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Fast, free answers for the table — Challenge Ratings, conditions, and starting gear straight from the D&D 5e SRD. Then build your own with the tools above.
What is Challenge Rating (CR) in D&D 5e?
A monster's Challenge Rating is a quick estimate of how deadly it is to a party of four adventurers of a level roughly equal to that CR. Defeating it grants the listed XP, and its CR sets the proficiency bonus used for its attack rolls, save DCs, and skill checks. CR runs from 0 (harmless) through 1/8, 1/4, and 1/2 up to 30 (world-ending).
D&D 5e CR to XP & proficiency bonus table (CR 0–30)
| CR | XP | Prof. Bonus |
|---|---|---|
| 0 | 0–10 | +2 |
| 1/8 | 25 | +2 |
| 1/4 | 50 | +2 |
| 1/2 | 100 | +2 |
| 1 | 200 | +2 |
| 2 | 450 | +2 |
| 3 | 700 | +2 |
| 4 | 1,100 | +2 |
| 5 | 1,800 | +3 |
| 6 | 2,300 | +3 |
| 7 | 2,900 | +3 |
| 8 | 3,900 | +3 |
| 9 | 5,000 | +4 |
| 10 | 5,900 | +4 |
| 11 | 7,200 | +4 |
| 12 | 8,400 | +4 |
| 13 | 10,000 | +5 |
| 14 | 11,500 | +5 |
| 15 | 13,000 | +5 |
| 16 | 15,000 | +5 |
| 17 | 18,000 | +6 |
| 18 | 20,000 | +6 |
| 19 | 22,000 | +6 |
| 20 | 25,000 | +6 |
| 21 | 33,000 | +7 |
| 22 | 41,000 | +7 |
| 23 | 50,000 | +7 |
| 24 | 62,000 | +7 |
| 25 | 75,000 | +8 |
| 26 | 90,000 | +8 |
| 27 | 105,000 | +8 |
| 28 | 120,000 | +8 |
| 29 | 135,000 | +9 |
| 30 | 155,000 | +9 |
What are the conditions in D&D 5e (and what do they do)?
Conditions temporarily change what a creature can do. Most come from spells, monster abilities, or the environment, and end when their cause does. Here are all fifteen:
- Blinded
- Can't see; auto-fails sight checks. Attacks against it have advantage; its own attacks have disadvantage.
- Charmed
- Can't attack the charmer or target it with harmful effects; the charmer has advantage on social checks with it.
- Deafened
- Can't hear; auto-fails hearing checks.
- Exhaustion
- Six worsening levels: disadvantage on checks (1), half speed (2), disadvantage on attacks & saves (3), half max HP (4), speed 0 (5), death (6).
- Frightened
- Disadvantage on checks & attacks while the source of fear is in sight; can't willingly move closer to it.
- Grappled
- Speed 0. Ends if the grappler is incapacitated or the two are forced apart.
- Incapacitated
- Can't take actions or reactions.
- Invisible
- Unseen without special senses; counts as heavily obscured. Attacks against it have disadvantage; its attacks have advantage.
- Paralyzed
- Incapacitated; can't move or speak; auto-fails Str & Dex saves. Attacks against it have advantage, and any hit within 5 ft is a critical hit.
- Petrified
- Turned to stone: incapacitated, weight ×10, ageing stops. Resists all damage; immune to poison and disease.
- Poisoned
- Disadvantage on attack rolls and ability checks.
- Prone
- Can only crawl unless it stands. Disadvantage on its attacks; melee attacks against it have advantage, ranged have disadvantage.
- Restrained
- Speed 0; disadvantage on Dex saves and its own attacks. Attacks against it have advantage.
- Stunned
- Incapacitated; can't move; speaks haltingly; auto-fails Str & Dex saves. Attacks against it have advantage.
- Unconscious
- Incapacitated; drops what it holds and falls prone; auto-fails Str & Dex saves. Attacks against it have advantage, and any hit within 5 ft is a critical hit.
What's in each D&D 5e adventuring pack?
Equipment packs are a fast way to kit out a new character. Each bundles common gear at a discount:
- Explorer's Pack (10 gp)
- Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft of hempen rope.
- Dungeoneer's Pack (12 gp)
- Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 ft of hempen rope.
- Burglar's Pack (16 gp)
- Backpack, bag of 1,000 ball bearings, 10 ft of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, waterskin, 50 ft of hempen rope.
- Priest's Pack (19 gp)
- Backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days of rations, waterskin.
- Entertainer's Pack (40 gp)
- Backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, waterskin, disguise kit.
- Scholar's Pack (40 gp)
- Backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, small knife.
- Diplomat's Pack (39 gp)
- Chest, 2 cases for maps and scrolls, fine clothes, bottle of ink, ink pen, lamp, 2 flasks of oil, 5 sheets of paper, vial of perfume, sealing wax, soap.
Fresh from the Community
Homebrew monsters and spells shared by Chronicle Codex players. Every approved creation becomes a public page others can find and use.
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