How to Balance D&D Encounters: The 5e XP Budget, Worked Out
The SRD 5.2 XP budget step by step, three encounters built for a level-3 party, what the XP total misses, and how to adjust a fight mid-combat.
Every Dungeon Master has run the fight that was supposed to be a warm-up and nearly killed the party, and the "boss" that went down in two rounds without landing a hit. Balancing an encounter is about narrowing that gap: knowing before the first initiative roll roughly how hard a fight will be, and knowing which levers to pull when the dice disagree.
This guide walks through the encounter-building method in the 5E System Reference Document 5.2 step by step, with its full budget table. Then it builds three real encounters for the same party of four level-3 characters (a mob of goblins and wolves, an ogre with its goblins, and a pair of owlbears), compares them on what the XP total measures and what it does not, adjusts one of them mid-fight, and runs it in Nat20's free initiative tracker.
The short version
- Pick a difficulty: Low, Moderate or High.
- Find your budget: look up the party's level in the XP Budget per Character table and multiply by the number of characters. Four level-3 characters get 600 XP for a Low fight, 900 for Moderate and 1,600 for High.
- Spend it: add monsters, subtracting the XP printed in each stat block, until adding one more would go over. No multiplier, no adjustment for numbers.
- Sanity-check: more than 2 creatures per character, a monster whose CR is above the party's level, or a feature the party cannot answer each need a second look.
- Adjust at the table: reinforcements make a fight harder, fleeing monsters make it easier, and a missing player means fewer monsters.
Which rules this guide follows
The method below is the one in the SRD 5.2 (the 2024 revision of the fifth edition rules, released under Creative Commons), in its "Combat Encounters" section. If you learned encounter building from the 2014 Dungeon Master's Guide, it is simpler: the 2014 book had four thresholds per character and multiplied the monsters' XP by a factor that grew with the number of monsters. That older method was never part of the openly licensed SRD 5.1, so it is not reproduced here; in SRD 5.2 you add up the XP exactly as printed.
The monster numbers come from Nat20's 5E SRD pages, as read on . One caveat, stated plainly: those monster entries currently carry the SRD 5.1 (2014) stat blocks, although the ruleset is labelled 5.2. For every monster in this guide the Challenge Rating and the XP are the same in SRD 5.1 and SRD 5.2, so the budget math does not change. Hit points and attacks differ in places: the 2024 Goblin Warrior has 10 HP instead of 7, and the 2024 Ogre has 68 instead of 59. Where that matters, the text says so.
Step 1: choose a difficulty
SRD 5.2 describes three levels of difficulty. Paraphrased:
- Low: one or two scary moments, but the characters should win with no casualties. Someone may need healing afterwards.
- Moderate: without healing and other resources it could go badly. Weaker characters might drop, and there is a slim chance of a death.
- High: could be lethal for one or more characters. Winning takes smart tactics, quick thinking and maybe some luck.
The SRD also gives a rule of thumb: a single monster whose Challenge Rating equals the party's level is generally a Low challenge for four characters. Keep the word "generally" in mind; the table does not always agree, as the third example shows.
Choosing is about the adventuring day, not the single fight. A day of three or four fights reads well as mostly Low and Moderate with one High at the end. A single fight in a short session can be High from the start. The difficulty is a statement about how many resources (hit points, spell slots, potions) you expect the fight to cost, so pick it with the next fight in mind.
Step 2: find the XP budget
Cross-reference the party's level with the difficulty, then multiply by the number of characters. Here is the whole SRD 5.2 table; the level-3 row used in every example below is highlighted.
