Fantasy Grounds Player Guide

From a blank computer to your first dragon, in the order you'll actually meet things.

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Free to Play at My Table Windows · Mac · Linux About 20 Minutes to Read

The Short Version

Fantasy Grounds Unity (FGU) is the desktop app most of my tables live in. It looks like a lot on day one; it isn't. Do the first four steps below before your one-on-one and we'll spend that hour touring the world instead of watching download bars. Everything else on this page is here for when you want it.

  1. Install

    Make a free Fantasy Grounds account, download the free client, sign in. The Demo version is all you need. How

  2. Join

    Join a Game, search for host zeldaharvestmoon, enter the password I send on Discord, press Play. How

  3. Type /console skip

    First thing after you're in, every session. Then turn it into a one-key button so you never have to remember it again. How

  4. Claim Your Hero

    Click your character's portrait in the Character Selection window. Your sheet opens, and it's yours from then on. How

  5. Learn Three Moves

    Talk in the chat box, roll by clicking the little dice on your sheet, and Ctrl+click an enemy to target it. How

  6. Play

    The Combat Tracker tells you when it's your turn. Move, target, click Attack, then Damage. Fantasy Grounds does the math. How

Download & Install

Do I have to buy anything?

No. Fantasy Grounds Unity is free to download and run in Demo mode, and because I host with the Ultimate licence, Demo players can join my games at no cost. Every rulebook, map, token and character sheet lives inside my campaign and is shared with you when you connect. If a website ever asks you to pay for Fantasy Grounds to play with me, close it and message me instead.

Setting it up, start to finish

  1. Create a free account at fantasygrounds.com. Your username there is the name everyone at the table will see next to your rolls, so pick one you're happy with.
  2. Download the client from the Fantasy Grounds Unity page and install it like any other program. It runs on Windows, macOS and Linux. (There is a Steam version too; either works, but the direct download is the simplest and it's what my screenshots show.)
  3. Sign in when the launcher opens, using the account you just made.
  4. Update. If a green Update Available bar shows near the bottom of the launcher, click it. Fantasy Grounds fetches the update and restarts itself. You and I must be on the same version to connect, so make this a habit before every session.

Leave a little room. The first time you join, Fantasy Grounds copies my campaign's books and maps to your machine. A few gigabytes of free disk space keeps that painless.

The Fantasy Grounds Unity launcher after signing in: My Campaigns and Join a Game tabs across the top, the signed-in username and version number top-right, History on the left and Join Cloud Game on the right
The launcher, signed in. Your username and version number sit top-right; the two tabs are My Campaigns and Join a Game. If a green Update Available bar is showing, click it first.

What else do I need?

  • A headset and microphone. Fantasy Grounds has no voice chat of its own; we talk on Discord, so keep Discord open beside the game.
  • A mouse with a scroll wheel and a middle button. Trackpads work, but maps are far nicer to pan and zoom with a wheel.
  • A second monitor is lovely and entirely optional.

If the install puts up a fight, message me on Discord and we'll slay it together. We also run a full tech check at your one-on-one before Session One.

Joining My Game

Where is the table?

Everything in Fantasy Grounds lives inside a campaign, and the campaign lives on my computer. You don't build or download anything; you connect to mine through the cloud. Three things get you in:

  • My host name: zeldaharvestmoon
  • The campaign name: your table's code (for example WDH0004). It's on your Discord channel and your StartPlaying listing.
  • The password: I send it to you on Discord before your first session. It is case-sensitive, so copy and paste it.

Step by step

  1. Open Fantasy Grounds and click Join a Game at the top of the launcher.
  2. In the Join Cloud Game panel on the right, type zeldaharvestmoon in the search box. My table appears in the list with a green dot (I'm online and hosting) and a padlock (it wants the password).
  3. Click the row to expand it, paste the password into the Password box, and press the round Play button.
  4. The first time, Fantasy Grounds copies the campaign's files to your machine. Depending on the table and your connection this can take a few minutes, and it's slowest when the whole party is connecting for the first time at once. Let it run. Every join after that only copies what changed, so it's quick.
The Join a Game tab of the Fantasy Grounds launcher: the Join Cloud Game panel with zeldaharvestmoon typed in the search box, the WDH0004 table expanded, a password field, and a round Play button
Join a Game → Join Cloud Game. Search for my host name, expand the table, paste the password, press Play. The green dot means I'm hosting right now.

Prefer to skip the search? Scroll down to Join Cloud Game by Name, type zeldaharvestmoon as the host, add the password, and click the arrow. After your first visit the table also shows up under History on the left for one-click rejoining.

