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Encounter Calculator v6
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OverviewPCsNPCsPC DeathsPC MultiplierEncounter Difficulty
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This is an encounter difficulty calculator for D&D 5e. In addition to calculating encounter difficulty using the method presented in the DMG, this calculator also provides five additional estimates to help guide DMs in crafting their encounters. These calculations are based on the findings in "Calculating XP and encounter difficulty in D&D 5e" and represent a best case, middle case, and worse case scenario.

To calculate an encounter's difficulty, enter the level of each PC and the CR of each NPC in the encounter. For further customization, bonuses can be added to each of the PCs to account for PCs who are stronger or weaker than average, and Offensive Skews can be added to each NPC to account for NPCs who are more offensive or defensive than average. The number of PCs expected to die (or be knocked unconscious) during the encounter can also be entered for improved accuracy with particularly deadly or hard hitting encounters.
LevelBonusCRSkew0MethodMultiplierAdj XP TotalAdj XP RatioDifficulty
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DMG
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XP ThresholdBest
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EasyWorst
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MediumArea of Effect
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HardStrong
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DeadlyMedium
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EncounterWeak
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DailySingle Target
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Ordered
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Encounter XPRandom
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TotalReversed
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Per PC
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Methods
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DMG. This uses the encounter difficulty calculations outlined in chapter 3 of the DMG.

Best. This assumes the PCs use AoE damaging effects to damage all enemy NPCs simultaneously without any loss in damage output. Or that the NPCs are fought one at a time, one after another.

Worst. Assumes the PCs attack use single target effects but distribute their damage evenly across all enemies, defeating all at the very end.

Area of Effect
Strong. Assumes the PCs use AoE effects and target 4 creatures at a time on average.

Medium. Assumes the PCs use AoE effects and target 3 creatures at a time on average.

Weak. Assumes the PCs use AoE effects and target 2 creatures at a time on average.

Single Target
Ordered. Assumes the PCs attack one target at a time, in the order listed.

Random. Assumes the PCs attack one target at a time, in a random order.

Reversed. Assumes the PCs attack one target at a time, in the reverse of the order listed.
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