D&D encounter difficulty calculator
Set your party’s levels and the monsters you are thinking of throwing at them, and this tells you how hard the fight is before you run it. It covers both the 2014 Dungeon Master’s Guide method and the revised 2024 one, because they answer the question differently.
It runs entirely in your browser. No account, nothing stored, nothing sent anywhere.
The party
The monsters
Difficulty
Hard
600 XP × 2 = 1,200 adjusted XP against 4 characters
| Band | Party threshold | Reached |
|---|---|---|
| Easy | 300 XP | yes |
| Medium | 600 XP | yes |
| Hard | 900 XP | yes |
| Deadly | 1,600 XP | — |
If the party wins, that is 150 XP per character — XP awards always use the raw total, never the adjusted one.
The difference
2014 and 2024 are not the same sum
Under the 2014 rules you total the monsters’ XP, multiply it by a factor that grows with how many monsters there are, and compare the result against four thresholds — easy, medium, hard and deadly — summed across the party. The multiplier is the part people get wrong by hand, which is why it is shown in the result rather than hidden inside it.
The 2024 rules removed the multiplier entirely. You total the monsters’ XP and compare it against three budgets — low, moderate and high. The designers folded the crowd effect into the budget numbers themselves, so a straight sum is now the correct calculation rather than a shortcut.
That means the same encounter can land in different places depending on which edition you are running, and neither answer is wrong. Use the toggle to match your table.
Worked example
Two worked examples, start to finish
Take a party of four 3rd-level characters against four CR 1 monsters. Raw XP is 4 × 200 = 800. Under the 2014 method, four monsters puts you at the ×2 step of the multiplier ladder (three to six monsters), so adjusted XP is 1,600. A 3rd-level party’s summed thresholds are 300 / 600 / 900 / 1,600 — and 1,600 lands exactly on deadly. Under the 2024 method there is no multiplier: the same 800 raw XP is compared against summed budgets of 600 / 900 / 1,600, and 800 clears only the first of those — low. Same fight, same party, same monsters: deadly under one edition’s maths and low under the other’s. Neither number is wrong; they are answering different questions, which is the whole reason the toggle exists.
Second example: three 5th-level characters plus one 3rd-level character against a single CR 1 monster (200 XP). Thresholds are summed per character, not averaged — three 5th-level easy thresholds (250 each) plus one 3rd-level easy threshold (75) gives 825, not something in between 5th and 3rd level. 200 XP does not clear that, so the fight is trivial for this party — a useful check on the instinct to eyeball a "one monster vs a four-person party" fight as automatically fine: it usually is, but the summed threshold is what actually says so, and it says so by a wide margin here.
The multiplier
Why eight goblins are worse than their XP suggests
Two monsters of half the strength are harder than one of full strength, because they get twice the actions. The 2014 multiplier is how that is priced in: ×1 for a single monster, ×1.5 for two, ×2 for three to six, ×2.5 for seven to ten, ×3 for eleven to fourteen and ×4 for fifteen or more.
Party size shifts it. A party of fewer than three characters moves one step up the ladder, and a party of six or more moves one step down — six players get more actions of their own, so a crowd threatens them less.
One thing worth knowing: the multiplier only exists to classify difficulty. XP awarded to the party after the fight always uses the raw total, never the adjusted one.
