Everything in the tankard
Updated September 5, 2026. This page grows as the forge burns; check back.
The Map Maker
- Draw the dungeon, don't hunt for oneCarve rooms and corridors as shapes, cut them apart, snap to the grid, and undo as often as you like. Square, polygon and corridor tools, in inked, blueprint or parchment styles.
- Or let the dice draw itOne click generates a whole delve - rooms in varied shapes (Ls, crosses and stepped corners, not just boxes), corridors and doors already hung - at small, medium or large. Or roll it as natural caverns instead: wandering tunnels and open chambers the water carved, campfire at the mouth, no doors down here. Every roll shows a delve code - share it and anyone rolls the identical map - and rolling again is one click. Choose "dressed" and every room takes a role - entry, grand hall, chamber, vault - one stone throughout with the vault's mossy floor as the accent, furniture and torchlight placed for you, doorways kept clear. Everything it draws is ordinary editable floor, so reshape it, redress it, push it to the table, or undo the lot and roll again.
- One click onto the live tablePush a finished map straight into your VTT scene with the walls, doors and lights already placed - no exporting, no re-tracing. Push it again after an edit and the same scene updates, keeping your tokens and fog.
- Hundreds of painted propsOver 350 hand-painted objects in one style, sorted into shelves you can search: taverns, kitchens, dungeons, wilderness, villages, wizards' studies, temples, docks and siege lines.
- Floors you paint onNearly a hundred seamless floor textures - stone, wood, earth, water - brushed straight onto the shapes you drew, down to part of a single square.
- Doors and light that mean somethingA door is a real gap in the wall. A torch, lantern or candle carries its own bright and dim range, and all of it travels with the map when you push it.
The Virtual Tabletop
- Live tables, join by codePlayers join from a link with no account needed. Seats, kicks and a table lock are in the GM's hands.
- The Handout BinderHand a letter, map or portrait to the whole table or slip it quietly to one player - it appears on their screen and stays in their binder forever, at the table and on their character page. The GM can take one back at any time.
- Battle maps and scenesUpload any image, or import a Dungeondraft / Universal VTT file and get the walls, doors and lights placed for you.
- Square and hex gridsAuto-detect reads the grid printed on square maps. Hex tables get true hex measurement, fog and area templates.
- Dynamic lighting and visionWalls block sight, doors open and close, lights flicker and carry color, and darkness is a slider.
- Darkvision, per tokenGive any token its range from the panel - monsters bring theirs from the statblock automatically. In darkness, that player's own screen sees dim grey out to their range, walls still blocking, while everyone without it stays in the black.
- Fog of war that remembersPaint it by hand or let it reveal itself as the party explores. Reveals hug the walls.
- Shared 3D dice, in your coloursEvery seat watches the same physics roll, and the die the table sees is the number the GM's card uses. The tray itself is a set of painted 3D dice you tint to taste - die colour and number colour separately, with an auto-contrast default so the digits always read - and other seats see your colour on your rolls. Fast mode skips the theatre when you want pace.
- Saved rolls and group rollsName your favorite dice once - Sneak Attack, 3d6 - and roll them from the ⭐ tray in one tap, through the same shared dice. GMs also roll saves or checks for every selected monster at once: statblock bonuses included, one chat line reports the lot.
- Temp HP, conditions, and the fine printTemporary hit points sit on the token and soak damage first, never refilled by healing. Conditions set advantage by the book - prone, restrained, poisoned, invisible and the rest fill the chooser and the card says why. Monster cards advise resistance, vulnerability and immunity with the halved or doubled number done. Exhaustion counts its levels with each effect announced, and walking out of an enemy's reach asks the table about the opportunity attack.
- Assisted combatCasts and attacks auto-roll into a GM confirmation queue with hit/miss, save DCs and one-click apply. Area spells catch every token in the shape.
- Boss fights, fully trackedLegendary creatures bring their whole kit from the statblock. A between-turns bar offers their legendary actions with the pool counted and refilled at the start of their turn, Legendary Resistance spends from a tap, lair actions take their slot at initiative 20, and a spent breath weapon rolls its recharge in the open at the top of each turn - the table hears every one.
- Cover, one tapHalf, three-quarters or total: tap it on the confirmation card and the attack re-judges itself against the covered AC, showing the math. Crits still land and natural 1s still miss. Dexterity saves get the same chip; the rules give nothing to the others, so neither do we.
- Save-ends remindersHold Person and its cousins never get forgotten again. A condition that ends on a repeated save announces it at the end of each of that creature's turns, with the DC and the ability spelled out, and retires itself the moment the condition lifts.
- Monster spell slotsA lich is not infinite. Caster statblocks bring their slot ladder to the GM's turn panel - tap to spend, shift-tap to undo, and the table sees the level go.
