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3 Death Saves

Round Events and Encounter Tools

A round event is a reminder or an extra turn that comes up on the rounds you choose. Add one from the hourglass button on the dock’s round panel, or from the combat tracker’s encounter menu.

FieldWhat it does
LabelThe name shown on the dock, the tracker, the banner, and the turn card.
TypeReminder posts a chat message and a banner. Turn joins the turn order as its own card.
RoundsWhen it happens. See Schedules.
Initiative CountWhere in the round it happens. Leave blank for the start of the round.
Card ImageThe turn card’s portrait. Turns only.
Players See ItShows the event to players. Hidden events are for the GM only.

Upcoming events are listed at the top of the combat tracker and on the dock. The GM removes one with its X button.

A round event on the dock beside a stacked card

A reminder fires when the turn order reaches its initiative count. If no combatant’s turn reaches the count, it fires on the last turn of the round. A hidden reminder whispers the GMs. A visible one posts to everyone and shows the players a banner.

A turn event joins the turn order on the rounds it happens and leaves it on the others. The GM ends it with End Turn like any other combatant. A turn with no initiative count goes first in the round. Deleting its combatant from the tracker removes the event.

RoundsHappens on
blankEvery round
3Round 3
2-6Rounds 2 through 6
5+Round 5 and every round after
3/2Every 2nd round, starting at round 3
1d4A dice roll, see below

Combine parts with commas, such as 3, 5, 6-8. The dialog previews the next rounds as you type.

A dice formula rolls the number of rounds until the event happens, and rolls again after each time. A result below 1 counts as 1. Each roll is whispered to the GMs.

An occurrence that has already passed when you add the event is skipped.

On D&D 5e, when you add a creature with lair actions to a combat, Roll Call offers to give it a hidden lair turn every round at its lair initiative count. Only creatures using the legacy (2014) rules get one. Turn the offer off with Offer Lair Turns.

When combat starts, every player sees both sides lined up in turn order, with privacy rules applied. Click it to close it. The GM can replay it for everyone from the dock’s round panel.

The VS screen

  • Auto-Roll NPC Initiative rolls for combatants no player owns as soon as they join. The rolls are whispered to the GMs.
  • Freeze Order Before Combat keeps dock cards in the order they were added until the combat starts.
  • Reverse Turn Order makes the lowest initiative act first.
  • Group Initiative gives every combatant in a group the group’s latest roll. D&D 5e handles this itself, so the setting is hidden there.

The Add Tokens to Combat button in the token controls adds every token on the scene of one disposition, or every token that isn’t hidden. Tokens already in the combat are skipped.

With Enable Focus Mode on, players lose the interface parts you pick in Focus Mode Elements while a combat runs on the scene they’re viewing. It can also offer to close the player’s open sheets when it kicks in. Each player can turn it off for their device with Use Focus Mode.

  • Link Combat to Scene on Start links an unlinked combat to the scene you’re viewing when you start it.
  • Target Icons marks the dock cards the active combatant’s controller has targeted.
  • Summon Lines draws lines from a D&D 5e creature’s token to the creatures it summoned.
  • Auto-Defeat at Zero Health marks a combatant defeated when its tracked resource hits zero. Hidden on D&D 5e, which does this itself.
  • Hide Combat Tab removes the combat tab from the sidebar for everyone.