⚔️Try your battle
Tactforge · 5e-compatible tactics

Every roll by the rules. Every fight on real ground.

Roll a battle in the arena, or forge a party and take the road — the engine referees every move.

Every battle happens somewhere. Towns keep their fires lit, roads carry travellers, and the forest is never quite empty.

Below the roads

Beneath the Realm

A delve goes down floor by floor from a way in on the surface — through built halls, temples, caves and old mines — and each floor ends at its boss, in the room farthest from the door.

Rolled fresh, every time

Every dungeon is rolled by the game’s own generator, from a seed: 4 sizes, from a lair of 3 held rooms to a citadel of 9, laid out in 6 patterns. Here are three rolled for this visit — the foes seated in their rooms, your party at the foot of the ladder.

  • Your party
  • Foes in their rooms
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Party selection

Your Heroes

Party
Rolling a party…
Uncharted
Uncharted
Heartwood · Crownlands

Choose a place to look in

The Realm

Larger than the map

Village
Willowmere

A hamlet of one green: a tavern, a peddler’s cart, a notice board and a smithy. Every new party musters here.

Where every party mustersThreat · Low
Compendium

How the world works

IRules

Every roll follows the SRD 5.2.1 — the 2024 fifth-edition rules — and the engine referees it.

14 + 5 vs AC 15Hit1d8 + 3
  • An attack is a d20 plus its bonuses against Armor Class; a natural 20 is a critical hit and rolls the damage dice twice.
  • Advantage rolls two d20s and keeps the higher; disadvantage keeps the lower.
  • On your turn: move up to your speed, take one action, a bonus action when a feature grants one, and hold one reaction until your next turn.
  • Leaving an enemy’s reach provokes an opportunity attack — unless you Disengage.
  • At 0 hit points a character falls and makes death saving throws until healed, stabilised or dead.
IIWorld

Battlefields are generated like geography, not tiles.

  • The grid is 5-foot squares, and every diagonal step costs 5 feet.
  • Hills, water and swamp are difficult terrain: each square costs double movement.
  • Cover is half (+2 AC) behind a barrel or low rock, and full behind a wall — no attack passes through it.
  • Light is bright, dim or dark; a foe you cannot see, you attack at disadvantage.
IIIAI

The AI makes choices; the engine decides what they do.

“You again. The wolves took the east road last night.”
  • A built-in tactical AI plays the monsters and your companions.
  • An optional AI narrator can command the enemy and tell the story — every choice it makes still goes through the rules.
  • Or a human Game Master takes the monsters’ side, like a real table.
IVPlay

Play the world alone or with others.

SoloTogether
  • Fight the sandbox on a field sized to the fight, or share a seeded battle by link — same fight, reproduced exactly, and the tally always a click away.
  • Story mode: forge heroes, recruit companions, travel between towns and take quests.
  • Play together: open a table and invite friends with a code.
Where it comes from

SRD classes, TactForge archetypes

Every class is the System Reference Document’s — the fifth-edition rules, used under CC BY 4.0 — and each keeps its SRD subclass. Around them stands what TactForge made for itself: archetypes, spells, monsters, feats and a people of its own.

SRD 5.2.1TactForge
Subclasses
12+31
Spells
217+20
Monsters
133+16
Species
9+1
Feats
5+22
Backgrounds
4+4
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Prefer the rules as the SRD has them? Choose “SRD 5.2.1 only” when you set up a battle, and it is built from the SRD alone. The SRD notice

The gates are open

Forge your story

Roadmap

The road ahead

Chapter IArenaIn the game
  • A rules engine on the SRD 5.2.1, with all twelve classes.
  • Battlefields generated from geography — hills, rivers, lakes and woods.
  • Seeded battles shared by link — the same fight for everyone who opens it.
  • A human Game Master seat, to run the monsters yourself.
  • An optional AI narrator that commands the enemy and tells the fight.
Chapter IIHeroesIn the game
  • The hero forge — species, backgrounds, feats and the game’s own subclasses.
  • Companions who earn their own experience and level up beside you.
  • Wild Shape into a beast and back, and allies summoned mid-fight.
  • Magic items with attunement, and gear you carry, buy and sell.
Chapter IIIWorldIn the game
  • Three settlements — Willowmere, Aldermoor and Highcrown — with districts, merchants and quest givers.
  • The road between them: days of march, camps, ambushes and caravans to escort.
  • Renown from finished quests, and a village that remembers what you did.
  • Play together at a shared table, invited by code.
Chapter IVDungeonsIn the game
  • Dungeon crawls under a surface field, room by room to the boss.
  • Cave chambers and set pieces — crypts, shrines, mines, and now temples.
  • Traps, locked doors, chests and secret rooms.
Chapter VComing nextNext
  • Themed bosses — a necromancer, a lich, a demon lord, and an archmage who summons elementals.
  • New biomes — cemeteries, planar rifts, arcane towers — with secret vaults to raid.
  • Story-chained dungeons — an LLM narrator ties encounters into a spine.
  • Life in the camps — war-parties that sleep, stand guard, patrol and eat until the fight reaches them.
  • More subclasses for every class, and classes beyond the SRD’s twelve.
  • A growing bestiary and spell list, plus rarity-tiered magic items and artifacts.
  • Per-element spell animations — fire, frost, lightning, and more.
  • New sprite art and richer battlefield effects.
FAQ

Questions at the gate

Tactforge is an automated tactics arena. A server-authoritative, 5e-compatible rules engine runs the fight — you build a party, drop into a procedurally generated battlefield, and play out full tactical combat. The engine handles every rule, roll, and reaction; you make the decisions.