| Party level | Low | Moderate | High |
|---|---|---|---|
| 1 | 50 | 75 | 100 |
| 2 | 100 | 150 | 200 |
| 3 | 150 | 225 | 400 |
| 4 | 250 | 375 | 500 |
| 5 | 500 | 750 | 1,100 |
| 6 | 600 | 1,000 | 1,400 |
| 7 | 750 | 1,300 | 1,700 |
| 8 | 1,000 | 1,700 | 2,100 |
| 9 | 1,300 | 2,000 | 2,600 |
| 10 | 1,600 | 2,300 | 3,100 |
| 11 | 1,900 | 2,900 | 4,100 |
| 12 | 2,200 | 3,700 | 4,700 |
| 13 | 2,600 | 4,200 | 5,400 |
| 14 | 2,900 | 4,900 | 6,200 |
| 15 | 3,300 | 5,400 | 7,800 |
| 16 | 3,800 | 6,100 | 9,800 |
| 17 | 4,500 | 7,200 | 11,700 |
| 18 | 5,000 | 8,700 | 14,200 |
| 19 | 5,500 | 10,700 | 17,200 |
| 20 | 6,400 | 13,200 | 22,000 |
For four level-3 characters that is 150 × 4 = 600 XP for Low, 225 × 4 = 900 for Moderate and 400 × 4 = 1,600 for High. Two things stand out in the table. The gap between Moderate and High is wide at level 3 (225 against 400 per character) and much narrower at level 4 (375 against 500). And the budget doubles between level 4 and level 5 (250 to 500 for Low): level 5 is when characters gain Extra Attack and third-level spells, and the table expects the monsters to keep up.
Mixed levels. The SRD works with one party level. When characters are at different levels, the per-character layout makes a simple fix possible: add each character's own number. Two level-3 and two level-4 characters get 800 XP for Low, 1,200 for Moderate and 1,800 for High. That is a common table practice, not a rule printed in the SRD.
Step 3: spend the budget
Every stat block lists its XP, and the XP follows from the Challenge Rating. Add a creature, subtract its XP from what is left, and keep going while you can without going over. A few unspent XP are fine. For reference, this is the full SRD 5.2 table of XP by Challenge Rating:
| CR | XP | CR | XP |
|---|---|---|---|
| 0 | 0 or 10 | 14 | 11,500 |
| 1/8 | 25 | 15 | 13,000 |
| 1/4 | 50 | 16 | 15,000 |
| 1/2 | 100 | 17 | 18,000 |
| 1 | 200 | 18 | 20,000 |
| 2 | 450 | 19 | 22,000 |
| 3 | 700 | 20 | 25,000 |
| 4 | 1,100 | 21 | 33,000 |
| 5 | 1,800 | 22 | 41,000 |
| 6 | 2,300 | 23 | 50,000 |
| 7 | 2,900 | 24 | 62,000 |
| 8 | 3,900 | 25 | 75,000 |
| 9 | 5,000 | 26 | 90,000 |
| 10 | 5,900 | 27 | 105,000 |
| 11 | 7,200 | 28 | 120,000 |
| 12 | 8,400 | 29 | 135,000 |
| 13 | 10,000 | 30 | 155,000 |
Read backwards, the same rule tells you what difficulty an encounter you already have lands on: compare its total with the three budgets. A total at or under the Low budget is a Low fight, one above Low but within Moderate is Moderate, and so on. Above the High budget the table stops: the SRD has no category beyond High, so a total there is more than its most dangerous difficulty.
Worked example 1: the goblin mob (Low)
The party: a Fighter (28 HP, AC 18), a Cleric (24 HP, AC 16), a Rogue (21 HP, AC 14) and a Wizard (17 HP, AC 12), all level 3 and built with the fixed hit points per level: 90 HP between them and an average AC of 15.
First build: a goblin war band with its wolves. Goblins and Wolves are both CR 1/4, worth 50 XP each.
| Monster | Count | CR | XP each | XP | HP each |
|---|---|---|---|---|---|
| Goblin | 8 | 1/4 | 50 | 400 | 7 (2d6) |
| Wolf | 4 | 1/4 | 50 | 200 | 11 (2d8 + 2) |
| Total | 12 | 600 | 100 |
Low for four level-3 characters: 600 XP against budgets of 600 / 900 / 1,600
12 creatures for 600 XP: the Low budget, spent to the last point. Now the sanity check. That is 3 creatures per character, over the SRD's threshold of 2. The SRD's advice for that case is to make sure the creatures are fragile, because a lucky streak from a dozen attackers can deal far more damage than you expect, and that warning matters most at levels 1 and 2. These qualify: a goblin has 7 HP and a wolf 11, so almost any hit drops one. At level 3 the build stands, but keep it in mind; the section on what XP does not measure shows why this "Low" fight is the most dangerous of the three in its first round.
