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Slash Command Reference

Every DND.chat tavern slash command — syntax, aliases, what it does, who can use it, and whether it posts to chat.

Slash commands are how you play in the DND.chat tavern. Type one in any channel's composer and it resolves the moment you send. Some roll dice, some conjure cards, some quietly toggle a panel, and a few ask the AI a question. This page lists every command, its aliases, what it does, who can run it, and whether the result lands in the channel for everyone to see.

Two quick rules that run through everything below:

  • Every roll is audited. Anything that rolls dice — /roll, /attack, and AI combat — is computed server-side and written to the roll_events log. The visible message and the logged roll are the same result. See DND.chat for how the audit log works.
  • Role gating is real. A handful of commands are DM-only. For some they silently do nothing for players; for others the server answers DM only. The /help list itself is filtered to your role, so players never even see the DM-only commands.

Command summary

CommandAliasesWhat it doesWhoPosts to chat?
/roll/rRoll dice; audited to the logEveryoneYes (dice message)
/summon/cardConjure a campaign card onto the tableEveryoneYes (card message)
/attackAuto attack-vs-AC, hit/miss/crit + auto-damageEveryoneYes (dice messages)
/w/whisperPrivate message to one memberEveryoneYes (whisper)
/pinPin the most recent messageDM onlyPins a message
/sceneAsk narrative distance (anyone) or set it (DM)MixedYes
/init/initiativeJump to the initiative trackerEveryoneNo (client-only)
/sheetToggle your character sheet drawerEveryoneNo (client-only)
/recall/lore, /chronicleAsk the Chronicle a campaign-memory questionEveryoneYes
/catchup/missed, /previouslySummarize the last ~45 messagesEveryoneYes
/gm/codm, /assistPrivate co-GM nudge, shown only to the DMDM onlyNo (private banner)
/help/commands, /?List commands available to your roleEveryoneYes

Dice & play

/roll (alias /r)

Rolls dice and writes the result to the audit log. Type a standard formula in the composer:

/roll 1d20+5
/r 2d6+3

Two extras layer on top of a plain formula:

  • Advantage / disadvantage. Prefix a lone 1d20 with adv or disadv to roll twice and keep the higher (or lower). This only applies to a single 1d20 — it's ignored on other formulas.

    /r adv 1d20
    /r disadv 1d20
  • Skill modifier. Add a trailing skill name and the roll picks up your active character's modifier for that skill, read from your sheet.

    /r 1d20 athletics

    Recognized skills include athletics, acrobatics, stealth, perception, investigation, insight, persuasion, deception, intimidation, arcana, and survival.

Every /roll is computed on the server and saved to roll_events with its formula, total, and a full per-die breakdown (advantage handling, natural 20 / natural 1, any warnings). The dice message you see in chat references that same logged roll — there is no second, hidden roll behind it.

Cards & combat

/summon (alias /card)

Conjures a card from your campaign deck onto the table as a card message.

/summon goblin

The server searches your campaign's cards and posts the matching card. DMs see the full card; players see a filtered view. To stage a head-to-head, add versus= with another card's name or its UUID — that triggers the dual-card EncounterCinema showdown:

/summon goblin versus=hero

The card you conjure is read from the shared library that DNDCards.com owns, so a card you build or Invoke there is exactly what /summon pulls up here. (Note: Invoke is the DNDCards/DNDWar action that mints a compendium card; /summon is the chat command that conjures one — they are different things.)

/attack

Resolves an attack against a target card's AC, end to end.

/attack goblin longsword

The server reads the target's AC from its full card stats (never shown to players), rolls the attack, and reports hit, miss, or crit. On a hit it auto-rolls damage as a follow-up message and syncs the damage to the target's HP. A crit doubles the damage dice, not the flat modifier. Each attack and each damage roll is its own audited entry in the log.