The whole Join a Game screen of the Fantasy Grounds launcher: History on the left, Join Cloud Game on the right, Join Cloud Game by Name and Join LAN Game along the bottom
The whole Join a Game screen. History on the left, the cloud list on the right, join-by-name and LAN joining along the bottom. You'll never need the LAN box for my games.

Can't see my table? It only appears while I'm hosting, which is usually 10–15 minutes before start time. Clear the search box, click the refresh arrow at the bottom of the list, and if it's still missing, use Join Cloud Game by Name. No port forwarding or firewall fiddling is ever needed on your side; that's the whole point of the cloud.

The first-visit windows

The very first time you join a campaign, a Campaign Setup window pops up in the middle of the screen. Untick show on load (you only need to see this once), click Open Modules Window if you're curious what books I've shared, then click OK. If Fantasy Grounds asks which modules to load, load everything I've shared: All Rules is the safe choice. Behind it waits the Character Selection window, and that's where your hero is.

The Campaign Setup window: User Guides and Forums buttons, Open Modules Window, Open Options Window, a Show on load checkbox and an OK button
Campaign Setup (first visit only). Untick Show on load?, then OK. It mentions a sidebar; at my table that sidebar is replaced by the Menus bar, so ignore that line.

Right After You Log In

Type this in the chat box, then press Enter

/console skip

Why: my campaigns run a handful of extensions, the add-ons that give us nicer automation, effects and themes. Now and then one of them writes a harmless warning to Fantasy Grounds' Console, the app's behind-the-scenes log. By default, Fantasy Grounds pops that Console window open on your screen the instant a message lands, sometimes mid-combat, right over the map. The messages don't matter; the pop-up is the nuisance.

What it does: /console skip is a built-in Fantasy Grounds command that stops the Console from opening itself for the rest of your session. Nothing dramatic happens when you press Enter, and that's the point. It resets every time you launch the game, which is why it's the first thing to do after you're in, and why we turn it into a button.

Run it now

  1. Click the chat entry box, the empty line at the bottom of the chat window on the left.
  2. Type /console skip exactly: a slash, the word console, one space, the word skip.
  3. Press Enter. If a Console window is already open, close it with its X.

Make it a button

  1. Type /console skip in the chat entry box again, but don't press Enter.
  2. Click and hold on the text you just typed, then drag it onto an empty slot of the hotbar, the row of numbered boxes along the bottom of the screen. Release. The slot now shows your command.
  3. From now on, click that slot or press its key and the command runs. The slot's label tells you which key: a plain 4 means F4; C-4 means the Ctrl page, Ctrl+F4. Fantasy Grounds remembers your hotbar for this campaign, so the button is waiting next week.

Made a mess of a slot? Right-click it and choose Clear, then drag the text again. And if the Console ever pops up anyway, you probably missed the space or a letter; press your button and carry on.

The chat window with /console skip typed into the entry box at the bottom, ready to send
Step one. The command sits in the chat entry box, ready for Enter. The two dropdowns above it choose who you speak as and in which language.
A hotbar slot labelled C-4 containing the text /console skip
Step two, done. The typed text dropped onto a hotbar slot. This one reads C-4: slot 4 on the Ctrl page, so Ctrl+F4 fires it.

Claiming Your Character

Where is my hero?

We build or import your character together before Session One, so when you first join, they're already waiting. The Character Selection window opens by itself, and a placeholder with your Fantasy Grounds username sits in the top-left corner of the screen until you pick someone.

  1. Click your character's portrait in the Character Selection window. That claims them: the character sheet pops up in the middle of the screen and the portrait moves to the character bar in the top-left corner.
  2. Closed the sheet? Click your portrait in that top-left bar and it comes straight back.
  3. Need the selection window again later? Click Records in the top-left corner and choose Characters.
The Character Selection window: a Character Wizard button, a grid of character cards showing portrait, name and level, several marked Owned by another player, and a search box with import, add and edit buttons at the bottom
Character Selection. Click your own portrait. A card that says Owned by already belongs to someone; yours is the one without an owner. The Party Backpack is the party's shared loot bag, not a hero.
The Records drop-down menu open in the top-left corner, listing Backgrounds, Characters, Classes, Encounters, Feats, Images, Items and more
Records → Characters reopens the selection window whenever you need it.

Claimed the wrong one? Right-click the portrait in the top-left bar and choose Release, then pick again. Don't release the character you're actually playing: releasing also clears them from your local cache, and while I can hand them back, it costs us a re-download.