Worked example 2: an ogre and its goblins (Moderate)
Second build: one big monster with minions. An Ogre (CR 2, 450 XP) leads a Goblin Boss (CR 1, 200 XP) and four goblins.
| Monster | Count | CR | XP each | XP | HP each |
|---|---|---|---|---|---|
| Ogre | 1 | 2 | 450 | 450 | 59 (7d10 + 21) |
| Goblin Boss | 1 | 1 | 200 | 200 | 21 (6d6) |
| Goblin | 4 | 1/4 | 50 | 200 | 7 (2d6) |
| Total | 6 | 850 | 108 |
Moderate for four level-3 characters: 850 XP against budgets of 600 / 900 / 1,600
850 XP is above the Low budget of 600 and within the Moderate budget of 900, with 50 XP left over: a Moderate fight. The SRD's check on powerful creatures asks whether any monster's CR is above the party's level, since such a creature can drop a character with a single action. The Ogre is CR 2 against level 3, so it passes, but only just: its greatclub deals 13 damage on an average hit, and two of those take the Wizard from 17 HP to 0. Against level-1 characters the SRD uses this very monster as its example of a creature that can kill a Wizard with one blow.
The SRD also says that the best encounters often pair one kind of creature with another, and warns about running more than two or three stat blocks at once. Three stat blocks here: fine, and the goblins' block is one you will know by heart after the first round.
Worked example 3: two owlbears (High)
Third build: a pair of Owlbears, CR 3 and 700 XP each.
| Monster | Count | CR | XP each | XP | HP each |
|---|---|---|---|---|---|
| Owlbear | 2 | 3 | 700 | 1,400 | 59 (7d10 + 21) |
| Total | 2 | 1,400 | 118 |
High for four level-3 characters: 1,400 XP against budgets of 600 / 900 / 1,600
1,400 XP is over the Moderate budget and within the High budget of 1,600: a High fight. Two creatures for four characters means the party always outnumbers them, but each owlbear hits twice a turn for 10 and 14 damage on average.
One owlbear on its own is 700 XP: 100 over the Low budget, so the table calls it Moderate, although the SRD's rule of thumb (one monster of CR equal to the party's level is generally Low) would call it Low. That is the rule of thumb being rough, not a mistake: CR 3 is worth 700 XP while four level-3 characters get 600 for Low. Here is a single monster of each CR from 1 to 5 against the same party:
| CR | XP | Difficulty |
|---|---|---|
| 1 | 200 | Low |
| 2 | 450 | Low |
| 3 | 700 | Moderate |
| 4 | 1,100 | High |
| 5 | 1,800 | Above High |
What the XP total does not tell you
XP is a budget, not a simulation. It knows each monster's Challenge Rating and nothing about the room, the party or the order things happen in. These are the gaps that most often turn a planned Moderate into a near-wipe, or a High into a walk.
Action economy: who gets more turns
Count attacks, not just XP. To compare the three builds, take the party's average AC of 15: a goblin or wolf attack (+4) hits it 50% of the time, the Ogre's greatclub (+6) 60% and an owlbear (+7) 65%. Multiply by the average damage and add up every creature that can attack in a round. Critical hits are left out, so these are slight underestimates.
| Encounter | XP | Difficulty | Creatures | Damage per round* | Share of the party’s HP |
|---|---|---|---|---|---|
| the goblin mob | 600 | Low | 12 | 34.0 | 38% |
| the goblin mob, wolves with Pack Tactics | 600 | Low | 12 | 41.0 | 46% |
| the ogre and its goblins | 850 | Moderate | 6 | 21.6 | 24% |
| two owlbears | 1,400 | High | 2 | 31.2 | 35% |
* Expected damage per round against AC 15 if every creature attacks, using Nat20's SRD 5.1 stat blocks. The Goblin Boss's second attack has Disadvantage in that version.
