The temple map generator draws a temple's floor plan on five-foot squares, with its grounds. The doors open into a vestibule with a font. Beyond it the nave runs up the middle between two rows of columns, pews either side of a red carpet, to the sanctuary: a raised dais with the altar and its candles, the god's statue in a rounded apse, and a brazier burning either side. Many temples add transept arms with a side chapel and a vestry holding the stair down to the crypt, most have a bell tower by the doors, and about a third are monasteries with a cloister along one side. A graveyard fills the space that's left. Every room is numbered and keyed under the map.
How the temple is laid out
The plan is the basilica, the shape almost every fantasy cathedral borrows, because it puts everything where a congregation and a priest expect it. People come in at one end and look down a long hall at the altar at the other. The columns carry the roof and split the nave from the side aisles, the pews face forward, and the carpet runs straight from the doors to the steps of the dais.
Nave width varies from seven to eleven squares, so some temples are narrow village churches and others are broad halls. Transepts make the plan a cross: one arm becomes a side chapel with its own small altar and pews, the other a vestry with the vestments chest and the stair down. The bell tower stands at a front corner with a spiral stair inside.
Monasteries and cloisters
About a third of the rolls are monasteries. These get a cloister beside the nave: a covered walk of columns around an open garth with a well where the paths cross, a refectory with its long table along the far side, and a dormitory of beds along the bottom. A door from the nave leads into the walk, so the monks can come to prayer without going outside.
Using it at the table
Temples turn up in almost every campaign, as a place to heal, a place to ask questions and a place where something has gone wrong. The keyed plan covers all three. Use the vestry's crypt stair as the way down to whatever's buried beneath. Stage a fight among the columns and pews, where cover is everywhere and the dais gives the high ground. Or let the party search the cloister for the monk who knows too much.
The squares are five feet, which suits D&D 5e, Pathfinder and most d20 games, so the plan goes straight onto a virtual tabletop. The god is left unnamed on the map; the statue on the dais is whoever your setting needs.
Free SVG and PNG downloads
Both formats are free for your games, streams and published adventures. The PNG is a 1920-pixel render for a VTT or a second screen, and the Print button saves a black-and-white version for a home printer. The SVG is the original vector file: open it in Inkscape, Affinity or Figma to rename rooms, swap the altar for a profane one or draw in the crypt. Everything on the map is drawn by our own code, so there's no attribution to carry and no asset licence to read.
What it won't do
It draws the ground floor of one temple and its grounds. It doesn't draw the crypt itself, upper galleries, or pagodas, ziggurats and other shapes of temple, and it doesn't stock the place with priests or worshippers. For the crypt, roll a battle map and call it the level below.
Name it, then fill it
The temple name generator writes the temple's history and draws this same map beside its result; the monastery name generator does the same with a cloister always included. The cleric name generator gives you the priest at the altar, and the battle map generator covers the crypt at the bottom of the vestry stair.