Races
Misc.
Classes
Monsters
Magic
100

This race can be described as part human and part demon

Teifling

100

What are the 4 types of elementals

Fire, Water, Earth, Air

100

This class has the highest hit die

Barbarians

100

This monster has the highest CR rating in the monster manual

Tarrasque

100

This cantrip is capable of repairing any object

Mending

200

This race has Dark, Half, and High subraces

Elf

200

What damage type are zombies immune to

Poison

200

This class receives abilities such as Extra Attack, Foe Slayer, and Favored Enemy

Ranger

200

This monster has a CR rating of 21 but a 22 while in it's lair

Lich

200

This can create an extra limb capable of moving things

Mage Hand

300

This race gets the Lucky ability

Halflings

300

Who is the dragon god that watches over the metallic dragons

Bahamut

300

This wielder of magic gains it's power from an extraplanar being

Warlocks

300

This dragon is the Queen of the chromatic dragons

Tiamat

300

This 2nd level necromancy spell allows you to disable one of 2 abilities on another person

Blindness or Deafness

400

What race on average is around 6 feet 11 inches

Gnoll

400

What race is native to the Underdark

Drow or Dwarves

400

This class has the most subclasses (not including Xanthars)

Wizard

400

How were dragons firstborn 

Meteor

400

This type of magic can make anything go wacky

Wild magic

500

What race despite only being 6' on average weigh over 600lbs

Centaur

500

What are the odds of a Blink Dog appearing right behind you

75%

500

What class has the subclass of Arcana

Cleric

500

This monster is useless if turned upside down

Flumph

500

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

9th level Spell

Wizard

Wierd

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