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.

Step 1

Decide what the map is for

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.

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.

Battle map maker

Dungeon map

Linked rooms, corridors, secret doors. Players explore room by room. Needs clear thresholds, sight-blocking walls, and varied shapes to stay tactically interesting.

Dungeon map maker

Region / travel map

Towns, roads, wilderness, landmarks. Used for "where are we?" scenes. Not usually grid-tactical — focuses on geography and player orientation rather than token movement.

Step 2

Set the scale

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.

  • Small encounter (tavern, alley, one room): 15–22 squares per side
  • Medium encounter (road, forest clearing, courtyard): 24–32 squares per side
  • Large encounter (boss arena, ship deck, wide bridge): 35–50 squares per side
  • Export resolution: multiply square count by pixels per square — 70 px/sq is a lightweight starting point for VTT use

Reference: D&D battle map size guide

Step 3

Block out terrain first

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?

  • Start with the simplest read — floor vs. non-floor.
  • Add secondary terrain (water, rubble, elevated ground) only after the basic shape works.
  • Keep contrast high between walkable and non-walkable areas.
  • Resist decorating until the encounter outline is clear.

Try it now

Open a 20×20 canvas in RPG Map Editor, paint a floor, and verify where tokens can stand before adding anything else.

Step 4

Add tactical features

Cover, chokepoints, difficult terrain, and elevation do more work than decoration. Add these before you place any props.

Cover

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.

Chokepoints

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.

Difficult terrain

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.

Step 5

Place props with purpose

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.

  • Doors: define where combat starts and where flanking opportunities emerge.
  • Tables and furniture: create low cover and break up firing lines in interior maps.
  • Pillars and columns: block sight lines and give repositioning options on both sides.
  • Fallen trees, rubble: difficult terrain that also provides cover — double-purpose objects are efficient.
  • Loot or objectives: placement drives movement choices; put them where they create tactical pressure on players and enemies alike.
Step 6

Check the grid

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.

  • Check a doorway — can exactly one token fit through it at 5-foot scale?
  • Confirm corridor widths (1 square = tight; 2 squares = two abreast).
  • Zoom out and count squares across a terrain boundary — does it track to the other side?
  • If exporting for Roll20 or Foundry, note your pixels per square so VTT alignment is fast.

Export guides: Roll20 · Foundry VTT

Step 7

Export and prep for your table

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.

Roll20

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.

Full Roll20 export guide

Foundry VTT

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.

Full Foundry export guide

Print / in-person

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.

Quick examples

Three maps you can build in under 20 minutes

Each of these follows the workflow above. Start with the canvas size, paint terrain, add tactical features, then place props.

Forest ambush

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.

Start this map →

Dungeon room

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.

Start this map →

Tavern fight

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 this map →

Pre-export checklist

Before you hand off the map

  • Does the playable area read clearly at a glance? (three-second test)
  • Are all chokepoints intentional and the right width?
  • Does the grid track cleanly across the whole canvas?
  • Is every piece of difficult terrain marked visually?
  • Did you remove draft layers you don't want flattened into the export?
  • Have you noted the pixels per square for VTT import?
  • Is the editable source project saved so you can revise it after the session?

Ready to build your next map?

Start in RPG Map Editor: paint terrain, place props, check the grid, export PNG. Free plan includes 3 saved maps.

FAQ

How to make a DnD map — FAQ

Do I need expensive software to make a DnD map?

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.

What is the best size for a DnD battle map?

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.

How do I export a DnD map for Roll20?

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.

How do I make a DnD map for Foundry VTT?

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.

Can I make a DnD map for free?

Yes. RPG Map Editor's Free plan includes the editor, terrain tools, stamps, and PNG export with up to 3 saved map projects.

What is a DnD battle map?

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.

How long does it take to make a DnD map?

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.

Should I draw the grid on the map or leave it to the VTT?

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