Free to playFantasy Grounds VTT Your table, anywhere
Gather friends online, roll the dice and let the rules take care of themselves while the story does the talking.
Is Fantasy Grounds VTT worth it?
Fantasy Grounds VTT is worth it if…
- you already play D&D 5E, Pathfinder or another supported system and want to move the game online
- you are a gamemaster who would rather tell the story than track modifiers and stat blocks
- you and your group enjoy learning a tool properly once, then reaping the payoff for years
- you want to run published adventures or build your own homebrew world with real rules behind it
Screenshots
The math happens off-screen
The automation is the reason people stick with this one. Roll an attack by dragging your die onto a token and the damage is calculated for you. Paste in a spell and the game reads it, sets up the dice, and applies the effects. If your dwarf has advantage on poison saves, the game knows that and applies it, then tells you it did.
For a gamemaster, that means less time flipping through stat blocks and more time running the story. Players stop waiting while someone adds up modifiers. The rules still run the game; the software just does the arithmetic quietly in the background.
Your system, out of the box
Fantasy Grounds ships with rulesets for D&D 5E, 4E and 3.5E, AD&D 2E and the Pathfinder Roleplaying Game, plus a CoreRPG ruleset for anything else you want to adapt. Each ruleset shapes the sheets, the combat tracker and the dice around that game's actual rules, so a 5E night feels like 5E and a Pathfinder night feels like Pathfinder.
There is a library of open gaming content for those systems too, with drag and drop for monsters, NPCs, spells, feats, weapons and armor. Pull a monster straight onto the map instead of typing its stats in by hand. When you want a new campaign, licensed modules and supplements are available from the built-in store.
Building the table itself
Everything a physical table has, in software: dice you can actually roll, character sheets, tokens, maps, and notes for the gamemaster's eyes only. The 5E Character Wizard walks you through making a character, and characters you build locally travel with you into any session.
Gamemasters can go further: create their own adventures, build custom rulesets and modifications, and reuse monsters, items and spells from one module in another. Whatever you make can be shared with friends. Line of sight and lighting effects let you set up walls and torchlight so tokens only see what their characters would, which makes a dungeon crawl feel like a dungeon crawl.
One table, wherever everyone is
This is a table for a group: one person runs the game as gamemaster, everyone else joins as a player, and the whole party shares the same map, dice rolls and story. A lobby system means players connect without anyone fiddling with IP addresses or port forwarding, and a cloud hosting option handles the server for you.
Around that table, the co-op part is the campaign itself. Players share a party sheet, so loot can be handed from one character to another without the gamemaster playing courier. The gamemaster can show the whole group a map, a note or a monster with one click, or show a map to a single player who scouted ahead. One thing to know: there is no built-in voice chat, so most groups pair it with Discord for talking.




















