list: API endpoint for returning a list of classes.
retrieve: API endpoint for returning a particular class.

GET /v2/classes/?format=api&ordering=-features&page=3
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 129,
    "next": null,
    "previous": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=-features&page=2",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api",
            "key": "toh_snake-speaker",
            "features": [
                {
                    "key": "toh_snake-speaker_decoy-skin",
                    "name": "Decoy Skin",
                    "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_scaly-transition",
                    "name": "Scaly Transition",
                    "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_serpent-shape",
                    "name": "Serpent Shape",
                    "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_sinuous-dance",
                    "name": "Sinuous Dance",
                    "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_snake-speaker-magic",
                    "name": "Snake Speaker Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_speak-with-snakes",
                    "name": "Speak with Snakes",
                    "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
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                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Snake Speaker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api",
            "key": "toh_snake-speaker",
            "features": [
                {
                    "key": "toh_snake-speaker_decoy-skin",
                    "name": "Decoy Skin",
                    "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_scaly-transition",
                    "name": "Scaly Transition",
                    "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_serpent-shape",
                    "name": "Serpent Shape",
                    "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_sinuous-dance",
                    "name": "Sinuous Dance",
                    "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_snake-speaker-magic",
                    "name": "Snake Speaker Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_speak-with-snakes",
                    "name": "Speak with Snakes",
                    "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
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                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Snake Speaker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api",
            "key": "toh_snake-speaker",
            "features": [
                {
                    "key": "toh_snake-speaker_decoy-skin",
                    "name": "Decoy Skin",
                    "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_scaly-transition",
                    "name": "Scaly Transition",
                    "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_serpent-shape",
                    "name": "Serpent Shape",
                    "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_sinuous-dance",
                    "name": "Sinuous Dance",
                    "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_snake-speaker-magic",
                    "name": "Snake Speaker Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_speak-with-snakes",
                    "name": "Speak with Snakes",
                    "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Snake Speaker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api",
            "key": "toh_snake-speaker",
            "features": [
                {
                    "key": "toh_snake-speaker_decoy-skin",
                    "name": "Decoy Skin",
                    "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_scaly-transition",
                    "name": "Scaly Transition",
                    "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_serpent-shape",
                    "name": "Serpent Shape",
                    "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_sinuous-dance",
                    "name": "Sinuous Dance",
                    "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_snake-speaker-magic",
                    "name": "Snake Speaker Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_speak-with-snakes",
                    "name": "Speak with Snakes",
                    "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Snake Speaker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api",
            "key": "toh_snake-speaker",
            "features": [
                {
                    "key": "toh_snake-speaker_decoy-skin",
                    "name": "Decoy Skin",
                    "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_scaly-transition",
                    "name": "Scaly Transition",
                    "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_serpent-shape",
                    "name": "Serpent Shape",
                    "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_sinuous-dance",
                    "name": "Sinuous Dance",
                    "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_snake-speaker-magic",
                    "name": "Snake Speaker Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_speak-with-snakes",
                    "name": "Speak with Snakes",
                    "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Snake Speaker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api",
            "key": "toh_snake-speaker",
            "features": [
                {
                    "key": "toh_snake-speaker_decoy-skin",
                    "name": "Decoy Skin",
                    "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_scaly-transition",
                    "name": "Scaly Transition",
                    "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_serpent-shape",
                    "name": "Serpent Shape",
                    "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_sinuous-dance",
                    "name": "Sinuous Dance",
                    "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_snake-speaker-magic",
                    "name": "Snake Speaker Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_speak-with-snakes",
                    "name": "Speak with Snakes",
                    "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Snake Speaker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_smuggler/?format=api",
            "key": "toh_smuggler",
            "features": [
                {
                    "key": "toh_smuggler_dab-handed-dealer",
                    "name": "Dab-handed Dealer",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n  Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_hypervigilance",
                    "name": "Hypervigilance",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_improved-smuggler-s-legerdemain",
                    "name": "Improved Smuggler-s Legerdemain",
                    "desc": "At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n  In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_slippery-as-an-eel",
                    "name": "Slippery as an Eel",
                    "desc": "Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_smuggler-s-legerdemain",
                    "name": "Smuggler-s Legerdemain",
                    "desc": "Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n  You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n  Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Smuggler",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_smuggler/?format=api",
            "key": "toh_smuggler",
            "features": [
                {
                    "key": "toh_smuggler_dab-handed-dealer",
                    "name": "Dab-handed Dealer",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n  Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_hypervigilance",
                    "name": "Hypervigilance",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_improved-smuggler-s-legerdemain",
                    "name": "Improved Smuggler-s Legerdemain",
                    "desc": "At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n  In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_slippery-as-an-eel",
                    "name": "Slippery as an Eel",
                    "desc": "Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_smuggler-s-legerdemain",
                    "name": "Smuggler-s Legerdemain",
                    "desc": "Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n  You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n  Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Smuggler",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_smuggler/?format=api",
            "key": "toh_smuggler",
            "features": [
                {
                    "key": "toh_smuggler_dab-handed-dealer",
                    "name": "Dab-handed Dealer",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n  Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_hypervigilance",
                    "name": "Hypervigilance",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_improved-smuggler-s-legerdemain",
                    "name": "Improved Smuggler-s Legerdemain",
                    "desc": "At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n  In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_slippery-as-an-eel",
                    "name": "Slippery as an Eel",
                    "desc": "Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_smuggler-s-legerdemain",