Face, token, colour

  • Portrait and token: click the portrait in the top-left corner of your sheet to open the Portraits and Tokens window, then the green + to browse the portrait bags. If you have your own art, send it to me on Discord and I'll set it up as your token on my side.
  • Your colour: Menus → Options has a Color: Active character entry. That colour marks your pointers and spell areas on the map, so pick one nobody else has.
  • Stepping away: type /afk or right-click your portrait and choose Toggle AFK. A little clock shows on your portrait until you type in chat again.

Building a character inside Fantasy Grounds

You don't have to; most players hand me a concept or a D&D Beyond sheet and we do it together at the one-on-one. But if you'd like to build in-app, the 5E Character Wizard is good at it. Click Records → Characters, press the Character Wizard button in the top-left of the selection window, and work through the tabs across the top: Class, Background, Species (the 2014 books call it race), Abilities, Equipment, then Commit. Each tab shows a question mark until it's complete and a tick when it is. Choose options with the green + buttons and the dropdowns, and read the full text of anything by clicking its link icon. My tables use the 2014 rules and books, so stick to those sources in the Source dropdown. On the Commit tab, name your hero and press Save; the finished sheet opens, filled in.

Ability scores on the Abilities tab can use standard array, point buy, or rolled 4d6-drop-lowest. Drag scores between boxes to swap them. The only row you can edit by hand is Misc, which is where any extra bonus goes.

Getting Around

The lay of the land

My table runs the Better Menus extension, so if you've watched Fantasy Grounds videos, one thing will look different: the usual sidebar down the right edge is gone. In its place are three drop-down buttons in the top-left corner, and everything the sidebar used to hold lives in them.

A Fantasy Grounds desktop at DM Rebecca's table: the Menus, Records and Books buttons and the character bar top-left, the chat window and dice tray down the left, the hotbar along the bottom, and a character sheet open on the right
The desktop. Menus, Records and Books in the top-left corner with the party's portraits under them; chat and dice down the left; the hotbar along the bottom; windows in the middle.
Close-up of the top-left corner: the Menus, Records and Books buttons above a row of character portraits
The menu bar and the character bar. Three buttons, then the whole party.
  • Menus (top-left) The tools: the Combat Tracker, the Party Sheet, your Options, the Modules list and their friends.
  • Records (top-left) Everything I've shared with you, sorted by type: Characters, Images (maps and handouts), Items, Spells, Story, Quests, Player Notes and more.
  • Books (top-left) Every rulebook and reference manual loaded in the campaign. One click opens the book.
  • Character bar (under the menus) Portraits of the whole party. Click yours to open your sheet.
  • Chat window (left) Everything that happens shows here: talk, rolls, hits, misses, damage. The empty line at its bottom is where you type; the two dropdowns above it choose who you speak as and in which language.
  • Modifier box and dice tray (bottom-left) A modifier box, the ADV and DIS buttons, a row of quick modifiers, and a set of dice to throw by hand.
  • Dice Tower and Dice Jail (above the tray) Drop dice on the little tower to roll them secretly for my eyes only. The stone block above it belongs to my Dice Jail extension, where misbehaving dice go to think about what they did.
  • Hotbar (bottom) Twelve slots tied to F1F12. Drag attacks, spells, items, dice or typed chat text onto them. Hold Shift, Ctrl or Alt for extra pages of slots.
  • Desktop (middle) Where your sheet, handouts and the Combat Tracker open as windows, and where the current map usually fills the whole background.

Windows, menus and links

  • Move a window by dragging its title bar or frame. Resize it from the bottom-right corner. Close it with the X in its top corner. Losing a window is never a disaster: your sheet comes back from your portrait, the tracker from Menus.
  • Right-click almost anything for a radial menu of what you can do with it. When in doubt, right-click.
  • Little link icons next to spells, items, skills and features open a window describing that thing. Drag a link onto the hotbar to keep it one key away.
  • Interface too small or too large? Type /scaleui 125 in chat (anything from 50 to 200) and /scaleui 100 to reset. /scaledice 100 does the same for the dice tray (80 to 120).
  • Personal settings live under Menus → Options: your character colour, chat font, dice behaviour and more. Nothing in there can break my game, so explore.

Talking in Chat

Speaking as your character

Click the chat entry box, type, press Enter. Whatever you say goes out as your active character. Voices happen on Discord; the chat box is for in-character lines you want on the record, quick out-of-character notes, whispers, and reading the dice.

  • Shift+Enter adds a line break instead of sending.
  • Alt+Enter sends out of character (or start the line with /ooc).
  • Ctrl+Shift+Enter sends an emote ("Bob scratches his head"), or use /emote.
  • Ctrl+Enter marks a line as an intended action ("I open the lock"), handy when you want me to adjudicate before it happens.
  • and in the entry box walk back through what you've typed.
  • Languages: of the two dropdowns just above the entry line, the left one is who you speak as and the right one is the language. Pick one your character knows and only characters who share it can read you; everyone else sees runes.