The Low mob deals the most damage of the three: about 34.0 hit points a round, 41.0 once the wolves get Pack Tactics (Advantage while an ally stands next to their target), against 21.6 for the Moderate ogre fight. Twelve turns beat one big club. What keeps the mob Low is the other side of the ledger: 100 hit points spread over 12 bodies, so every goblin the party drops takes its damage off the table. The fight is front-loaded. Win initiative and kill four goblins in the first round, and it is the easy fight the budget promised; lose initiative to all twelve and the Wizard may not see their first turn.
That is also why area spells swing mob fights. A Burning Hands deals 3d6 fire damage in a 15-foot cone, on average 10.5: more than a goblin's 7 HP on a failed save. Against the Ogre the same spell barely scratches one target.
Terrain and position
The SRD lists features that make a fight more interesting or harder: changes in elevation, enemies in defensive positions that force ranged characters to move, mixed groups of monsters that combine their abilities, and things that give everyone a reason to move. None of them shows up in the XP. Goblins shooting from a ledge the Fighter cannot reach play like a different encounter from goblins in an open field. If the mob holds a narrow corridor, only two or three of them can reach the front line at once, and most of the damage per round in the table above never happens; in the open, the wolves surround the Wizard.
Ranged against melee
Goblins carry shortbows (range 80/320 feet in Nat20's entry), and a goblin that shoots from cover and hides with Nimble Escape is hard for a party built for melee to pin down. The reverse holds too: the Ogre has a javelin, but it wants to be next to someone, so a party that can keep its distance turns Moderate into Low. Look at the party's range before you place the monsters.
Resistances and immunities
Two monsters with the same XP can play very differently. A Wight is CR 3 and 700 XP, exactly like an owlbear. In Nat20's entry (the SRD 5.1 version) it resists bludgeoning, piercing and slashing damage from nonmagical weapons that are not silvered, so a level-3 party without magic weapons deals roughly half damage with every sword and arrow. The SRD 5.2 Wight drops that resistance and has 82 HP instead of 45. Same budget line, different fight. This is what the SRD's last check is about: if a monster has a feature that lower-level characters cannot easily overcome, consider leaving it out of encounters for characters whose level is below its CR. At level 3 against CR 3 the check does not strictly apply, but the reasoning does.
Conditions
A wolf's bite knocks its target Prone on a failed DC 11 Strength save (in Nat20's entry), and a Prone character gives Advantage to every wolf next to it. The XP does not price that in. For what each condition does to rolls and how each one ends, see the D&D 5e conditions cheat sheet.
Adjusting mid-fight
The SRD is explicit that dice and other factors can make an encounter easier or harder than intended, and that you can adjust on the fly: have creatures flee to make it easier, or add reinforcements to make it harder. It also says a player's absence might warrant removing creatures. Here are the numbers for the ogre fight:
| Situation | Characters | Encounter XP | Low / Moderate / High budgets | Difficulty |
|---|---|---|---|---|
| As built | 4 | 850 | 600 / 900 / 1,600 | Moderate |
| Two Worgs arrive | 4 | 1,050 | 600 / 900 / 1,600 | High |
| One player is absent | 3 | 850 | 450 / 675 / 1,200 | High |
| One player is absent, no Goblin Boss | 3 | 650 | 450 / 675 / 1,200 | Moderate |
- Too easy: if the goblins fall in the first round and the Ogre is surrounded, two Worgs arriving from the treeline add 200 XP. The fight goes from 850 to 1,050 XP, which is now a High encounter for four level-3 characters. Bring reinforcements in at the start of a round, from a direction that makes sense in the fiction.
- Too hard: if two characters are down in round 2, the Goblin Boss fleeing to warn the camp takes 200 XP off the table and gives the party a reason to chase later. Monsters that run when the fight turns are also simply realistic; few goblins fight to the death.
- A player is missing: three level-3 characters get 450, 675 and 1,200 XP. The ogre fight as built is now High for them. Without the Goblin Boss it is 650 XP: Moderate again.
Two habits make adjusting easier. Keep a reserve: decide before the session which monsters could join and which could run, so the change is a choice you already made. And watch hit points rather than rounds: by the end of round 2 you can tell whether the party is losing more than a Moderate fight should cost.
