DND Rouge implements a focused D&D 5e (2014) combat ruleset. Clear arenas, choose loot, and build your party.
Click lit tiles to spend movement, 5 ft per square. Click a foe to attack. Each hero has an action, bonus action, and reaction. Leaving melee reach can provoke an opportunity attack.
Fighter: Second Wind, then Action Surge at level 2. Wizard: Fire Bolt and prepared spells; 2nd-level spells at level 3. Rogue: dual daggers, conditional Sneak Attack, Cunning Action at level 2.
Choose one illustrated reward. Equipment enters the shared stash. Between rounds, drag or click it into a compatible slot. Replaced gear stays in the stash.
Rare adventurers may appear from round 4. Weaken one, then begin a fresh party turn and choose Recruit. The attempt consumes everyone’s movement, actions, and bonus actions, even on failure.
On small screens, use the Party and Foes tabs below the arena. Drag to pan, +/− to zoom, ◎ to recenter and Fit to see the whole arena. Keys: 1–5 action bar · Space end party turn · I equipment · Esc cancel. Potions cost an action under 2014 rules. Progress saves in this browser. Existing runs retain their level when migrated to XP progression.
Explore classes, monsters, spells & items in the Field Guide ↗
Read the exact rules, supported features, and exceptions ↗
Saved automatically in this browser. Panels appear near the card’s upper-right corner and adjust to stay on screen.