Whispers, votes and moods

  • /w Name your message whispers to a character. Type part of the name and press Tab to auto-complete it. /w GM your message whispers to me, and /reply answers whoever whispered you last.
  • /vote Should we hide from this orc? puts a voting box in chat. Click it to cycle between empty, yes and no.
  • /mood nervous tags your lines with a mood until you clear it with /mood on its own; use brackets for more than one word.
  • /help lists every command Fantasy Grounds knows.

Right-click any chat message and choose Copy Text To Clipboard to save a line for your notes. Right-click the chat window itself for Unlock Position if you'd like to move it.

The chat window: a Constitution save, an Athletics check, a longsword attack marked Hit against its target, the damage roll, and a line spoken in Elvish shown as runes with its translation
The chat window. A save, a skill check, an attack that hit, its damage, and a line in Elvish. The dropdowns at the bottom read DM Rebecca and Elvish here; yours will show your character and your language.

Rolling Dice

Mostly, you roll from your sheet

Wherever you see a little dice icon on your character sheet, clicking it makes that roll with every modifier already added: ability checks down the left of the Main tab, saving throws down the right, initiative, death saves, every skill on the Skills tab, and every attack, damage and spell on the Actions tab. The result lands in chat with the total worked out. This is how you'll roll 95% of the time.

Throwing dice by hand

  • Roll one die: click and hold a die in the tray, move the mouse, and release while it's still moving. Dropping it while the mouse is still doesn't count as a roll (the die just sits there), so give it a flick.
  • Roll several: click and hold a die, then right-click to add another copy each time before you release. Or right-click a die in the tray and pick a number from the menu.
  • Advantage / disadvantage: click ADV or DIS in the tray before you roll. It works for sheet rolls too, and it clears itself after one roll.
  • Modifiers: type a number into the modifier box beside the tray, or use the +2, +5, −2 and −5 buttons, before your roll. It's added to that one roll and then cleared. /mod 2 Bless does the same from chat with a label.
  • From chat: /die 1d20+5 Perception rolls and labels it.
  • Quick modifiers: the buttons beside ADV and DIS (+2, +5, −2, −5, Opportunity, Critical, Cover, Sup. Cover, Max, Half) each set up one common situation. Click one just before the roll it belongs to; it clears itself afterward.
  • Make them yours: the Dice options (under Menus) let you change the dice set, size and colours. /dicevolume 30 quietens the clatter.
The modifier box, the ADV, DIS, plus and minus, Opportunity, Critical, Cover, Superior Cover, Max and Half buttons, and the row of dice from d20 to d100
The bottom-left corner. Modifier box, quick-modifier buttons, then the dice. Flick a die to roll it; right-click while holding to add more.

Your Character Sheet

Six tabs down the right edge

  • Main: ability scores, saves, armour class, initiative, speed, hit points and wounds, hit dice, inspiration, death saves.
  • Skills: every skill with its proficiency star and a dice icon.
  • Abilities: your feats, features, traits, proficiencies and languages, each with a link to its full text. Reading only.
  • Inventory: what you carry, your coins, and your weight limit.
  • Notes: personality, ideals, bonds, flaws, appearance, and free notes.
  • Actions: weapons, features you activate, and spells. This is where combat happens; it gets its own section below.
  • Fish, Stats, Pets, Journal: extra tabs added by my extensions. We'll look at any that matter to your character at the one-on-one; until then they can wait.
The Main tab of a 5E character sheet: portrait, name and inspiration at the top, class and level with a cog, background and species, ability scores with dice icons down the left, saves down the right, AC, initiative and speed in the middle, and hit points, hit dice and death saves at the bottom
The Main tab. Checks on the left, saves on the right, AC and initiative in the middle, hit points and death saves at the bottom. The tabs run down the right edge.

Icons worth knowing on the Main tab

  • Lock Locks the sheet so nothing gets edited by accident. Unlock it to change notes, prepare spells, or add items; lock it again for play.
  • Dice icon Click to roll that thing: checks, saves, initiative, death saves.
  • Link icon Opens the full description of that item, feature or spell.
  • Star A lit star means you're proficient. On Skills, a half star is half proficiency (Jack of All Trades) and two stars mean expertise.
  • Cog More lives behind it. The cog by AC shows how your armour class, initiative and speed are calculated and lets you add bonuses; the cog by your class is where Level Up hides.
  • Hit dice During a short rest, double-click the hit dice icon to roll one and heal. The number counts down as you use them.
  • Tick boxes Inspiration and death saves are simple boxes: click to fill, click to clear. Death saves fill themselves as you roll them.
  • Little cross by a number Hover, hold Ctrl and scroll the mouse wheel to nudge a bonus or penalty in or out.
  • Record link (top-left) Drag it onto a hotbar slot to reopen your sheet with one key.
  • Find my token Jumps the map to wherever your token is standing. Double-clicking your portrait does the same.
  • Export Saves your character to an XML file. A nice backup, and a way to bring them to another table one day.

