Character Class List
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
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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 9, "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.\n\n##### Cantrips\nYou 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\n| Rouge Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\r\n|--------------|----------------|--------------|-----|-----|-----|-----|\r\n| 3rd | 3 | 3 | 2 | - | - | - |\r\n| 4th | 3 | 4 | 3 | - | - | - |\r\n| 5th | 3 | 4 | 3 | - | - | - |\r\n| 6th | 3 | 4 | 3 | - | - | - |\r\n| 7th | 3 | 5 | 4 | 2 | - | - |\r\n| 8th | 3 | 6 | 4 | 2 | - | - |\r\n| 9th | 3 | 6 | 4 | 2 | - | - |\r\n| 10th | 4 | 7 | 4 | 3 | - | - |\r\n| 11th | 4 | 8 | 4 | 3 | - | - |\r\n| 12th | 4 | 8 | 4 | 3 | - | - |\r\n| 13th | 4 | 9 | 4 | 3 | 2 | - |\r\n| 14th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 15th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 16th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 17th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 18th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 19th | 4 | 12 | 4 | 3 | 3 | 1 |\r\n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |\n\n##### Spell Slots\nThe 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.\n\n##### Spells Known of 1st-Level and Higher\nYou 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.\n\n##### Spellcasting Ability\nWisdom 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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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", "desc": "In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle.", "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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 9, "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.\n\n##### Cantrips\nYou 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\n| Rouge Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\r\n|--------------|----------------|--------------|-----|-----|-----|-----|\r\n| 3rd | 3 | 3 | 2 | - | - | - |\r\n| 4th | 3 | 4 | 3 | - | - | - |\r\n| 5th | 3 | 4 | 3 | - | - | - |\r\n| 6th | 3 | 4 | 3 | - | - | - |\r\n| 7th | 3 | 5 | 4 | 2 | - | - |\r\n| 8th | 3 | 6 | 4 | 2 | - | - |\r\n| 9th | 3 | 6 | 4 | 2 | - | - |\r\n| 10th | 4 | 7 | 4 | 3 | - | - |\r\n| 11th | 4 | 8 | 4 | 3 | - | - |\r\n| 12th | 4 | 8 | 4 | 3 | - | - |\r\n| 13th | 4 | 9 | 4 | 3 | 2 | - |\r\n| 14th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 15th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 16th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 17th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 18th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 19th | 4 | 12 | 4 | 3 | 3 | 1 |\r\n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |\n\n##### Spell Slots\nThe 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.\n\n##### Spells Known of 1st-Level and Higher\nYou 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.\n\n##### Spellcasting Ability\nWisdom 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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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", "desc": "In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle.", "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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 9, "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.\n\n##### Cantrips\nYou 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\n| Rouge Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\r\n|--------------|----------------|--------------|-----|-----|-----|-----|\r\n| 3rd | 3 | 3 | 2 | - | - | - |\r\n| 4th | 3 | 4 | 3 | - | - | - |\r\n| 5th | 3 | 4 | 3 | - | - | - |\r\n| 6th | 3 | 4 | 3 | - | - | - |\r\n| 7th | 3 | 5 | 4 | 2 | - | - |\r\n| 8th | 3 | 6 | 4 | 2 | - | - |\r\n| 9th | 3 | 6 | 4 | 2 | - | - |\r\n| 10th | 4 | 7 | 4 | 3 | - | - |\r\n| 11th | 4 | 8 | 4 | 3 | - | - |\r\n| 12th | 4 | 8 | 4 | 3 | - | - |\r\n| 13th | 4 | 9 | 4 | 3 | 2 | - |\r\n| 14th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 15th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 16th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 17th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 18th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 19th | 4 | 12 | 4 | 3 | 3 | 1 |\r\n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |\n\n##### Spell Slots\nThe 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.\n\n##### Spells Known of 1st-Level and Higher\nYou 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.\n\n##### Spellcasting Ability\nWisdom 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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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", "desc": "In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle.", "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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 9, "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.