Communication & table control

/w (alias /whisper)

Sends a private message to one party member. Address them with @name:

/w @rogue meet me behind the tavern

Only the sender, the recipient, and the DM/owner can see a whisper. Whispers mirror to Discord only if your campaign opted into discord_post_dms.

/pin — DM only

Pins the most recent real message in the channel so it sorts to the top. This is a DM-only client command; for players it simply does nothing.

/pin

If there's nothing pinnable yet, you'll see _No message to pin yet._

/scene

Handles narrative distance. As a question, anyone can ask how far something is, answered from the campaign's recorded scene distance:

/scene how far is the goblin?

As a DM, set a target's distance in feet:

/scene goblin 30

Asking is open to everyone; setting distance is DM-only and returns DM only for players.

/init (alias /initiative)

Scrolls the page to the initiative tracker panel. It's a client-only command — no message is posted and no server call is made.

/init

/sheet

Opens or closes your own character sheet drawer (and clears any other character you were viewing). Like /init, it's client-only and posts nothing.

/sheet

AI assists

These commands call the table's AI and need an OpenAI / narration key configured on the campaign. Without one, they reply The Chronicle is quiet — no AI is configured on this table.

/recall (aliases /lore, /chronicle)

Asks the Chronicle a question about your campaign or imported module. The answer is drawn only from ingested module memory plus the recent table log — so it tells you what's actually been recorded, and admits when it doesn't have the answer.

/recall what was the duke's name?

The reply posts to the channel as a Chronicle message for everyone to read.

/catchup (aliases /missed, /previously)

Summarizes the last ~45 messages into a few bullet points — built for a player rejoining mid-session.

/catchup

The summary posts to the channel.

/gm (aliases /codm, /assist) — DM only

A private co-GM nudge: ask for the next story beat, a quick NPC, a fair ruling, or a couple sentences of read-aloud, grounded in the recent log and the active scene.

/gm what's a good complication here?

The answer is shown only to the DM as a private banner — it is never written to the chat log and other players never see it. For non-DMs the command quietly does nothing.

/help (aliases /commands, /?)

Posts a formatted list of the slash commands available to you. The list is filtered by role, so players don't see DM-only commands like /pin and /gm.

/help

Who can run what

BehaviorCommands
Silently no-op for non-DMs/pin, /gm
Return DM only for non-DMs/scene set-distance, all Autopilot session actions
Filtered out of a player's /helpevery DM-only command

The autopilot DM session controls (Start / Next scene / Pause / Resume / Stop / Async) live in the Tavern Settings panel rather than as slash commands, and they are DM-only too. See DND.chat for the autopilot details.

What posts to chat, and what doesn't

  • Posts a message everyone can see: /roll, /summon, /attack, /recall, /catchup, /help.
  • Posts privately: /w (sender, recipient, DM) and /gm (DM only, as a banner — never logged).
  • Posts nothing: /init and /sheet are client-only with no server call; /pin changes a message's pinned state rather than posting new text.

Gotchas

  • An unparseable /roll won't fail silently. If the engine can't read your formula it falls back to a single 1d20 with a warning (Unsupported formula; rolled 1d20 fallback.) — and that fallback roll is still audited like any other.
  • /w to an unknown name returns a helper instead of vanishing: Could not find player "X". Use /w @name message.
  • /summon with no match suggests where to fix it: No card found for "X". Try another name or conjure it in DND Cards first. If you're the DM, a homebrew mint fallback is offered first. Build the card on DNDCards.com and it'll be summonable.
  • AI commands need a key. /recall, /catchup, and /gm reply The Chronicle is quiet — no AI is configured on this table. when no AI key is set up.
  • Players can't see exact monster numbers. /attack reads a target's AC server-side and never returns it to players; the initiative tracker shows players HP badges, not exact HP.

For the bigger picture of the tavern, dice audit log, and the autopilot DM, see DND.chat — The AI-DM Tavern. To author an adventure for the autopilot to run, see the Adventure Format reference.