You play the heroes; the Dungeon Master plays everyone else. Everybody rolls initiative at the start of a battle, and creatures take turns in that order, shown along the top of the table.
Your turn
Move up to your speed. Blue squares show where you can go; each square is 5 ft. Trees, rubble and fords cost double.
Action (●): attack, cast a spell, Dash, Disengage or Dodge. Martial heroes swing twice from level 5 (fighters more later).
Bonus action (▲): Healing Word, Hunter’s Mark, Rage, a potion, Cunning Action…
Reaction (◆): used for you — opportunity attacks, Shield, Uncanny Dodge, Cutting Words.
You can split your move around your action. Click a foe to walk up and hit it in one go.
Rolling
Attack: d20 + bonus. Meet the target’s Armour Class (AC) to hit.
Natural 20: a critical hit — roll the damage dice twice. Natural 1: always misses.
Advantage: roll two d20s, keep the higher (flanking, prone or paralysed targets, Steady Aim). Disadvantage keeps the lower.
Saving throw: the defender rolls d20 + save bonus against the spell’s DC.
Cover (trees, rubble, low walls, other creatures) adds +2 or +5 to AC against ranged attacks and to Dexterity saves.
Danger
Walking out of an enemy’s reach provokes an opportunity attack. Disengage first, or teleport.
A ranged attack with an enemy next to you has disadvantage.
A hero at 0 HP falls and makes death saving throws: three successes and they stabilise, three failures and they die. Any healing gets them back up.
Concentration spells (Bless, Hunter’s Mark, Hex, Spirit Guardians, Entangle) end if the caster fails a Constitution save after taking damage.
Playing together
The Game Master sets the battlefield and the foes, then chooses Play with friends and sends the link. The difficulty can still be changed before the fight begins.
Each player signs in and sits their own character. The Game Master plays any ready-made hero left open, and the monsters stay with the Game Master.
Everyone sees the same dice. Only the player whose turn it is can move that hero.
Controls
Click a square to move, a foe to attack, a hotbar button to use it.
Right-click (or long-press) any miniature for its character sheet or stat block.
1–9 hotbar · Space end turn · U undo move · Esc cancel · Enter cast a half-aimed Bless, Magic Missile or Eldritch Blast
On a phone, tap once to preview and again to confirm. Pinch the mat (or use Whole map) to zoom, and drag to look around. 📜 opens the Dungeon Master’s log.