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 | 6 times |
Created | 17 days ago |
Last Updated | 2 days ago |
Visibility | Public |
Heat Metal
Transmutation•Level 2

Description
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Spell Details
Level | 2 |
Range | 60 |