5e Encounter Calculator

Use this tool to estimate encounter difficulty using the official 5e (DMG) XP thresholds and multipliers.

Enter each character’s level, separated by commas. Example: 5,5,5,5. Party size is detected from how many levels you enter.
Pick a CR and set the quantity for each monster type. Only rows with a quantity > 0 count. CR options include 0, 1/8, 1/4, 1/2, and 1–30.
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Shows the adjusted XP computation using your exact inputs and the encounter multiplier.

Results

Encounter Summary
Party size, monster count, and multiplier.

Base XP
Multiplier
Adjusted XP
Party Thresholds
Easy
Medium
Hard
Deadly

Difficulty Classification
  • Uses official DMG XP thresholds and encounter multipliers.
  • Parties of ≤3 characters are treated as harder; ≥6 as easier (multiplier shifts one step).
  • “Trivial” means the adjusted XP is below the Easy threshold.
  • Consider number of daily encounters and resources; this tool estimates difficulty, not outcome.

What is a 5e Encounter Calculator?

A 5e Encounter Calculator helps Dungeon Masters design fair, exciting combat by converting monster Challenge Ratings (CR) to experience (XP), combining multiple monsters, and comparing the result to a party’s XP thresholds. The calculator implements the standard budgeting flow: sum party thresholds (Easy, Medium, Hard, Deadly), aggregate monsters’ base XP, apply the multi-monster multiplier (adjusted for party size), and classify the encounter difficulty. With transparent math, you can tune pacing, attrition, and resource drain across an adventuring day.

About the 5e Encounter Calculator

Each character of level ℓ has per-encounter thresholds \((E_\ell, M_\ell, H_\ell, D_\ell)\). For a party of \(N\) characters with levels \(\ell_i\):

$$\textbf{Party thresholds:}\quad T_{\text{easy}}=\sum_{i=1}^{N} E_{\ell_i},\quad T_{\text{med}}=\sum_{i=1}^{N} M_{\ell_i},\quad T_{\text{hard}}=\sum_{i=1}^{N} H_{\ell_i},\quad T_{\text{deadly}}=\sum_{i=1}^{N} D_{\ell_i}.$$

Monsters have base XP by CR. For monsters \(j=1\ldots K\) with base XP \(X_j\):

$$X_{\text{base}}=\sum_{j=1}^{K} X_j.$$ $$X_{\text{adj}}=m(K,N)\cdot X_{\text{base}},$$

where \(m(K,N)\) is the multi-monster/party-size multiplier. A common table (adjusted for party count) can be modeled piecewise:

$$m(K,N)= \begin{cases} \alpha(N)\cdot 1, & K=1\\ \alpha(N)\cdot 1.5, & K=2\\ \alpha(N)\cdot 2, & 3\le K\le 6\\ \alpha(N)\cdot 2.5, & 7\le K\le 10\\ \alpha(N)\cdot 3, & 11\le K\le 14\\ \alpha(N)\cdot 4, & K\ge 15 \end{cases}$$ $$\alpha(N)= \begin{cases} 1.5,& N\le 2\\ 1.25,& N=3\\ 1,& 4\le N\le 5\\ 0.75,& N=6\\ 0.5,& N\ge 7 \end{cases}$$

Difficulty classification compares \(X_{\text{adj}}\) to thresholds:

$$\text{Easy if }X_{\text{adj}}\le T_{\text{easy}},\quad \text{Medium if }T_{\text{easy}}T_{\text{deadly}}.$$

Display these formulas responsively with MathJax; use math.js for sums and multipliers while preserving the identical equations on screen.

How to Use this 5e Encounter Calculator

  1. Enter each character’s level; the tool pulls \((E_\ell,M_\ell,H_\ell,D_\ell)\) and computes party thresholds \(T_\ast\).
  2. Add monsters by CR (or XP directly). The calculator sums \(X_{\text{base}}\).
  3. Select party size \(N\); it sets \(\alpha(N)\) and multiplies to get \(X_{\text{adj}}=m(K,N)\,X_{\text{base}}\).
  4. Read the difficulty band by comparing \(X_{\text{adj}}\) to \(T_\ast\). Adjust monster count or CR to hit your target.
  5. Optionally plan an adventuring day by summing several \(X_{\text{adj}}\) encounters against daily XP budgets.

Examples (using the same formulas)

Example 1 — Four level-3 characters vs. two CR 2 monsters:
Suppose per-character thresholds (level 3) are \(E=75, M=150, H=225, D=400\). Then $$T_{\text{easy}}=300,\ T_{\text{med}}=600,\ T_{\text{hard}}=900,\ T_{\text{deadly}}=1600.$$ Two CR 2 monsters (450 XP each) ⇒ \(X_{\text{base}}=900\). With \(K=2, N=4\): \(m=1.5\). So $$X_{\text{adj}}=1.5\cdot 900=1350\Rightarrow \text{Hard (between 900 and 1600)}.$$

Example 2 — Five level-5 characters vs. three CR 3 monsters:
Assume level-5 thresholds \(E=125, M=250, H=375, D=550\) per character ⇒ $$T_{\text{easy}}=625,\ T_{\text{med}}=1250,\ T_{\text{hard}}=1875,\ T_{\text{deadly}}=2750.$$ Three CR 3 (700 XP each) ⇒ \(X_{\text{base}}=2100\). With \(K=3, N=5\): \(m=2\cdot \alpha(5)=2\cdot 1=2\). So $$X_{\text{adj}}=2\cdot 2100=4200\Rightarrow \text{Deadly (above 2750)}.$$

Example 3 — Six level-2 characters vs. six CR 1/2 creatures:
Level-2 per-char thresholds \(E=50,M=100,H=150,D=200\) ⇒ party: $$T_{\text{easy}}=300,\ T_{\text{med}}=600,\ T_{\text{hard}}=900,\ T_{\text{deadly}}=1200.$$ Six CR 1/2 (100 XP each) ⇒ \(X_{\text{base}}=600\). With \(K=6,N=6\): base multiplier \(=2\), party factor \(\alpha(6)=0.75\) ⇒ \(m=1.5\). $$X_{\text{adj}}=1.5\cdot 600=900\Rightarrow \text{Hard}.$$

9 FAQs

Q1: Where do the per-level thresholds come from?
They’re standard reference values by character level; your calculator should include a built-in table you can review.

Q2: Why multiply XP for multiple monsters?
Multiple foes increase action economy pressure; the multiplier approximates that added difficulty.

Q3: How does party size change difficulty?
Fewer than four PCs increase the multiplier; larger parties reduce it, modeling action economy advantages.

Q4: Do minions with very low CR still get multiplied?
Yes—quantity matters. Many weak foes can out-action a small party.

Q5: Can I mix monster CRs?
Absolutely. Sum their base XP first, then apply a single multiplier based on total count and party size.

Q6: How accurate is the band classification?
It’s a planning heuristic. Terrain, tactics, lair actions, and surprise can swing real difficulty.

Q7: What about bounded accuracy and save spam?
Use the bands as a baseline, but consider DCs, resistances, and condition spam separately when judging threat.

Q8: Does the tool handle the “adventuring day” budget?
Yes—sum adjusted encounter XP and compare to daily XP budgets to pace rests and resource drain.

Q9: Can I plan for mixed-level parties?
Yes—sum thresholds per character level individually, then proceed normally with multipliers and comparisons.

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