified
- Turned to solid substance, incapacitated and unaware. Resistance to all damage, immune to poison and disease. Attacks against it have advantage; it auto-fails Strength and Dexterity saves.
- Poisoned
- Disadvantage on attack rolls and ability checks.
- Prone
- Can only crawl, and has disadvantage on attacks. Melee attacks against it from within 5 feet have advantage; other attacks against it have disadvantage.
- Restrained
- Speed becomes 0, disadvantage on Dexterity saves and on its own attacks. Attacks against it have advantage.
- Stunned
- Incapacitated, cannot move, speaks only falteringly, auto-fails Strength and Dexterity saves. Attacks against it have advantage.
- Unconscious
- Incapacitated, drops what it holds and falls prone, auto-fails Strength and Dexterity saves. Attacks against it have advantage, and any hit from within 5 feet is a critical hit.
Cover
Only the most protective cover applies. It adds to AC and to Dexterity saving throws.
- Half cover
- +2 to AC and Dexterity saves. A low wall, a creature, furniture.
- Three-quarters cover
- +5 to AC and Dexterity saves. An arrow slit, a tree trunk, a portcullis.
- Total cover
- Cannot be targeted directly by an attack or a spell. Fully blocked.
Concentration
Some spells last only while you hold them in mind.
- One at a time
- Starting a new concentration spell ends the one you were already holding.
- Taking damage
- Make a Constitution save to keep it: DC 10, or half the damage taken, whichever is higher. One save per source of damage.
- Also ends
- If you are incapacitated or killed. The DM may call for a save in violent conditions.
Typical DCs
The difficulty ladder, for setting a check on the fly.
- Very easy
- DC 5
- Easy
- DC 10
- Medium
- DC 15
- Hard
- DC 20
- Very hard
- DC 25
- Nearly impossible
- DC 30
Exhaustion
Levels are cumulative: a creature with level 3 also has levels 1 and 2. A long rest removes one level.
- Level 1
- Disadvantage on ability checks.
- Level 2
- Speed halved.
- Level 3
- Disadvantage on attack rolls and saving throws.
- Level 4
- Hit point maximum halved.
- Level 5
- Speed reduced to 0.
- Level 6
- Death.
Rules summarised from the System Reference Document 5.1 by Wizards of the Coast, used under CC BY 4.0.
A screen for the table
Open the player view on a second screen, a TV or a tablet turned to face the table, and it shows the turn order and whose turn it is, updating live as you run the fight from your own screen. Hit points stay hidden: the table sees a name and, if you allow it, a coarse healthy, bloodied or down read, never the exact number. Rolls stay behind your screen too, until you choose to reveal one so the table can watch the dice. It reads the same fight from this browser, so it needs no account and no second connection.
Nothing leaves your device
There is no account and no sync. Your bags are stored in this browser, which keeps them private and working with no connection at all. To carry prep to another device, export your bags to a file and import them there, or copy a share link that hands one bag to anyone who opens it.