Skills, inventory and notes

  • Skills: left to right, each row has a link, its proficiency star, the name, the ability it uses, a Misc box for a bonus, a dice icon, and the total. A small icon beside Stealth warns that your armour would impose disadvantage; Fantasy Grounds applies it automatically.
  • Inventory: the badge at the end of each item cycles through C (carried), E (equipped) and grey (not carried). Equipped weapons appear on your Actions tab and equipped armour sets your AC, so if a new sword is missing from your attacks, it isn't equipped yet. Type a container's name into an item's Location box to pack it (a backpack inside a bag of holding is allowed). Items that need attunement get a tick box, and the header shows how many attunement slots you've used. Hold Shift while dragging to move a whole stack.
  • Notes: unlock the sheet, click any line, and type. Pressing Enter in the bigger boxes starts a new line. Your backstory fits nicely here.
The Inventory tab: the Equipment list with count, name, location, attunement and weight columns and a coloured carried-or-equipped badge at the end of each row, then the Treasure coin boxes and a search box
The Inventory tab. The coloured badge at the end of each row is the toggle: C carried, E equipped, grey not carried. Attunement slots sit in the header.

The Actions Tab

Three stacked sections: weapons, then features you activate, then spells. What's in each depends entirely on your class, race and gear, but the buttons all behave the same way: pick a target, click a button, read chat.

Weapons

Each weapon line shows, left to right: equipped toggle, attack type, which hand, the name (and ammo if it uses any), the Attack button with its bonus, the Damage button with its dice and damage type, and a cog.

  • Attack (the orange button showing your bonus) rolls to hit against your targets. Damage (the red button showing the dice) rolls and applies the damage, resistances and all. You can also drag either button straight onto an enemy token or its tracker entry, which skips targeting entirely.
  • The attack type icon cycles melee / ranged / thrown, which is why a dagger gets two lines. The hand icon cycles main hand, off hand and two-handed, and versatile weapons upgrade their damage die when you go two-handed.
  • Ammo ticks itself down each shot.
  • The cog opens the weapon's guts (stat used, damage dice, proficiency). You'll almost never need it; if a weapon looks wrong, tell me and I'll fix it from my side.
The top of the Actions tab: javelin, longbow and longsword lines with orange Attack and red Damage buttons and ammo boxes, the spell slot pips, a spells known table, then Paladin features with use boxes
The Actions tab, top half. Weapons with their orange Attack and red Damage buttons and ammo boxes, then spell slots, then features. The Mode box sits at the bottom-left.

Features and spell slots

  • The top of the middle section shows your spell slots as rows of pips. When you cast a spell, click one pip of that level; Fantasy Grounds doesn't spend slots for you. They refill on a rest.
  • Features with limited uses (Second Wind, Rage, Channel Divinity, Ki) have tick boxes beside them. Click a box to spend a use; rests clear them.
  • Features that just happen in the background, like Lucky, don't appear here at all. That's normal.
  • Every feature's link opens its rules text, and its cog reveals any hidden lines.

Spells and their five buttons

Spells are listed per class and per level. Beside each spell you'll see a link, its name, and one or more of these buttons. With a target selected, click and Fantasy Grounds handles the rest:

  • Attack Makes a spell attack roll against your target.
  • Save (cast) Forces each target to save against your spell DC and records who passed and who failed, so half damage on a save is applied correctly.
  • Damage Rolls and applies the damage.
  • Heal Heals your target by the amount shown.
  • Effect Puts a condition or effect on the target (Vicious Mockery's disadvantage, Bless, Faerie Fire). It appears under their name in the Combat Tracker and expires on its own.

Upcasting: after the save or attack, click and hold the Damage button (the dice appear on your cursor), right-click once per extra die, then throw. Fireball at 5th level is 8d6 plus two right-clicks. Spells with limited uses (innate spells, magic items) show tick boxes just like features.

A few extras from my extensions: the letters after a spell's name are quick tags, for example (B) bonus action, (C) concentration, (T) touch and (S) self; the green tick marks a prepared spell; and the speech-bubble icon posts the spell's description to chat so everyone can read it. Lower down, the Generic Actions block gives you one-click Grapple, Shove, Dash, Disengage, Dodge, Help, Hide, Ready, Search and friends.