Running it in the free initiative tracker
Nat20 does not have an encounter builder or a difficulty calculator: the arithmetic above is done by hand, with the tables on this page. What Nat20 does give you is the stat blocks (every monster above has its own page in the 5E SRD reference, with its CR and XP) and somewhere to run the fight.
In the free initiative tracker, which needs no account and keeps the fight in your browser, the ogre fight goes like this. Type in each combatant with their initiative and HP (the HP field is optional), starting with the party, then the Goblin Boss, Goblins 1 to 4 on the same initiative (they act in the order you added them), and the Ogre. Press "Start combat". In round 1 the Rogue drops Goblin 1 with a 9, the Goblin Boss hits the Rogue for 5, the Wizard's Burning Hands rolls 12 and catches Goblins 2, 3 and 4 (the fourth saves and takes 6), the Fighter hits the Ogre for 10, the Ogre clubs the Fighter for 13, and the Cleric finishes Goblin 4 with Sacred Flame. Each hit is one "Damage" entry on the target's row; a row at 0 HP is marked "Down".
| Initiative | Combatant | HP at the start | After round 1 | After the Worgs arrive |
|---|---|---|---|---|
| 18 | Rogue | 21 | 16 | 16 |
| 15 | Goblin Boss | 21 | 21 | 21 |
| 14 | Wizard | 17 | 17 | 17 |
| 13 | Goblin 1 | 7 | 0 | 0 |
| 13 | Goblin 2 | 7 | 0 | 0 |
| 13 | Goblin 3 | 7 | 0 | 0 |
| 13 | Goblin 4 | 7 | 0 | 0 |
| 12 | Fighter | 28 | 15 | 15 |
| 11 | Worg 1 | — | — | 26 |
| 11 | Worg 2 | — | — | 26 |
| 9 | Ogre | 59 | 49 | 49 |
| 8 | Cleric | 24 | 24 | 24 |
| Monsters standing | 6 | 2 | 4 | |
| Monster HP left | 108 | 70 | 122 | |
After one round every minion is down and the party has lost 18 HP: this Moderate fight is going like a Low one. At the top of round 2 the DM adds Worg 1 and Worg 2 on initiative 11. The tracker slots them between the Fighter and the Ogre and keeps the Rogue's turn active, so nobody loses a turn, and the monster side is back above its starting hit points. The tracker holds up to 50 combatants, so even the twelve-creature mob plus the party fits with room to spare.
In a live session. The combat tracker of a Nat20 session does the same job and shows the order and whose turn it is on every player's screen. The DM adds combatants with a name, an initiative and optional current and maximum HP, edits a combatant's current HP as damage lands, and removes a monster that flees. One caution today: adding or removing a combatant above the one whose turn it is can move the turn highlight to the wrong row, so add reinforcements at the start of a round and check the highlight after any change. Joining a session needs a free account; the free tracker does not.
For the dice, the online dice roller rolls 3d6 for Burning Hands or a d20 with Advantage for a wolf with Pack Tactics, no account needed.
Five balancing mistakes
- Multiplying by the number of monsters. That is the 2014 method. In SRD 5.2 the XP is added as printed.
- Treating the budget as a target to hit exactly. The SRD says to spend as much as you can without going over; 50 XP left is fine.
- Forgetting who acts first. A mob that wins initiative is a different fight. If the mob is the big threat, give the party a way to see it coming.
- Balancing every fight at High. High is meant to be possibly lethal. A day of them is a day of rests and retreats.
- Not adjusting because you prepared it. The table is a starting point; the SRD itself tells you to change the fight when the dice change it.
Where to go next
A balanced fight still has to run quickly. Read how to track initiative in D&D for the turn order, ties and surprise, and how to speed up D&D combat for the pauses between turns. For a whole session built on free tools, with two encounters prepared and run, see the best free tools for running D&D and how to run a D&D session online for free. Then put the ogre fight in the free initiative tracker and try it.
Licence
This work includes material taken from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/. Monster statistics quoted from Nat20's entries are from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, also licensed under the Creative Commons Attribution 4.0 International License.