Reference
XP by challenge rating
| CR | XP | CR | XP |
|---|---|---|---|
| 0 | 10 | 11 | 7,200 |
| 1/8 | 25 | 12 | 8,400 |
| 1/4 | 50 | 13 | 10,000 |
| 1/2 | 100 | 14 | 11,500 |
| 1 | 200 | 15 | 13,000 |
| 2 | 450 | 16 | 15,000 |
| 3 | 700 | 17 | 18,000 |
| 4 | 1,100 | 18 | 20,000 |
| 5 | 1,800 | 19 | 22,000 |
| 6 | 2,300 | 20 | 25,000 |
| 7 | 2,900 | 21 | 33,000 |
| 8 | 3,900 | 22 | 41,000 |
| 9 | 5,000 | 23 | 50,000 |
| 10 | 5,900 | 24 | 62,000 |
Reference
XP thresholds by character level — 2014
| Level | Easy | Medium | Hard | Deadly |
|---|---|---|---|---|
| 1 | 25 | 50 | 75 | 100 |
| 2 | 50 | 100 | 150 | 200 |
| 3 | 75 | 150 | 225 | 400 |
| 4 | 125 | 250 | 375 | 500 |
| 5 | 250 | 500 | 750 | 1100 |
| 6 | 300 | 600 | 900 | 1400 |
| 7 | 350 | 750 | 1100 | 1700 |
| 8 | 450 | 900 | 1400 | 2100 |
| 9 | 550 | 1100 | 1600 | 2400 |
| 10 | 600 | 1200 | 1900 | 2800 |
| 11 | 800 | 1600 | 2400 | 3600 |
| 12 | 1000 | 2000 | 3000 | 4500 |
| 13 | 1100 | 2200 | 3400 | 5100 |
| 14 | 1250 | 2500 | 3800 | 5700 |
| 15 | 1400 | 2800 | 4300 | 6400 |
| 16 | 1600 | 3200 | 4800 | 7200 |
| 17 | 2000 | 3900 | 5900 | 8800 |
| 18 | 2100 | 4200 | 6300 | 9500 |
| 19 | 2400 | 4900 | 7300 | 10900 |
| 20 | 2800 | 5700 | 8500 | 12700 |
Reference
XP budgets by character level — 2024
| Level | Low | Moderate | High |
|---|---|---|---|
| 1 | 50 | 75 | 100 |
| 2 | 100 | 150 | 200 |
| 3 | 150 | 225 | 400 |
| 4 | 250 | 375 | 500 |
| 5 | 500 | 750 | 1100 |
| 6 | 600 | 1000 | 1400 |
| 7 | 750 | 1300 | 1700 |
| 8 | 1000 | 1700 | 2100 |
| 9 | 1300 | 2000 | 2600 |
| 10 | 1600 | 2300 | 3100 |
| 11 | 1900 | 2900 | 4100 |
| 12 | 2200 | 3700 | 4700 |
| 13 | 2600 | 4200 | 5400 |
| 14 | 2900 | 4900 | 6200 |
| 15 | 3300 | 5400 | 7800 |
| 16 | 3800 | 6100 | 9800 |
| 17 | 4500 | 7200 | 11700 |
| 18 | 5000 | 8700 | 14200 |
| 19 | 5500 | 10700 | 17200 |
| 20 | 6400 | 13200 | 22000 |
Judgement
What the number does not know
Difficulty bands are a starting point, not a verdict. They do not know that your party has no healer, that the fight happens in a corridor where only two characters can reach the front, or that the wizard still has a fireball and the encounter is six goblins standing in a circle.
They also assume a party at full resources. A "medium" encounter as the fourth fight of a day with no short rests behaves like a hard one, and the 2014 guidance of six to eight medium-to-hard encounters per adventuring day is doing a lot of quiet work behind these numbers.
Treat "deadly" as "someone could die if this goes badly", not "someone will". It is the band that most rewards knowing your own table.
Mistakes
What this number gets wrong if you misread it
Averaging party level instead of summing thresholds. A party of three 5th-levels and one 3rd-level is not "roughly 4th level" for this purpose — see the worked example above. Each character contributes its own threshold, added together.
Treating the adjusted XP as the reward. The multiplier exists only to classify difficulty; the party is paid the raw total, split evenly, regardless of how many monsters delivered it.
Ignoring legendary and lair actions. The calculator prices a monster by its CR-derived XP, which does not know whether that monster gets an extra turn between everyone else’s. A CR-appropriate solo boss with legendary actions plays harder than its number here suggests — treat "deadly" for a legendary monster as a floor, not a ceiling.