The lower Actions tab: Paladin features and Channel Divinity with use boxes, level 1 spells with effect, save, heal, chat and prepared icons, and the Generic Actions grid of Grapple, Shove, Dash, Disengage, Dodge, Help, Hide, Ready and Search buttons
The Actions tab, lower half. Features, then spells with their buttons, then the Generic Actions grid.

The Mode button

Bottom-left of the Actions tab is the Mode box; clicking it cycles Combat, Standard and Preparation. Live in Combat mode. Switch to Preparation mode (with the sheet unlocked) when you finish a long rest as a wizard, cleric, druid or paladin: it expands every spell so you can tick the ones you're preparing today, and it's also where you can correct a feature's number of uses. Flip back to Combat mode when you're done.

Maps & Tokens

Looking around

When I share a map, it either opens as a window or, more often at my table, fills the whole desktop behind your other windows. Either way your token is already placed and each grid square is five feet.

  • Zoom: scroll the mouse wheel, or press C and X.
  • Pan: hold the middle mouse button and drag, hold Space and left-drag, or press W A S D. With no token selected, the arrow keys pan one square at a time.
  • If the map is a window, move it by its title bar or by dragging any empty bit of map, and resize it from the bottom-right corner. The toolbar sits along the top edge: its first button, Zoom to Fit, brings a lost map back into view, and its last one toggles a little navigation panel.
  • Find yourself: the Find my token icon on your sheet, or a double-click on your portrait, centres the map on you.
A battle map filling the whole Fantasy Grounds desktop behind the chat window and hotbar, with a goblin token and a player token on the right and the map toolbar along the top-right edge
A map in desktop view. It fills the background; chat, character bar and hotbar stay on top. The toolbar is the row of round buttons at the top-right.
The map toolbar: a long row of round gold buttons for zoom, view modes, ping, drawing, erasing, selection, targeting and the navigation panel
The toolbar (mine, so yours will have fewer buttons). The ones you'll use: Zoom to Fit, ping, draw and erase, box-select, the targeting trio (enemies, friends, clear) and the navigation panel toggle. Hover any button for its name.

Moving your token

  • Select your token with a left-click, then drag it or steer it with W A S D or the arrow keys.
  • There's no approval step at my table: you simply go. Walls and closed doors still stop you, and a distance label follows the drag so you can count your movement.
  • Turn your token with Shift and the mouse wheel while hovering over it.

Light, sight and pointing

  • Most of my maps use line of sight and lighting. Bright light shows in full, dim light is darker, and walls black out what you can't see. Places you've already explored stay visible but faded. Creatures pop into view when you round a corner and vanish when you lose sight of them, which is exactly as scary as it sounds.
  • Ping a spot so everyone looks: hold Space and double-click it, or use the ping button on the toolbar.
  • Quick pointers: hold both mouse buttons and drag to draw an arrow. Add Shift for a box, Ctrl for a circle, or Alt for a cone. Perfect for "which goblin?" and for checking whether a fireball catches your friends. Click both buttons again and release to erase it.
  • If I've turned on drawing, the pencil and eraser buttons let you doodle on the map in your colour.

Targeting, the Key Skill

Ctrl+click

Fantasy Grounds can only roll against something if it knows what you're aiming at. Targeting is how you tell it, and it's one gesture:

  • Hold Ctrl and click the enemy's token on the map, or their line in the Combat Tracker. A line appears showing the range, and the target's name appears under yours in the tracker. (On a Mac, use the Control key.)
  • Several targets? Ctrl+click each one in turn. This is how you fireball a room.
  • Wrong one? Ctrl+click it again to un-target it.
  • Everything at once: the map toolbar has Target Enemies, Target Friendlies and Clear Targets buttons, plus a box-select targeting tool for dragging a rectangle around a crowd.
  • No targeting at all: drag an Attack, Damage, Save or Heal button from your sheet and drop it directly on a token or tracker entry. Handy for a single quick strike.

Targets stick. They stay selected until you clear them; the one exception is that my table drops a target automatically the moment it dies. Before every button press, glance under your name in the Combat Tracker and make sure the list is who you mean, or your Cure Wounds goes to the goblin.

A paladin token on the right targeting a goblin token on the left: a black arrow runs between them with a 20-foot range label
A target, set. The arrow shows the range (20 feet here), and the goblin now appears under your name in the Combat Tracker.

Your Turn in Combat

The Combat Tracker

When a fight starts, I drop the enemies onto the map and roll their initiative. Open the Combat Tracker from Menus in the top-left corner (or drag it onto your hotbar once and never look for it again) and keep it open for the whole fight. It lists everyone in initiative order, marks whose turn it is, shows the party's health, and lists each combatant's targets and active effects. Rows are colour-coded: green for the party, red for enemies, blue for neutral folk. Exactly how much you see of the monsters is up to me.

