Unofficial D&D 5e Dungeon Master for Claude Code — persistent campaigns, full 5e mechanics, and an optional cinematic display companion for your TV.
> /plugin marketplace add neuralinitiative/claude-dnd-skill> /plugin install dm@neural-initiative
Ruleset: D&D 5e — 2014 (SRD 5.1) by default; 2024 (SRD 5.2) opt-in per campaign. Choose at
/dm:dnd newtime; legacy campaigns are auto-prompted to migrate (with backup) on first load. See the Ruleset section for mechanic differences and dataset details.
Claude runs the game. You play. The TV shows the story. Your phone is your controller.
An unofficial D&D 5e (2014 ruleset / SRD 5.1) Dungeon Master skill for Claude Code — persistent campaigns, full 5e mechanics, and an optional cinematic display companion that streams typewriter narration, dice rolls, and live character stats to any screen — TV via Chromecast, tablet, phone, or second monitor — while players submit their actions from a phone or tablet.
Built for groups who want a real DM experience without needing one at the table.

You run /dm:dnd load my-campaign in Claude Code. Claude becomes your DM — rolling dice, voicing NPCs, tracking HP and XP, and running combat. If you have a TV or tablet nearby, the cinematic display companion puts the narration on screen in real time — typewriter effect, atmospheric backgrounds that shift with the scene, a dynamic sky canvas, and a live party stat sidebar. Open it on any device on your network and everyone at the table can follow along. Players submit their actions from their phones; Claude picks them up automatically and runs the next turn.
There are two ways to play, and they serve different needs:
Improvised campaigns — Claude generates the world from scratch and auto-creates a committed three-act narrative arc from the setting, factions, and threats it just built. The arc gives the story a defined shape without scripting what happens — beats are defined by consequence ("what changes") not by event, so Claude stays flexible on how each beat lands while committing to the fact that it must. The arc advances across sessions, can be revised when players redirect the story, and continues into a new arc when all six beats resolve. This is Claude as a full creative collaborator: world-builder, improv partner, and story architect in one.
Structured campaigns — Use /dm:dnd import to drop in a pre-written source (official WotC modules, published third-party campaigns, or a custom DM-written document in PDF, markdown, DOCX, or plain text format). Claude reads and chunks the source, extracts the structure type (linear, hub-and-spoke, or faction-web), and builds all campaign files automatically — acts, chapters, key story beats, telegraph scenes, NPCs, factions, locations, and quest hooks. The campaign runs with enforced deterministic structure: required beats must land in each chapter, Claude telegraphs before delivering them, and steers with world pressure rather than walls when players drift. Drop in the Lost Mine of Phandelver and Claude will run it chapter by chapter with the same twelve DM standards applied to every scene.
Both modes share the same DM engine. The twelve applied behavioral standards are enforced as hard constraints in every session regardless of which mode you're in — improvised or structured, the DM improvises within situations, lets choices matter, makes every NPC a person, and controls pace deliberately.
It also manages a deep web of campaign data without overloading the LLM — coherent and complete, without burning tokens on context that isn't needed yet:
state.md anchors faction stances, player cover, and NPC dispositions; re-read at any claim to keep world continuity grounded in source files rather than Claude's increasingly lossy impression of them/dm:dnd autosave on|off, with an optional Stop hook for a deterministic per-turn backstopA campaign can run dozens of sessions deep — with coherent recall of past events, NPC attitudes, and long-tail consequences — without the context bloat that forces other implementations to summarize, forget, or reset.
It is not an official Wizards of the Coast product. It uses Claude as the DM engine. It takes the rules seriously and the storytelling even more seriously.
This skill is built specifically for Claude Code. If you want to run the same framework on a different model — local inference, OpenRouter, or any OpenAI-compatible endpoint — check out open-tabletop-gm, the model-agnostic version extracted from this repo. It trades some Claude-specific integration depth for broader model support and includes a probe tool for benchmarking narration quality across models.
If you'd rather skip the install entirely and play in a browser, neuralinitiative.ai is the hosted version — same design DNA, sign in with Google, top up an account balance, play. Trades self-hosting (and lower per-session cost) for zero setup and a more refined GUI.
If you're on Claude Code, you're in the right place.
/dm:dnd new from the world's threat, factions, and setting; three acts, six beats defined by consequence not event; arc tracked across sessions, revised when players redirect the story, continued into a new arc when completescene-context query auto-pulled at /dm:dnd load to surface who-knows-whom in the current scene without re-reading full NPC files; designed to hold long-session continuity when context compaction strips files out of scope. Background research and the A/B replay study that motivated it: docs/research/graph//dm:dnd import accepts PDF, markdown, DOCX, or plain text; extracts structure type, acts, chapters, key beats, telegraph scenes, NPCs, factions, and quest hooks; builds all campaign files automatically and keeps the full source as a lazily-loaded corpus so even a long module loads chapter by chapterdm is a Claude Code plugin with 1 hand-picked skill, indexed on Flowy in the Entertainment category. Install it with the command on its page. It includes dnd. Its skills do not fire on their own yet. Request auto-invocation to have Flowy route them as you prompt. Free and open source.
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