Assuming the party’s saves match the monster’s attacks. XP-based difficulty has no idea whether the party has a weak Wisdom save and the monster only attacks Wisdom. A "medium" encounter built entirely around a save the party is bad at plays like a much harder one, and there is no number this tool — or the DMG method it implements — can put on that.
Running it as the fourth fight of the day with no rest and expecting a "medium" result to still mean medium. The 2014 guidance of six to eight medium-to-hard fights per adventuring day assumes resource attrition across the day; a single encounter’s rating says nothing about what the party has left by the time they reach it.
Common questions
- Which edition should I pick?
- Match whichever Dungeon Master’s Guide your table is running. If you are unsure, the 2014 method is what most published adventures and most online advice assume; the 2024 method is simpler and slightly more forgiving at high monster counts.
- Does the encounter multiplier change how much XP my players get?
- No. The multiplier exists only to classify difficulty. XP awarded after the fight is the raw sum of the monsters’ XP, divided among the characters. The tool shows both numbers so they do not get confused.
- Why does adding a sixth player make the encounter easier?
- Under the 2014 rules a party of six or more shifts one step down the multiplier ladder, because more player actions blunt the advantage a crowd of monsters has. It also raises the party’s summed thresholds, so both halves of the comparison move.
- Is "deadly" the same as lethal?
- No. Deadly means the encounter could kill a character if the dice and tactics go badly, not that it is expected to. Many tables run deadly encounters routinely as the climax of an adventuring day.
- Does this work for characters of different levels?
- Yes. Add a row per level — the thresholds and budgets are summed per character, so a party of three level 5s and one level 3 is calculated correctly rather than averaged.
- What about legendary or lair actions?
- This tool doesn’t price them in — it uses the monster’s CR-derived XP the same as any other monster of that CR. A legendary monster with an extra turn between everyone else’s plays harder than its XP suggests, so treat a "deadly" result as a floor rather than a ceiling when the encounter includes one.
- Does it account for the party’s remaining spell slots and resources?
- No — it evaluates one encounter as a snapshot, not the whole adventuring day. The 2014 DMG’s own guidance assumes six to eight medium-to-hard encounters between long rests; a single "medium" result says nothing about how much the party has left by the fourth fight.
- How is this different from just comparing challenge ratings?
- CR estimates a single monster in isolation. This sums a whole encounter — every monster, adjusted for how a group of them fights differently than one — against a whole party’s thresholds. A CR-appropriate solo monster and four of the same monster are a very different fight, and CR alone doesn’t distinguish them.
- Can I include an NPC ally fighting alongside the party?
- Add them as an extra party member at their effective level if they contribute meaningfully to the fight, or leave them out and treat the result as correspondingly easier than shown. There’s no separate "ally" input — the maths only knows about the party side and the monster side.
- Is a "trivial" encounter worth running at all?
- Often, yes — for pacing, roleplay or worldbuilding reasons the difficulty band doesn’t capture. Not every fight needs to threaten the party; a trivial one can still matter for the story around it.
More free tools
- Session notes templatesSix Markdown templates — session log, session zero, NPC, location, quest, character. Copy or download.
- XP split calculatorDivide an encounter’s XP across the party, and see how close that lands them to levelling.
- Travel time calculatorHow long a journey takes by pace, terrain and hours per day — with forced march rules.
- CR calculatorWork out a homebrew monster’s challenge rating from its defences and its damage output.
Keep reading
- Dungeon Master notesPrep that survives the party going somewhere else.
- D&D campaign managerEverything around the notes: maps, sessions, compendium, soundboard.
- D&D campaign wikiTurning linked notes into a reference for your world.
- Keeping DM secrets separateWhere secrets leak from, and what to do about it.
The encounter is one line in a longer campaign
Balanced or not, what the party actually remembers is who they fought and why. Dungeon Ledger keeps that — linked to the NPC, the location and the session — with per-note visibility so your plans stay yours. Free to start.
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