  1. Roll initiative by clicking the dice icon beside INIT on your Main tab. The tracker sorts itself.
  2. On your turn: move, then target, then act from your Actions tab. Then tell me you're done, or press the green at the bottom-left of the tracker if I've let players end their own turns.
The Combat Tracker: a goblin in red and a neutral NPC in blue at the top, then the party in green with initiative, max hit points, temporary hit points and wounds columns; the paladin's row lists Targets: Goblin and an active Divine Sense effect; a green down-arrow and a round counter sit at the bottom
The Combat Tracker. Initiative order top to bottom, health columns, and under each name its targets and effects. The green ▼ at the bottom advances the turn.

Attacking, saving, healing

  • Weapon attack: target, click Attack. Chat says hit or miss (unless I've hidden that, in which case I'll tell you). On a hit, click Damage. Fantasy Grounds applies it, halves or cancels it for resistance and immunity, and updates the tracker.
  • Spell attack: exactly the same, from the spell's buttons.
  • Save spells: target everyone in the area, click Save, then Damage. Fantasy Grounds rolls every save, notes who passed, and applies full or half damage to each one correctly.
  • Buffs and conditions: target an ally or enemy and click the spell's Effect button. Bless, Bane, Hunter's Mark and friends then apply themselves to the rolls they affect.
  • Healing: target the ally (yes, Ctrl+click a friend), click Heal.
  • Spent a slot? Tick the pip. Used a feature? Tick its box. These are the two things the automation leaves to you.
  • Taking damage needs nothing from you; it appears in your Wounds and on the tracker. At 0 hit points, roll death saves from the Main tab and the boxes fill in by themselves.

Fights without a map

Some skirmishes stay in the theatre of the mind. Nothing changes except where you click: Ctrl+click the enemy's entry in the Combat Tracker instead of a token, then use your Actions tab as usual. Dragging a button onto a tracker entry works too.

Between Fights

Rests, loot and notes

  • Rests are something I trigger from my side. A short rest lets you double-click your hit dice icon to heal; a long rest refills hit points, slots and daily features on its own. If something didn't reset, say so and I'll nudge it.
  • Loot and coin get handed out through the Party Sheet (under Menus) and the Party Backpack. Drag items from there into your Inventory; coins go into your coin boxes. Hold Shift to drag a whole stack.
  • Handouts, maps and story text I share with you pop up as windows and stay available under Records afterward (maps under Images, text under Story or Player Notes), so you can reread that cryptic letter at leisure.
  • Notes tab for your own record-keeping, and Stars & Wishes after the session for the things you want more of.

Levelling up

When I say the words, open your Main tab and click the cog beside your class and level, then Level Up. The Character Wizard opens on your existing character: press the level-up button (or the Add Class button if you're multiclassing), make any new choices it asks for (subclass, spells, feats, ability score increases), then Commit to review and Save. Your sheet reopens with everything added. Most players like doing this together at the start of a session; either way, I'll double-check it.

When It Misbehaves

That's my Better Menus extension. Stock Fantasy Grounds has a sidebar down the right edge; my table replaces it with the Menus, Records and Books buttons in the top-left corner. Everything the videos find in the sidebar is in one of those three: tools under Menus, shared records under Records, rulebooks under Books.

The table only shows while I'm hosting, so check the time. Clear the search box and press the refresh arrow at the bottom of the list, then search zeldaharvestmoon again. If it's still hiding, use Join Cloud Game by Name with my host name and the password. If that fails too, ping me on Discord; I may still be loading the campaign.

Passwords are case-sensitive and easy to mistype. Copy it from our Discord chat and paste it in, then click the little eye icon beside the box to confirm what you pasted.

A first join can take five to ten minutes on a big campaign, longer if the whole party is joining at once. Give it fifteen minutes before you worry. If nothing has moved by then, close Fantasy Grounds, reopen it, and join again; it resumes where it left off. Very slow every week? Check your free disk space and try a wired connection.

We have to be on the same version of Fantasy Grounds. Go back to the launcher and click the green Update Available bar, let it restart, and join again. Doing this before every session prevents it.

Press your /console skip button (or type it and press Enter) and close the window with its X. The messages inside are harmless. Full details in Right After You Log In.

Either you already claimed them (look at the character bar in the top-left corner and click the portrait), or someone claimed them by mistake, or I haven't added them to the party yet. Tell me on Discord and I'll sort it in a moment. Please don't create a new blank character in the meantime.