- Auras that follow their ownerAura of Protection, Spirit Guardians, a dragon's Frightful Presence: give a token a radius and a name and everyone sees the ring, measured from the creature's space the way the book measures it. Hidden creatures keep their auras hidden too.
- Point the tableOne button pans every player's screen to the thing you are talking about.
- Advantage and disadvantageOne tap (or A / D on the keyboard) while aiming, and the table watches 2d20 settle it honestly.
- Death savesA downed hero gets the dying banner and rolls in front of everyone. Three fails, three saves, natural 20s and 1s all handled by the book.
- Your action barOne bar carries your whole turn: your portrait with AC and a live HP bar on the left, Action/Bonus/Reaction markers and your speed up top, your weapons, spells and every turn option as numbered tiles - press 1 through 0 to fire them from the keyboard - and a gold END TURN block on the right. Between fights it slims down to your portrait and HP; when it is not your turn it offers exactly your reactions.
- A painted icon on every spellAll 341 spells in the book wear hand-painted art in one style, tinted to the spell's own element, plus 40 more for the standard actions and class features - so an action bar reads at a glance instead of as a wall of words. Brew your own spell and it borrows the art of whatever it is named after.
- Every turn optionDash, Disengage, Dodge, Help, Hide, Grapple, Shove and the rest, one tap each: the economy is spent, the table is told, and the mechanics apply. Dash doubles your movement, Dodge wears a badge, Hide rolls your Stealth. Reactions stay available when it is not your turn.
- Critical hits, by the bookA natural 20 always hits and doubles the damage dice (never the flat bonus); a natural 1 always misses. The GM's confirmation card wears a CRIT badge so nobody misses the moment.
- Limited-use abilities, countedGive Rage, Second Wind or Channel Divinity its uses on the party page: pips track them, short and long rests refill the right ones, and at the table the button wears its count, refuses when dry, and spends itself when you use it.
- Concentration, kept honestCasting a concentration spell badges your token for the whole table, and a second one swaps it with the drop announced. Damage prompts the CON save with the DC already computed, going down or getting stunned ends it on its own, and dropping it yourself is one free tap, even off-turn.
- Rage, run by the bookUse Rage and your token wears the badge: Strength melee attacks carry the damage bonus, Strength checks and saves roll with advantage, incoming physical damage shows the halved number, spells refuse to cast, and going down ends it. A Berserker's Frenzy swings appear on the Bonus tab while raging, and ending a frenzied rage bills the exhaustion automatically.
- Bardic Inspiration that travelsA bard's sheet grows the ability by itself - uses from Charisma, the die from level. Grant it and your ally's token wears the die for the whole table; they tap it after any roll and the result lands in chat before the outcome is called. Lore bards get Cutting Words as a reaction from the same pool.
- Unarmored defenses, computedA draconic sorcerer's 13+DEX, a barbarian's 10+DEX+CON and a monk's 10+DEX+WIS all flow straight into the sheet's AC (shields included where the rules allow), and a level-6 draconic sorcerer's matching-element spells carry the Charisma bonus onto the GM's card, named ancestry and all.
- Every player owns their sheetThe GM hands each party member a personal link. The first visit sets a password; after that it opens their character - and only theirs - for full editing: stats, spells, abilities, equipment, XP log, story and art. No account needed, and the GM can reset the password or revoke the link any time.
- Monster MultiattackA statblock that "makes two attacks" gets both swings out of one action - the turn tracker counts them down and spends the action on the last one.
- Rules-true gear mathTwo-weapon fighting honors the light property, versatile weapons grow when the off hand is free, off-hand damage drops the ability bonus, and the whole 5e armor table (Dex caps included) drives your AC.
- Two rulesets, one tableEvery new world chooses 5e (2014) or 5.5e (2024) at creation, and the whole table follows: the 2024 action list (Utilize, Study, Influence), save-based grapples and shoves with the DC computed for you, level-1 paladin and ranger spell slots, and the revised SRD content library.
- 5.5e weapon mastery, automatedEvery weapon knows its mastery. Topple puts the save right on the GM card, Graze fills in its miss damage, Sap and Slow badge the target and expire on the right turn (Slow even shrinks their movement ruler), Vex hands you advantage on the follow-up, and Nick's off-hand strike rides the Attack action - with a free Cleave swing offered the moment its hit lands.
- Click-to-roll sheetsEvery save, skill and ability on the in-table character sheet is a button. The whole table sees the result.
- Speed-aware movementDrag your token and the ruler reads your sheet's Speed, turning red past your budget. Advisory, never blocking.
- Spell effectsHundreds of spells animate on cast, from Fire Bolt to Prismatic Wall, plus weapon swings and homebrew effects.
- Ambient soundDrop positional sounds on the map. Players hear them from their token, louder as they approach.
- Table toolsPings with names, drag-measure, marquee multi-select, token duplication, initiative with rounds, conditions, XP and loot awards, handouts, pins, chat and a shared music player.
