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Dungeon Activity Turn Tracker

Manage activities, durations, and time in 10-minute increments.

1 Turn = 10 Minutes

Turn 1

Elapsed: 0 hours, 10 minutes

Party Activities

Active Durations

Action Log

No history yet. Advance the turn to log actions.

Activity Reference

Casting a Spell
Prerequisite: You pick a spell you can cast as a part of this Activity.

You spend the next 10 minutes casting a spell that has a casting time of 10 minutes, or a ritual spell that has a casting time of 11 minutes or less.
  • Longer Casting Times: You can do this Activity multiple turns in a row to cast spells with a longer duration.
  • Rolling Initiative: If you roll initiative while engaged in this Activity, you can continue to cast the spell in combat by taking the Magic action on each of your turns to maintain Concentration on the spell being cast.
Helping Out
Prerequisite: You have a skill or tool proficiency relevant to the check being made.

Chose a creature within your reach. You grant that creature advantage on ability checks made during these 10 minutes.
Interacting
Prerequisite: None

You interact with an object or a part of the environment for the next 10 minutes. This includes, but is not limited to:
  • Reading notes, tablets, or instructions.
  • Moving rubble, or clearing a path.
  • Understanding an esoteric study, storage, or complicated device.
At the GM's discretion, these interactions may require one or more ability checks.
Keeping Watch
Prerequisite: You're not blinded or deafened, and you can see your surroundings clearly.

You stand watch, preparing for any eventuality.
  • Alert the Party: Your party cannot be surprised by hostile creatures you can see.
  • Prepared Motion: If combat starts as part of this Stretch, you can use a reaction before your first turn to take one of the following actions: Attack (one attack only), Dash, Dodge, Hide, or use the Magic action to cast a cantrip or use a magic item.
Loot Everything
Prerequisite: You can see and hear clearly.

You spend these 10 minutes to collect any adventuring gear and valuables that have already been discovered or weren't hidden.
Move Quietly
Prerequisite: Proficiency in Stealth

For the next 10 minutes, creatures must succeed on a Wisdom (Perception) check to find you. The DC to notice you is 8 + your Dexterity modifier + your proficiency bonus. If you have expertise in Stealth, apply your proficiency bonus twice instead.
Search Area
Prerequisite: You can see and hear clearly.

You spend 10 minutes searching a small room, or an area no larger than 50 feet in any dimension.
  • Ability Check: Make a Wisdom (Perception) or Intelligence (Investigation) check.
  • Success: You find everything in this room hidden by a DC equal to or lower than the result of your check, such as traps, secret doors, or hidden loot.
Take Your Time
Prerequisite: None

You spend the next 10 minutes taking an Action.
  • Taking 20: You get a 20 on the first D20 Test you make as part of that action. If that check would've had advantage, you may add +5 to the result.
  • Replace Failure: When you take an Action to make an ability check and fail, you may, at the GMs discretion, take 10 minutes to do it as an Activity.