D&D challenge rating calculator
Enter what your homebrew monster can take and what it can dish out, and this gives you its challenge rating by the Dungeon Master’s Guide method: a defensive CR from hit points and armour class, an offensive CR from damage and attack bonus, averaged together.
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Defence
Offence
Averaged over the first three rounds of combat.
Or save DC − 8, if it mostly uses saves.
Challenge rating
3
700 XP · proficiency bonus +2
Defensive CR
3
Hit points set the band, which expects AC 13 — 1 step up for armour class.
Offensive CR
3
Damage sets the band, which expects +4 to hit — matches what this band expects, so no attack bonus adjustment.
Final CR is the average of the two, rounded.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
Dungeons & Dragons and D&D are trademarks of Wizards of the Coast LLC. Dungeon Ledger is not affiliated with, endorsed by, or sponsored by Wizards of the Coast.
The method
How challenge rating is calculated
Hit points put the monster in a defensive band. That band expects a particular armour class, and for every 2 points the monster’s actual AC differs from it, the defensive CR moves one step — a heavily armoured monster with modest hit points ends up rated higher than its hit points alone suggest.
Damage per round does the same on the offensive side, with the attack bonus providing the adjustment. If the monster relies on saving throws rather than attack rolls, use its save DC minus 8 in place of an attack bonus.
The final CR is the average of the two, rounded. That averaging is why a glass cannon and a damage sponge can land on the same rating from opposite directions — and why neither will feel like the other in play.
Damage per round
The number people get wrong
Damage per round means the average damage the monster deals over the first three rounds of combat, assuming it hits. Not its maximum, not the damage from its best round, and not what it does if every attack lands on the same target.
Recharge abilities — a breath weapon that comes back on a 5 or 6 — should be averaged in across those three rounds rather than counted every round. A dragon that breathes once and bites twice is not dealing breath damage three times.
Multiattack counts in full: if the monster makes two attacks averaging 11 each, that is 22 damage per round, not 11. Forgetting multiattack is the single most common reason homebrew comes out rated far too low.
Reference
The monster statistics table
| CR | AC | Hit points | Attack bonus | Save DC | Damage/round |
|---|---|---|---|---|---|
| 0 | 13 | 1–6 | +3 | 13 | 0–1 |
| 1/8 | 13 | 7–35 | +3 | 13 | 2–3 |
| 1/4 | 13 | 36–49 | +3 | 13 | 4–5 |
| 1/2 | 13 | 50–70 | +3 | 13 | 6–8 |
| 1 | 13 | 71–85 | +3 | 13 | 9–14 |
| 2 | 13 | 86–100 | +3 | 13 | 15–20 |
| 3 | 13 | 101–115 | +4 | 13 | 21–26 |
| 4 | 14 | 116–130 | +5 | 14 | 27–32 |
| 5 | 15 | 131–145 | +6 | 15 | 33–38 |
| 6 | 15 | 146–160 | +6 | 15 | 39–44 |
| 7 | 15 | 161–175 | +6 | 15 | 45–50 |
| 8 | 16 | 176–190 | +7 | 16 | 51–56 |
| 9 | 16 | 191–205 | +7 | 16 | 57–62 |
| 10 | 17 | 206–220 | +7 | 16 | 63–68 |
| 11 | 17 | 221–235 | +8 | 17 | 69–74 |
| 12 | 17 | 236–250 | +8 | 17 | 75–80 |
| 13 | 18 | 251–265 | +8 | 18 | 81–86 |
| 14 | 18 | 266–280 | +8 | 18 | 87–92 |
| 15 | 18 | 281–295 | +8 | 18 | 93–98 |
| 16 | 18 | 296–310 | +9 | 18 | 99–104 |
| 17 | 19 | 311–325 | +10 | 19 | 105–110 |
Important
The method disagrees with the published monsters
This calculator implements the Dungeon Master’s Guide method faithfully — and that method does not reproduce the challenge ratings of the monsters in the Monster Manual. Run the published stat blocks through it and most come out around one rating low.
The cause is the defensive half. Published monsters routinely carry fewer hit points than the table expects for their rating, so their defensive CR lands well below their actual one, and averaging drags the final answer down with it. An ogre has 59 hit points, which the table treats as a CR 1/2 monster; the ogre is CR 2.
So use this to compare your homebrew against itself, not to reverse-engineer official monsters. If you have designed something and it comes out at CR 3, a good sanity check is to look at the published CR 4 and CR 5 monsters and ask which yours actually resembles in play.
Worked examples
Published monsters through this calculator
| Monster | HP / AC | Damage / attack | Defensive | Offensive | Method | Published |
|---|---|---|---|---|---|---|
| Goblin | 7 / 15 | 5 / +4 | 1/4 | 1/4 | 1/4 | 1/4 |
| Bugbear | 27 / 16 | 11 / +4 | 1/4 | 1 | 1/2 | 1 |
| Ogre | 59 / 11 | 13 / +6 | 1/4 | 2 | 1 | 2 |
| Owlbear | 59 / 13 | 24.5 / +7 | 1/2 | 4 | 2 | 3 |
| Troll | 84 / 15 | 33 / +7 | 2 | 5 | 4 | 5 |
Honesty
What CR does not capture
Even setting the above aside, challenge rating is arithmetic over four numbers. It does not know about resistances and immunities, legendary actions and legendary resistances, at-will teleportation, flight against a party with no ranged options, or a save-or-lose effect that removes a character from the fight on round one.
Action economy is the biggest blind spot. A single CR 8 monster against five characters gets one turn to their five, and will usually lose before it does anything interesting. That is what legendary actions exist to correct, and the calculation does not account for them at all.
Treat the output as a starting point for pricing an encounter, then playtest. If your monster has a mechanic that removes a player’s turn, assume it plays a full rating or two above the number here.
Common questions
- How do you calculate CR in D&D 5e?
- Find a defensive CR from hit points, adjusted one step per 2 points of AC away from that band’s expected value. Find an offensive CR from damage per round, adjusted the same way by attack bonus. Average the two and round.
- What counts as damage per round?
- The average damage the monster deals per round over the first three rounds of combat, assuming its attacks hit. Include every attack from multiattack, and average recharge abilities across those three rounds rather than counting them every round.
- What if my monster uses saving throws instead of attack rolls?
- Use its save DC minus 8 in place of an attack bonus. The two scales are offset by 8 in the DMG’s table, so this keeps the offensive adjustment consistent.
- Why does this give a lower CR than the published monster?
- Because the DMG method genuinely does. Published monsters tend to have fewer hit points than the method’s defensive table expects for their rating, which pulls the averaged result down — an ogre comes out at CR 1 against its published CR 2. The calculator is faithful to the method; the method is approximate. Use it to compare your own designs, not to reproduce official ratings.
- Why does my monster feel harder than its CR?
- CR only weighs hit points, AC, damage and accuracy. Effects that remove a character’s turn, resistances the party cannot bypass, flight, or a lack of legendary actions in a solo fight all shift real difficulty a long way from the number.
- Is a single high-CR monster a fair fight for a party?
- Usually not, because of action economy — one monster gets one turn against the party’s four or five. This is exactly what legendary actions and lair actions exist to fix, and the CR calculation does not account for them.
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