Bestiary Basics
Magic Items
Conditions
Adventuring
Feats & Backgrounds
200

This chromatic dragon breathes fire and is considered one of the most iconic evil dragons.

Red Dragon

200

This is the maximum number of magical rings you can benefit from wearing at the same time.

Two

200

This condition means a creature can't move, speaks only falteringly, automatically fails Strength and Dexterity saves, and attacks against it have advantage.

Stunned

200

This type of rest lasts at least 1 hour and lets characters spend Hit Dice to regain hit points.

Short Rest

200

This feat increases Strength by 1 and grants proficiency with heavy armor.

Heavily Armored

400

This undead creature's touch attack reduces a target's hit point maximum, and it can create Zombies from slain humanoids.

Wight

400

This magic longsword glows like a torch when drawn and deals extra radiant damage to undead.

Sun Blade

400

This condition sets a creature's speed to 0, gives it disadvantage on Dexterity saves, and gives attackers advantage against it.

Restrained

400

This is the "Normal" travel pace in miles per hour on foot.

3 MPH

400

This feat adds your proficiency bonus to initiative rolls and prevents you from being surprised while conscious.

Alert

600

This aberration is a floating orb covered in eyestalks, each capable of firing a different magical ray.

Beholder

600

This is the highest standard rarity category for magic items in the DMG, above Very Rare.

Legendary

600

This condition makes a creature unable to move or speak, causes automatic failure on Strength and Dexterity saves, and any hit against it within 5 feet is a critical hit.

Paralyzed

600

At this level of exhaustion (out of 6), a creature has disadvantage on ability checks.

Level 1

600

This background grants proficiency in Deception and Sleight of Hand, along with a network of criminal contacts.

Criminal

800

This massive construct made of stone is commonly used as a guardian for temples and vaults.

Stone Golem

800

This magic cloak grants a bonus to AC and saving throws to whoever wears it.

Cloak of Protection

800

This condition gives a creature disadvantage on ability checks and attack rolls while the source of its fear is in line of sight, and it can't willingly move closer to that source.

Frightened

800

This downtime activity, described in the DMG, lets a character earn a modest amount of gold between adventures.

Work

800

This feat lets you move through difficult terrain and avoid provoking opportunity attacks when moving out of a hostile creature's reach.

Mobile

1000

This CR 5 creature is essentially a bull made out of iron plates.

Gorgon

1000

This legendary wondrous item is a deck of illustrated cards that can drastically alter a character's fate, for better or worse, when drawn.

Deck of Many Things

1000

This condition turns a creature and its possessions to solid stone, makes it immune to poison and disease, and gives resistance to all damage.

Petrified

1000

A long rest lasts <blank> hours, restores all HP, and restores <blank> of a character's hit dice.

8 | Half

1000

This background grants the "Researcher" feature, letting you know where to find information even when you don't personally know it.

Sage