Races & Classes
Combat
Spellcasting 101
Gear
Abilities and Skills
100

This race has Darkvision and gains advantage on saving throws against poison, plus resistance to poison damage.

Dwarf

100

What does the attack roll need to meet or exceed to be successful?

AC (Armor Class)

100

This resource is expended to cast spells of 1st level or higher and is regained after a long rest for most classes.

Spell Slots

100

This heavy, two-handed martial melee weapon deals 1d12 slashing damage.

Greataxe

100

This ability score governs Perception, Insight, and Survival checks.

Wisdom

200

This class's spellcasting ability is Charisma, and each member chooses an "Origin."

Sorcerer

200

This condition means attack rolls against the creature have advantage, and the creature's own attack rolls have disadvantage; often caused by darkness

Blindness

200

This 1st-level spell sets a target's AC to 13 + Dexterity modifier for 8 hours.

Mage Armor

200

This basic piece of gear provides bright light in a 20-foot radius and dim light for an additional 20 feet, and burns for 1 hour.

Torch

200

This Charisma skill covers convincingly hiding the truth.

Deception

300

This class can wear medium armor and shields, and channels divine power through a chosen "Divine Domain."

Cleric

300

The term for the free attack you can make when a hostile creature you can see moves out of your reach without taking the Disengage action.

Opportunity Attack

300

This cantrip creates a spectral, floating hand that can manipulate objects at range.

Mage Hand

300

This heavy armor has a base AC of 18 and requires 15 Strength to avoid a speed penalty.

Plate Armor / Full Plate

300

This Strength-based skill is used when grappling or shoving a creature.

Atheletics

400

This elf subrace has the "Fleet of Foot" trait, giving a base walking speed of 35 feet.

Wood Elf

400

The number of attacks a 5th-level Fighter can make on their turn using only the Extra Attack feature.

Two

400

What 1st-level transmutation spell creates exactly 10 berries that restore 1 hit point each when eaten?

Goodberry

400

This tool proficiency lets a character pick locks and disarm traps.

Thieves' Tools

400

Passive Perception equals 10 plus this modifier (plus proficiency, if applicable).

Wisdom Modifier

500

This class gains "Action Surge" at 2nd level, letting them take an additional action on their turn.

Fighter

500

For a Monk using Unarmored Defense, AC equals 10 + Dexterity modifier + this ability modifier.

Wisdom

500

This 2nd-level spell makes a creature or object you touch non-reactive to light until it attacks or casts a spell.

Invisibility

500

This type of ammunition is used with a sling.

Sling Bullets

500

A melee weapon with Finesse changes the attack roll modifier from <blank> to <blank>.

Strength | Dexterity