\n\n##### Cantrips\nYou 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\n| Rouge Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\r\n|--------------|----------------|--------------|-----|-----|-----|-----|\r\n| 3rd | 3 | 3 | 2 | - | - | - |\r\n| 4th | 3 | 4 | 3 | - | - | - |\r\n| 5th | 3 | 4 | 3 | - | - | - |\r\n| 6th | 3 | 4 | 3 | - | - | - |\r\n| 7th | 3 | 5 | 4 | 2 | - | - |\r\n| 8th | 3 | 6 | 4 | 2 | - | - |\r\n| 9th | 3 | 6 | 4 | 2 | - | - |\r\n| 10th | 4 | 7 | 4 | 3 | - | - |\r\n| 11th | 4 | 8 | 4 | 3 | - | - |\r\n| 12th | 4 | 8 | 4 | 3 | - | - |\r\n| 13th | 4 | 9 | 4 | 3 | 2 | - |\r\n| 14th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 15th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 16th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 17th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 18th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 19th | 4 | 12 | 4 | 3 | 3 | 1 |\r\n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |\n\n##### Spell Slots\nThe 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.\n\n##### Spells Known of 1st-Level and Higher\nYou 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.\n\n##### Spellcasting Ability\nWisdom 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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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", "desc": "In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle.", "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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 9, "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.\n\n##### Cantrips\nYou 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\n| Rouge Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\r\n|--------------|----------------|--------------|-----|-----|-----|-----|\r\n| 3rd | 3 | 3 | 2 | - | - | - |\r\n| 4th | 3 | 4 | 3 | - | - | - |\r\n| 5th | 3 | 4 | 3 | - | - | - |\r\n| 6th | 3 | 4 | 3 | - | - | - |\r\n| 7th | 3 | 5 | 4 | 2 | - | - |\r\n| 8th | 3 | 6 | 4 | 2 | - | - |\r\n| 9th | 3 | 6 | 4 | 2 | - | - |\r\n| 10th | 4 | 7 | 4 | 3 | - | - |\r\n| 11th | 4 | 8 | 4 | 3 | - | - |\r\n| 12th | 4 | 8 | 4 | 3 | - | - |\r\n| 13th | 4 | 9 | 4 | 3 | 2 | - |\r\n| 14th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 15th | 4 | 10 | 4 | 3 | 2 | - |\r\n| 16th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 17th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 18th | 4 | 11 | 4 | 3 | 3 | - |\r\n| 19th | 4 | 12 | 4 | 3 | 3 | 1 |\r\n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |\n\n##### Spell Slots\nThe 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.\n\n##### Spells Known of 1st-Level and Higher\nYou 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.\n\n##### Spellcasting Ability\nWisdom 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_LEVEL_FEATURE", "gained_at": [ { "level": 3, "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_LEVEL_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", "desc": "In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "The transport of goods, creatures, and even people can be a lucrative business, particularly if you know how to avoid expensive import and export taxes, bridge, highway, and port tolls, and other legal requirements. Exotic poisons from far-off locales, banned or cursed magic items, and illicit drugs or bootleg liquor all fetch a high price on the black market. Thieves-guilds, pirates, and criminal kingpins pay well to those who can avoid law enforcement when moving stolen goods, provide safe channels of communication, break associates free from jail cells or dungeons, or deliver supplies past guards. You've become adept at all of these things, perhaps even having developed a network of contacts as a criminal, noble, con artist, or sailor during an earlier part of your life.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "The transport of goods, creatures, and even people can be a lucrative business, particularly if you know how to avoid expensive import and export taxes, bridge, highway, and port tolls, and other legal requirements. Exotic poisons from far-off locales, banned or cursed magic items, and illicit drugs or bootleg liquor all fetch a high price on the black market. Thieves-guilds, pirates, and criminal kingpins pay well to those who can avoid law enforcement when moving stolen goods, provide safe channels of communication, break associates free from jail cells or dungeons, or deliver supplies past guards. You've become adept at all of these things, perhaps even having developed a network of contacts as a criminal, noble, con artist, or sailor during an earlier part of your life.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "The transport of goods, creatures, and even people can be a lucrative business, particularly if you know how to avoid expensive import and export taxes, bridge, highway, and port tolls, and other legal requirements. Exotic poisons from far-off locales, banned or cursed magic items, and illicit drugs or bootleg liquor all fetch a high price on the black market. Thieves-guilds, pirates, and criminal kingpins pay well to those who can avoid law enforcement when moving stolen goods, provide safe channels of communication, break associates free from jail cells or dungeons, or deliver supplies past guards. You've become adept at all of these things, perhaps even having developed a network of contacts as a criminal, noble, con artist, or sailor during an earlier part of your life.