The common functionality includes physically modeled 3D dice with user-selected color, role-playing chat, capability to share and manipulate images featuring area masking, scaled grid, drawing layer, zooming, navigator mode, preload option when using slower network connections, area-of-effect indicators, and tokens; hot keys, lightning effects, and a story book for managing campaigns. A list of features can be found on the Fantasy Grounds web site.

Of the common customisable assets the most vital are the character sheet, NPC and monster stat block templates, item template, and combat tracker. These are all ruleset features and enable playing a particular RPG system without need to have external material at hand.

Modules add content to the basic framework of core system and ruleset, and what can be included in modules depends on the ruleset. Fantasy Grounds II supports the content to range from simple tables of useful reference data to world settings consisting of tens of different modules containing maps, images, story lines, NPCs, monsters, etc. The data can be divided into GM-only, shared, and owner sections as required by the style of the game.