This race can be described as part demon and part human
Tiefling
This Cantrip is capable of repairing objects and shares it's name with a mincraft enchantment
Mending
This Monster has the highest challenge rating in the 5e Monster Manual
Tarrasque
This class has the highest hit die
Barbarian
This group of independent free cities in the northwest of Faerun consists of Daggerford, Neverwinter, Baldur's Gate, and Waterdeep.
Lord's Alliance
This race has Wood, High, and Dark subraces
Elf
This Cantrip can be used to create an extra limb capable of performing simple tasks
Mage Hand
This monster is useless if turned upside down
Flumph
This class recieves features such as Extra Attack and Foe Slayer
Ranger
This jungled Island lies to the far southwest of Faerun.
Chult
This Race receives bonuses of +2 STR and +1 CHA
Dragonborn
This 2nd Level Necromancy allows the user to Impart one of 2 disabilities on a target
Blindness/Deafness
This monster's challenge rating of 21 increases to 22 while in its lair
Lich
This wielder of magic knows 4 base cantrips at level 20
Warlock
This event in 1385 DR was precipitated by a god's murder, causing the temporary failure of arcane magic throughout the realms and the creation of the underchasm
Spellplague
This race recieves the Lucky Feature
Halflings
This Sorcerer Origin is capable of producing random wacky effects
Wild Magic
''They lived underground, at least until they erupted from the earth to attack.They were capable of chewing through solid rock as they hunted prey, and thus made many of the tunnels in the Underdark''
Purple Worm
This Official class consists of a warrior who uses a rare form of magic known as hemocraft to augment their fighting abilities.
Bloodhunter
This "Overgod" who has no worshippers forced all other gods but Helm to take on mortal forms in 1358 as a result of Bane's attempts to steal the Tablets of Fate.
Ao
This race is the only one to not recieve a +2 in any ability score
Humans
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
Weird
This creature has dark and translucent scales which helps them camouflage into the darkness around them.
Shadow Dragon
This class has the most subclasses available (not including Xanathar's)
Wizard
This military force, named after a creature that does not exist, serves a well-off nation which borders the Sea of Fallen Stars.
Knights of the Purple Dragon