Battle map
Single fight: tavern brawl, bridge ambush, boss room. Usually 15–40 squares on the short edge. Players move tokens here during combat, so grid clarity is critical.
A practical step-by-step workflow for Dungeon Masters: pick the map type, set scale, block out terrain, add tactical features, place props, check the grid, and export before your session.
To make a DnD map, decide what the map is for, choose the scale, block out terrain, add tactical features, place props, check the grid, and export or print the final version before the session.
Before anything else, know whether this is a combat encounter, an explorable dungeon, a building interior, or a travel overview. Each has different scale and readability requirements.
Single fight: tavern brawl, bridge ambush, boss room. Usually 15–40 squares on the short edge. Players move tokens here during combat, so grid clarity is critical.
Linked rooms, corridors, secret doors. Players explore room by room. Needs clear thresholds, sight-blocking walls, and varied shapes to stay tactically interesting.
Towns, roads, wilderness, landmarks. Used for "where are we?" scenes. Not usually grid-tactical — focuses on geography and player orientation rather than token movement.
In 5e and most grid systems, one square equals five feet. Pick the number of squares your encounter actually needs — not the largest canvas that might fit something.
Reference: D&D battle map size guide
Paint the walkable ground before adding any decoration. The terrain layer answers: where can tokens stand, where are the walls, and what is the rough movement path?
Open a 20×20 canvas in RPG Map Editor, paint a floor, and verify where tokens can stand before adding anything else.
Cover, chokepoints, difficult terrain, and elevation do more work than decoration. Add these before you place any props.
Low walls, barrels, crates, and dense foliage give players meaningful tactical decisions. Mark half-cover and full-cover visually so the table agrees without argument.
Doorways, bridges, and narrow passages create tension. A single one-square bottleneck can define an entire encounter's pacing and determine who controls the fight.
Water, rubble, mud, ice, and dense undergrowth cost extra movement. Mark it clearly so no one is surprised mid-turn when a charge falls short.
Every prop should answer: does this change movement, sight lines, or player decisions? If not, it is decoration and can wait until the encounter shape is locked.
Before exporting, visually verify the grid tracks cleanly across the whole map. A misaligned grid breaks VTT measurements and creates table arguments you do not want during a session.
Export guides: Roll20 · Foundry VTT
Export a PNG, validate it in your VTT before session day, and keep the editable source so you can revise doors, terrain, or props when the players go somewhere unexpected.
Export PNG, set Roll20 page grid to match your square count, upload to the map layer, resize until the platform grid aligns with the art.
Create a scene, set dimensions to match your square count and pixels per square, place the PNG as the background, then add walls and lighting inside Foundry.
Export at 300 px/sq for clean 1-inch grid squares. Proof one sheet before printing the full map. Grid lines in the export help align the physical sheet at the table.
Each of these follows the workflow above. Start with the canvas size, paint terrain, add tactical features, then place props.
24×18 square canvas. Dirt road through the center, tree line on both sides. Two fallen logs across the path for half cover. One cart for partial blocking on a flank. Export at 70 px/sq (1680×1260 px) for VTT import.
20×20 square canvas. Stone floor, three-foot-thick walls. One entrance door, one barred side door. A central pillar blocking sight lines. Rubble pile for difficult terrain in a corner to funnel movement.
22×16 square canvas. Bar along one wall, four tables with stools for low cover. Fireplace in a corner as a hazard zone. Two exits to create flanking routes. Tight enough to make ranged attacks risky but not impossible.
Start in RPG Map Editor: paint terrain, place props, check the grid, export PNG. Free plan includes 3 saved maps.
No. A browser-based tool like RPG Map Editor lets you build playable battle maps with terrain, props, and grid tools without installing anything. The Free plan covers most weekly prep needs.
Most encounters fit between 20×20 and 30×30 squares. One square equals five feet in 5e. See the D&D battle map size guide for pixel math and VTT-specific dimensions.
Export a PNG from your map editor, note the square count and pixels per square, upload to Roll20's map layer, and resize the image until Roll20's grid aligns with your artwork.
Build and export a PNG, create a Foundry scene, set scene dimensions to match your square count and pixels per square, place the PNG as the background, then add walls, doors, and lighting inside Foundry.
Yes. RPG Map Editor's Free plan includes the editor, terrain tools, stamps, and PNG export with up to 3 saved map projects.
A DnD battle map is a grid-based image used to track combat: where tokens stand, what provides cover, where walls are, and how movement works. Standard scale is one square equals five feet.
A simple encounter map takes 10 to 30 minutes with a purpose-built tool. Complex multi-room dungeons or detailed outdoor areas take longer, especially when you're new to the workflow.
For VTT play, let the VTT render the grid. Export without a baked-in grid so the platform overlay lands cleanly on your art. For print or in-person play, include the grid in the export.
More reading: D&D map maker · How to make a battle map · Battle map size guide · Step-by-step battle map guide