70 px / square
Lightweight default. Loads fast in Roll20 and stays easy to upload. Tokens look fine at normal zoom.
1-inch squares, 5 ft scale, and the right pixels for your VTT.
A D&D grid square represents 5 feet in the game. For miniatures, a common printed square is 1 inch (25.4 mm) wide. Digital maps use pixels instead: a 30 x 20 grid at 70 pixels per square is 2100 x 1400 pixels. At 1 inch per square, that same map prints 30 x 20 inches. Physical size, game distance, and image resolution are three different settings.
Enter your grid and pixels-per-square to get exact PNG dimensions.
These are target image dimensions, not a guarantee of the editor's export resolution. Check your exported PNG before importing or printing.
30 × 20 grid at 70 px/square = 2100 × 1400 px (2.94 MP)
Plan in 5-foot squares first. Pixels come second.
| Grid squares | 70 px/sq | 100 px/sq | 140 px/sq | Best use |
|---|---|---|---|---|
| 20 x 20 | 1400 x 1400 | 2000 x 2000 | 2800 x 2800 | Small rooms, taverns, tight skirmishes |
| 30 x 20 | 2100 x 1400 | 3000 x 2000 | 4200 x 2800 | Roads, camps, flexible medium fights |
| 40 x 30 | 2800 x 2100 | 4000 x 3000 | 5600 x 4200 | Large arenas, streets, set pieces |
At 1 inch per square, a 20 × 20 map prints 20 × 20 inches (50.8 × 50.8 cm). Print at actual size, not “fit to page,” and measure a test square before printing the whole map.
Rule of thumb: 15–22 squares per side suits single rooms and taverns; 24–32 squares gives room to maneuver; 35+ squares is set-piece territory.
Lightweight default. Loads fast in Roll20 and stays easy to upload. Tokens look fine at normal zoom.
A middle ground when maps are projected or players zoom in often. File sizes grow quickly on large grids.
Crisp for detailed art and print proofs. A 40×30 map at 140 px/square is already 5600×4200 px—check upload limits first.
Keep image dimensions divisible by your square count—that is what prevents VTT grid drift after import.
Create the page with the same column/row count as the map, then align Roll20's grid to the image at the corners. 70 px/square keeps pages snappy. Details: Roll20 battle map export.
Set the scene grid size in pixels to match your export math, then shift the grid origin until squares track. Details: Foundry VTT battle map export.
Upload the PNG through D&D Beyond's own workflow and verify token movement scale there. Details: D&D Beyond upload guide.
One tabletop inch per 5-foot square. At 300 DPI that is 300 px/square—proof one square with a ruler before printing the full map. More: printable D&D battle maps.
Pick the encounter footprint first; pixel math only converts it for delivery.
If your VTT draws its own grid, a second baked-in grid fights it at import. Choose one source of truth.
140 px/square on a 50×50 map produces a 7000×7000 px file many platforms choke on. Match sharpness to zoom habits.
Grid drift hides in corners. After import, verify alignment at all four corners plus center before session day.
Many encounters fit between 20 x 20 and 40 x 30 squares. Pick from the fight, not from a generic maximum.
70 px/square is lightweight. 100 or 140 px/square can look sharper but increases file size.
If your VTT draws the grid, a gridless export can avoid double-grid confusion. If you print, a visible grid is often useful.
Decide physical scale first, then proof one square with a ruler before printing a full map.
Use image dimensions that divide cleanly by your square count, then align the VTT grid at multiple corners.
Sources: D&D Basic Rules: playing on a grid and Roll20 page settings. One-inch squares are a tabletop convention; the D&D rule defines the in-game 5-foot distance.
Open the editor, set your canvas to the square count you chose, and export once to validate the whole chain.