Fantasy
Everything from the 5th edition of D&D. 5e, monster manual, DnD, collection.
Author's Note: The default 5E stuff you can get is great, but it’s not EVERYTHING… so, I’m adding everything else I can. Races, classes, monsters, items, spells, everything. The only thing I’m not bothering with is locations.
Going to try and make everything as close to book accurate as possible. Plus, any monster I think a person might want to play as, I’m making a Race for them (and in some cases, a class, because at the moment that is necessary to get racial abilities in the game). If a race has its own class, it will have (X) at the end of its name, and if I'm not sure what to do about that yet, they'll have a (?). Classes that are meant for a particular race will have the name of that race, followed by (Class). Spells that have been made specifically for race based classes will have their name after the title of the spell, between brackets, (like this).
I’m not going through alphabetically or anything, I’m putting what I consider the “cool” races/monsters in first. Then I can back fill the catalogue with the less interesting ones later.
Every stat mentioned is in addition to the base 5e defaults.
Every stat mentioned is in addition to the base 5e defaults.
Version 0.1
23 Races
2 Classes
30 Monsters
Version 0.2
Updated images to match D&D ascetic.
Races: 26
Classes: 5
Monsters: 43
Spells: 14
Version 0.3
Races: 30
Classes: 7
Monsters: 72
Spells: 16
Version 0.4
Races: 36
Classes: 11
Monsters: 94
Spells: 23
Version 0.5
Races: 41
Classes: 16
Monsters: 129
Spells: 32
Version 0.6
Races: 41
Classes: 16
Monsters: 169
Spells: 32
Version 0.7
Races: 41
Classes: 16
Monsters: 211
Spells: 32
Version 1.0
Races: 41
Classes: 16
Monsters: 255
Spells: 32
Played | 0 times |
Cloned | 5 times |
Created | 16 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Hunting trap
Common•Gear (Standard Gear)

Weight25.00 lb.
Cost5.00 Gold Pieces
Description
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Details
Type | Gear |
Category | Standard Gear |
Rarity | Common |
Weight | 25.00 lb. |
Cost | 5.00 Gold Pieces |