Just join again the same way. Your character is still yours, your hotbar is still there, and your place in the fight is unchanged. Let me know on Discord voice so we can pause if needed.

A die dropped while the mouse is still isn't a roll. Click, hold, move, and release while it's still moving. Or skip the tray entirely and click the dice icon on your sheet for the roll you want.

Type /scaleui 125 (or any number from 50 to 200) in chat to resize the interface, and /scaleui 100 to reset. If big maps stutter, /imagequality 1 lightens the load and /vsync 1 stops your graphics card sprinting; closing browser tabs and video helps too.

Your sheet: click your portrait top-left. The Combat Tracker: Menus, top-left. A map I shared: Records → Images (or ask me to share it again). The chat window can't be closed, only moved; right-click it and choose Reset Position if it wandered off.

If macOS says it can't verify the developer, open System Settings → Privacy & Security, scroll to the message about the blocked app, and click Open Anyway. Then remember: targeting is Control+click, not Command.

Still stuck? Discord me at zeldaharvestmoon. Nothing here is a silly question, and I would much rather fix it at 6:45 than at 7:05.

The Cheat Sheet

Everything above, boiled down. Bookmark this section for game night.

Keys and mouse

Do thisTo
Ctrl + click a token or tracker entryTarget it (again to un-target)
Enter in the chat boxSpeak as your character
Alt + EnterSpeak out of character
Ctrl + Shift + EnterEmote
Ctrl + EnterDeclare an intended action
Shift + EnterNew line without sending
/ in the chat boxRecall earlier messages
Tab after a partial name in /wAuto-complete the name
F1F12Fire a hotbar slot (Shift/Ctrl/Alt for more pages)
Drag chat text, an attack, a spell or an item onto a slotMake a hotbar button
Right-click a hotbar slotClear it
Click, hold, move, release a dieRoll it
Right-click while holding a dieAdd another die to the throw
Click, hold a Damage button, right-clickUpcast: add dice to the damage
Mouse wheel · C / XZoom the map
Middle-drag · Space + left-drag · WASDPan the map
Arrow keys with your token selectedMove one square
Shift + wheel over your tokenRotate it
Space + double-click the mapPing
Both mouse buttons + dragDraw an arrow (+Shift box, +Ctrl circle, +Alt cone)
Ctrl + wheel over a sheet number with a small crossNudge a bonus or penalty
Shift + drag an item stackMove the whole stack
Double-click your portraitJump to the map your token is on
Right-click almost anythingSee what you can do with it

Chat commands

TypeTo
/console skipStop the Console window auto-opening (every session)
/w Name messageWhisper a player's character
/w GM messageWhisper me
/reply messageWhisper back to whoever whispered you
/ooc messageOut-of-character line
/emote does a thingEmote
/action opens the doorIntended action
/mood wary · /moodSet · clear a mood tag
/vote question?Put a vote box in chat
/afkMark yourself away (typing clears it)
/die 1d20+5 labelRoll from chat
/mod 2 BlessAdd a modifier to your next roll
/scaleui 125Resize the interface (50–200; 100 resets)
/scaledice 100Resize the dice tray (80–120)
/dicevolume 30Quieter dice (0–100, on, off)
/imagequality 1 · /vsync 1Lighten the load on a struggling computer
/help · /version · /infoList commands · show version · show your session info

Shortcut rule: any command can be shortened as long as it stays unique, which is why /w works for /whisper.

Where things live

Looking forGo to
Your character sheetClick your portrait in the character bar (top-left)
Combat Tracker · Party Sheet · Options · ModulesMenus (top-left)
Character Selection windowRecords → Characters
Maps and handouts I've sharedRecords → Images
Story text, quests, your notesRecords → Story / Quests / Player Notes
Rulebooks and reference manualsBooks
A spell, item or feat to look upRecords → Spells / Items / Feats, or the link icon beside it
A secret roll for my eyes onlyDrop the dice on the Dice Tower above the tray

The rhythm of a turn

  1. Tracker says it's you. Read your targets under your name; clear any strays.
  2. Move (drag or keys).
  3. Ctrl+click your target(s).
  4. Actions tab: Attack or Save, then Damage, or Heal, or Effect.
  5. Tick the spell slot or feature box you spent.
  6. Say "done".

Fantasy Grounds is deep enough to spend years in, and this page only opens the door. When you want more, SmiteWorks' own Comprehensive Quick-Start Tutorial for Players and the shorter Play Now! Super Quick-Start (both by Hywel Phillips, revised by Zacchaeus) are the sources this guide condenses, with my own table notes layered on top. Fantasy Grounds is a trademark of SmiteWorks USA, LLC.