                    "name": "Smuggler-s Legerdemain",
                    "desc": "Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n  You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n  Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Smuggler",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_smuggler/?format=api",
            "key": "toh_smuggler",
            "features": [
                {
                    "key": "toh_smuggler_dab-handed-dealer",
                    "name": "Dab-handed Dealer",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n  Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_hypervigilance",
                    "name": "Hypervigilance",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_improved-smuggler-s-legerdemain",
                    "name": "Improved Smuggler-s Legerdemain",
                    "desc": "At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n  In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_slippery-as-an-eel",
                    "name": "Slippery as an Eel",
                    "desc": "Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_smuggler-s-legerdemain",
                    "name": "Smuggler-s Legerdemain",
                    "desc": "Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n  You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n  Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Smuggler",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_smuggler/?format=api",
            "key": "toh_smuggler",
            "features": [
                {
                    "key": "toh_smuggler_dab-handed-dealer",
                    "name": "Dab-handed Dealer",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n  Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_hypervigilance",
                    "name": "Hypervigilance",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_improved-smuggler-s-legerdemain",
                    "name": "Improved Smuggler-s Legerdemain",
                    "desc": "At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n  In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_slippery-as-an-eel",
                    "name": "Slippery as an Eel",
                    "desc": "Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_smuggler-s-legerdemain",
                    "name": "Smuggler-s Legerdemain",
                    "desc": "Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n  You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n  Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Smuggler",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_shadow-domain/?format=api",
            "key": "toh_shadow-domain",
            "features": [
                {
                    "key": "toh_shadow-domain_army-of-shadow",
                    "name": "Army of Shadow",
                    "desc": "At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_channel-divinity-shadow-grasp",
                    "name": "Channel Divinity: Shadow Grasp",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_cover-of-night",
                    "name": "Cover of Night",
                    "desc": "When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_fade-to-black",
                    "name": "Fade to Black",
                    "desc": "At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_lengthen-shadow",
                    "name": "Lengthen Shadow",
                    "desc": "Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.\n  When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_potent-spellcasting",
                    "name": "Potent Spellcasting",
                    "desc": "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Shadow Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_shadow-domain/?format=api",
            "key": "toh_shadow-domain",
            "features": [
                {
                    "key": "toh_shadow-domain_army-of-shadow",
                    "name": "Army of Shadow",
                    "desc": "At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_channel-divinity-shadow-grasp",
                    "name": "Channel Divinity: Shadow Grasp",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_cover-of-night",
                    "name": "Cover of Night",
                    "desc": "When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_fade-to-black",
                    "name": "Fade to Black",
                    "desc": "At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_lengthen-shadow",
                    "name": "Lengthen Shadow",
                    "desc": "Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.\n  When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_potent-spellcasting",
                    "name": "Potent Spellcasting",
                    "desc": "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
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                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Shadow Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_shadow-domain/?format=api",
            "key": "toh_shadow-domain",
            "features": [
                {
                    "key": "toh_shadow-domain_army-of-shadow",
                    "name": "Army of Shadow",
                    "desc": "At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_channel-divinity-shadow-grasp",
                    "name": "Channel Divinity: Shadow Grasp",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_cover-of-night",
                    "name": "Cover of Night",
                    "desc": "When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_fade-to-black",
                    "name": "Fade to Black",
                    "desc": "At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_lengthen-shadow",
                    "name": "Lengthen Shadow",
                    "desc": "Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.\n  When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_potent-spellcasting",
                    "name": "Potent Spellcasting",
                    "desc": "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
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                    "key": "toh_shadow-domain_army-of-shadow",
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                            "detail": null
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                    "key": "toh_shadow-domain_fade-to-black",
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                    ],
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                    "key": "toh_shadow-domain_lengthen-shadow",
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                        {
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                    ],
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                    "key": "toh_shadow-domain_potent-spellcasting",
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                    "desc": "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.",
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                        {
                            "level": 8,
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                    "key": "toh_shadow-domain_army-of-shadow",
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                            "detail": null
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                    "key": "toh_shadow-domain_fade-to-black",
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                    "key": "toh_shadow-domain_lengthen-shadow",
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                    "key": "toh_shadow-domain_potent-spellcasting",
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                    ],
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                    "key": "toh_shadow-domain_potent-spellcasting",
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                    "key": "toh_serpent-domain_channel-divinity-serpent-stealth",
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                            "detail": null
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                    ],
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                },
                {
                    "key": "toh_serpent-domain_divine-strike",
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                    ],
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                    "key": "toh_serpent-domain_envenomed",
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                            "detail": null
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                            "detail": null
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                    ],
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                    "key": "toh_serpent-domain_serpents-blood",
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                            "detail": null
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                    "key": "toh_serpent-domain_divine-strike",
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                    "feature_type": "CLASS_FEATURE",
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                            "detail": null
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                    "key": "toh_serpent-domain_serpents-blood",
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                            "detail": null
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                    "key": "toh_serpent-domain_transformative-molt",
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}