People of Ambar
History
Monsters
Magic
100

This race can be described as part demon and part human

What are Tieflings

100

This profession usually lives the longest.

What is a Barbarian

100

One of the most dangerous monster there is.

What is a Tarrasque

100

This Cantrip is capable of repairing objects and shares it's name with a mincraft enchantment

What is Mending
200

These people have multiple Subraces, one of them even made to fight in the godwars.

What are Elves

200

This profession usually has racist people that really love their job.

What is the Ranger

200

This monster is useless if turned upside down

What is a Flumph

200

This Cantrip can be used to create an extra limb capable of performing simple tasks

What is Mage Hand

300

These People are both strong and charismatic by nature, often working in heavier crafts that are both labour intensive and customer facing.

What are Dragonborn

300

This wielder of magic is the most desperate.

What is the Warlock

300

A monster even more dangerous in its lair

What is a Lich

300

This 2nd Level Necromancy allows the user to Impart one of 2 disabilities on a target

What is Blindness/Deafness

400

These people are considered very lucky.

What are Halflings 

400

This profession is rarely seen, almost as if it was a made up profession by some official.

What is Bloodhunter

400

This monster is responsible for dread and peril whenever it appears.

What is an intellect devourer.

400

This Sorcerer Origin is capable of producing random wacky effects

What is Wild Magic

500

The most versatile of all races.

What are Humans

500

This profession has the most subdivision in its own.

What is Wizard

500

This creature is found in the deepest of the nine hells

Who is Tiamat

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

What is Wierd