- One-button restsThe GM calls a short or long rest and the whole party's sheets answer at once: powers return on their true 5e cadence (including regain-one-per-short-rest pools), warlock pact slots refill, a long rest brings hit points to full and hands back half your hit dice. Every seat sees the campfire banner, and players spend their own hit dice to heal on their own sheet.
- Hero defenses the cards respectSheets carry structured resistances, immunities, vulnerabilities and condition immunities - and the GM's damage cards read them at decision time, exactly like monster statblocks: immune zeroes, resistant halves, vulnerable doubles. An ignores-resistance toggle handles the features that pierce it, and "Bloodied" appears by name at half hit points.
- Battle statesDefine on/off states like Rage or Bladesong on any sheet, with their own resistances, condition immunities and armor bonus. They join the token's condition menu with one tap, show to the whole table, and their rules fold into the damage advisories only while switched on.
The Class Forge
- Every class, laid bareAll twelve 5e classes in both editions, level by level - every popup of the guided level-up walk shown in the open: hit points, features, counters, subclass choices, improvements, the lot. Press play and the real dialogs walk you through any level, previewing exactly what your players will see.
- Forge your ownBuild a custom class or subclass level by level - what it grants, its counters, resistances, dice pools, companions, granted spells - with the official classes standing beside yours as worked examples. Your forge follows you to every world.
- Your forge levels up for realForged classes and subclasses run through the guided level-up walk on both the party page and every player's own sheet - the definition answers the popups, your player still makes the choices the book leaves to them. Counters that scale with an ability keep pace on their own, and a feature re-forged at a higher level retunes instead of stacking.
Characters and Party
- Guided level-upWhen enough experience lands, the sheet glows. Walk through the new level one step at a time: roll your hit points or take the steady average, name the subclass, pick your fighting style, metamagic or invocation from the real lists, take the ability increase or a feat from the free-rules shelf. Nothing touches the sheet until a review screen shows you every change in one list, and one press undoes the whole thing. Both the 2014 and 2024 rules, all twelve classes, levels 1 to 20.
- Any subclass from any bookOwn a book we cannot ship? Type what your subclass grants and the walk turns it into working machinery: a tracker with real uses and rest cadence, resistances the damage cards read, a dice pool, a pick list you can swap, a table of granted spells that arrive at their own levels, crit ranges and armor formulas, even spell slots for a subclass that casts. Your own notes, on your own sheet - the walk never interprets book text.
- Companions and summonsThe beast, the steed, the summoned thing. Keep its numbers by formula so they grow with you, or type them yourself. It becomes a token its owner can move - not the GM - and it fights on your turn for whatever your book says commanding costs. Summon it, dismiss it, revive it by spending a slot; and a creature held by a spell vanishes the moment concentration breaks.
- Rests, defenses and battle statesShort and long rests that return the right things, structured resistances the damage cards respect, and on/off states like Rage that carry their own rules onto the token.
- Full 5e party sheetsAbilities, saves, skills with proficiency and expertise, combat stats, spells with slot tracking, equipment with a paper doll, and biography pages.
- Subclasses that do somethingPick your archetype from the SRD list or type any name at all. A martial archetype that casts gets its third-caster spell slots and the wizard spell list automatically, and Champions crit on 19 (18 at high level) straight onto the GM's cards.
- Subclass spells, self-preparedLife Domain, Oath of Devotion and Circle of the Land grants appear on the sheet by themselves as you level (terrain included), the Fiend's expanded list joins your spell picker, a Life cleric's every heal carries its bonus onto the table, and an Open Hand monk's Flurry puts its save DC choices right on the GM's card. Mass heals now catch the whole party in the circle, caster included.
- Session schedulerEvery player paints the hours they can play on a real dated calendar from their own sheet - in their own time zone, week by week, with a month view to jump around. The GM sees everyone stacked in colour on the same dates in theirs, can leave somebody out, and can ask for only the stretches long enough for the session they want to run. Finding game night stops being a group chat.
- One invite link, one permanent page eachDrop a single invite in the group chat - every player who opens it names their character, sets a password, and lands on their own permanent page with a nudge to bookmark it. Or build a sheet yourself and hand it over with its Player Link. No accounts, no second link later, and you can reset a forgotten password or revoke any link whenever you like.
- D&D Beyond import, any timePlayers drop their exported PDF - or paste their character data straight in - and the sheet fills itself: stats, proficiencies, subclass, weapons as ready attacks, equipment, features, and the full spell list. Spells our archive knows arrive complete with their numbers; the rest land as the player's own homebrew, one pencil-click away from carrying their dice and animation at the table. Re-import after any level-up.
- Portraits and tokens, framed by youPlayers upload their own art and then frame it: drag the picture to move it, scroll to zoom, and the preview shows the exact crop the sheet and the battle map will draw. A full-body painting becomes a proper portrait and a token shows a face instead of a shoulder. The token framing travels to the table, so what you compose is what the party sees.
- Rests that do the workShort rests spend real hit dice. Long rests restore HP, slots and half your dice, by the book.
- Gear with real statsWeapons and armor carry typed stats that compute AC and attack rows, and stream to the table automatically.
- SpellbooksThe full SRD spell list plus a homebrew spell builder with live animation previews - and players get the same forge on their own sheet, so a spell from a book you own, or one nobody has ever seen, is two minutes from being castable, animation and all.
- GRIMOIRE, your spell libraryIts own app at /grimoire: every SRD spell from both rulesets and your personal homebrew collection in one sortable ledger, searchable and filterable by level, school, class, cost and source. Open any spell to read it with a live preview of its table animation - and change the animation right there. Paste a statblock from your notes or a book you own and the builder fills itself out; your library follows you across every world, one click from any world's table. A Feats shelf sits beside the spells, holding the free rules' own feats with their categories and prerequisites, plus any feat you brew yourself - and the level-up walk offers your brews to your players by name.
- Player sheets that feel like the characterThe personal sheet is a full-page spread: framed portrait with your map token sealed to the corner, a living hit point bar, ability medallions, and every panel a GM sheet has.
- XP and progressionSession awards land in a per-character log that levels the sheet up automatically.
The Worldbuilder
- Articles for everythingCharacters, locations, items, lore, events, organizations and more, with custom article types you define yourself.
- Painted type artEvery article type carries hand-painted plaque art in one consistent style.
- Maps with wax-seal markersUpload region maps and stamp places with painted wax seals - three designs, tinted live to any colour you pick, with the classic dot still there for minimalists. Pin articles to places and jump between map and lore.
- Relationship graphA living constellation of who knows whom, with categories and a star-map mode.
- Family treesAn interactive lineage canvas for houses and dynasties.
- Timelines and campaign notesEras, events and session-by-session chronicles.
- A calendar of your world's own makingName the months and count their days, shape the week, hang moons with real phases, and mark the festivals. The campaign's current date lives on it - advance a day, a week or a month and the whole world keeps time. Start from an Earth-like or Twin Moons preset, or build the year from nothing.
- Session log that writes itselfYour table sends what happened straight to the campaign tab: what was defeated, XP and loot handed out, damage dealt and healed, who went down, which scenes you played. You decide what gets logged, category by category, so a group that does not want every dice roll never sees one.
- Planning boardA node-and-arrow canvas for laying out where a session can go. Places, notes, markers, free-hand lines, images and arrows between them, with real articles linked to any bubble and previewed without leaving the board. Bubbles stretch to any shape and carry their own text styling.
- StatblocksFull 5e statblocks on any character, plus the SRD bestiary ready to drop into a fight - or to link onto a token already standing on the table, with its hit points, speed and darkvision following.
- Random generatorsNames, NPCs, taverns and quests when the well runs dry.
- Search everythingFull-text search across the whole world.
- Revision historyEvery article keeps its past versions, one click to restore.
Finding Your Way Around
- Start empty or start with an exampleNaming a new world now asks which you want. The example campaign is a full sample world - articles, a party and a timeline - and one click removes it whenever you are ready, keeping anything you edited yourself.
- Getting Started checklistA short quest log on your dashboard tracks the six steps from an empty world to a played-at one. It ticks itself off from what you have actually done, and retires itself for good once you finish.
- Every screen explains itselfAn empty tab tells you what it is for and gives you one button to begin, instead of leaving you at a blank page.
Sharing and Access
- Public world sharingOne link shares a read-only view of your world with GM secrets stripped out.
- CollaboratorsInvite co-authors who can edit the world with you.
- Export and backupDownload your whole world as JSON at any time, on any plan - with a checkbox to bring the battle maps too: scenes, tokens, fog and your homebrew spells with their animations. Restore it as a new world or merge it into one you already have. Player links never leave the building.
- Cloud-syncedEverything lives in the cloud and follows you between devices.
- See everything you store, and clear itA Storage tab on your account page lays out every world as a folder - each article, map, session, party member, scene and upload as a file with its size. Delete anything, item by item, search the whole tree by name, and see exactly what counts against your upload pool and what rides free as text.
- Cancel in two clicksEnd a subscription from your own account page, no email and no support ticket. It runs to the end of the period you already paid for, then simply stops renewing, and you can resume any time before then.
- Nothing is ever deletedOn the free plan one world of your choosing stays editable. Every other world stays open to read and export in full, you pick which one is editable and can switch any time, and resubscribing unlocks them all again.
5e rules content on Homebrewed comes from the System Reference Documents 5.1 and 5.2 by Wizards of the Coast LLC, used under CC BY 4.0 - full attribution here.