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "The transport of goods, creatures, and even people can be a lucrative business, particularly if you know how to avoid expensive import and export taxes, bridge, highway, and port tolls, and other legal requirements. Exotic poisons from far-off locales, banned or cursed magic items, and illicit drugs or bootleg liquor all fetch a high price on the black market. Thieves-guilds, pirates, and criminal kingpins pay well to those who can avoid law enforcement when moving stolen goods, provide safe channels of communication, break associates free from jail cells or dungeons, or deliver supplies past guards. You've become adept at all of these things, perhaps even having developed a network of contacts as a criminal, noble, con artist, or sailor during an earlier part of your life.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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", "desc": "The transport of goods, creatures, and even people can be a lucrative business, particularly if you know how to avoid expensive import and export taxes, bridge, highway, and port tolls, and other legal requirements. Exotic poisons from far-off locales, banned or cursed magic items, and illicit drugs or bootleg liquor all fetch a high price on the black market. Thieves-guilds, pirates, and criminal kingpins pay well to those who can avoid law enforcement when moving stolen goods, provide safe channels of communication, break associates free from jail cells or dungeons, or deliver supplies past guards. You've become adept at all of these things, perhaps even having developed a network of contacts as a criminal, noble, con artist, or sailor during an earlier part of your life.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_shadow-domain-spells", "name": "Shadow Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *bane*, *false life* |\r\n| 3rd | *blindness/deafness*, *darkness* |\r\n| 5th | *blink*, *fear* |\r\n| 7th | *black tentacles*, *greater invisibility* |\r\n| 9th | *cone of cold*, *dream* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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", "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_shadow-domain-spells", "name": "Shadow Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *bane*, *false life* |\r\n| 3rd | *blindness/deafness*, *darkness* |\r\n| 5th | *blink*, *fear* |\r\n| 7th | *black tentacles*, *greater invisibility* |\r\n| 9th | *cone of cold*, *dream* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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", "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_shadow-domain-spells", "name": "Shadow Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *bane*, *false life* |\r\n| 3rd | *blindness/deafness*, *darkness* |\r\n| 5th | *blink*, *fear* |\r\n| 7th | *black tentacles*, *greater invisibility* |\r\n| 9th | *cone of cold*, *dream* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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", "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_shadow-domain-spells", "name": "Shadow Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *bane*, *false life* |\r\n| 3rd | *blindness/deafness*, *darkness* |\r\n| 5th | *blink*, *fear* |\r\n| 7th | *black tentacles*, *greater invisibility* |\r\n| 9th | *cone of cold*, *dream* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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", "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_shadow-domain-spells", "name": "Shadow Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *bane*, *false life* |\r\n| 3rd | *blindness/deafness*, *darkness* |\r\n| 5th | *blink*, *fear* |\r\n| 7th | *black tentacles*, *greater invisibility* |\r\n| 9th | *cone of cold*, *dream* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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", "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_shadow-domain-spells", "name": "Shadow Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *bane*, *false life* |\r\n| 3rd | *blindness/deafness*, *darkness* |\r\n| 5th | *blink*, *fear* |\r\n| 7th | *black tentacles*, *greater invisibility* |\r\n| 9th | *cone of cold*, *dream* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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", "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.", "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_shadow-domain-spells", "name": "Shadow Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-------------------------------------------|\r\n| 1st | *bane*, *false life* |\r\n| 3rd | *blindness/deafness*, *darkness* |\r\n| 5th | *blink*, *fear* |\r\n| 7th | *black tentacles*, *greater invisibility* |\r\n| 9th | *cone of cold*, *dream* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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", "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_serpent-domain/?format=api", "key": "toh_serpent-domain", "features": [ { "key": "toh_serpent-domain_channel-divinity-serpent-stealth", "name": "Channel Divinity: Serpent Stealth", "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_divine-strike", "name": "Divine Strike", "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_envenomed", "name": "Envenomed", "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_ophidian-tongue", "name": "Ophidian Tongue", "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpent-domain-spells", "name": "Serpent Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------------------|\r\n| 1st | *charm person*, *find familiar* (snakes only) |\r\n| 3rd | *enthrall*, *protection from poison* |\r\n| 5th | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th | *freedom of movement*, *polymorph* (snakes only) |\r\n| 9th | *dominate person*, *mislead* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpents-blood", "name": "Serpent's Blood", "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_transformative-molt", "name": "Transformative Molt", "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Serpent Domain", "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_serpent-domain/?format=api", "key": "toh_serpent-domain", "features": [ { "key": "toh_serpent-domain_channel-divinity-serpent-stealth", "name": "Channel Divinity: Serpent Stealth", "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_divine-strike", "name": "Divine Strike", "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_envenomed", "name": "Envenomed", "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_ophidian-tongue", "name": "Ophidian Tongue", "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpent-domain-spells", "name": "Serpent Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------------------|\r\n| 1st | *charm person*, *find familiar* (snakes only) |\r\n| 3rd | *enthrall*, *protection from poison* |\r\n| 5th | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th | *freedom of movement*, *polymorph* (snakes only) |\r\n| 9th | *dominate person*, *mislead* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpents-blood", "name": "Serpent's Blood", "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_transformative-molt", "name": "Transformative Molt", "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Serpent Domain", "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_serpent-domain/?format=api", "key": "toh_serpent-domain", "features": [ { "key": "toh_serpent-domain_channel-divinity-serpent-stealth", "name": "Channel Divinity: Serpent Stealth", "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_divine-strike", "name": "Divine Strike", "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_envenomed", "name": "Envenomed", "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_ophidian-tongue", "name": "Ophidian Tongue", "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpent-domain-spells", "name": "Serpent Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------------------|\r\n| 1st | *charm person*, *find familiar* (snakes only) |\r\n| 3rd | *enthrall*, *protection from poison* |\r\n| 5th | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th | *freedom of movement*, *polymorph* (snakes only) |\r\n| 9th | *dominate person*, *mislead* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpents-blood", "name": "Serpent's Blood", "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_transformative-molt", "name": "Transformative Molt", "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Serpent Domain", "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_serpent-domain/?format=api", "key": "toh_serpent-domain", "features": [ { "key": "toh_serpent-domain_channel-divinity-serpent-stealth", "name": "Channel Divinity: Serpent Stealth", "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_divine-strike", "name": "Divine Strike", "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_envenomed", "name": "Envenomed", "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_ophidian-tongue", "name": "Ophidian Tongue", "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpent-domain-spells", "name": "Serpent Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------------------|\r\n| 1st | *charm person*, *find familiar* (snakes only) |\r\n| 3rd | *enthrall*, *protection from poison* |\r\n| 5th | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th | *freedom of movement*, *polymorph* (snakes only) |\r\n| 9th | *dominate person*, *mislead* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpents-blood", "name": "Serpent's Blood", "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_transformative-molt", "name": "Transformative Molt", "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Serpent Domain", "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_serpent-domain/?format=api", "key": "toh_serpent-domain", "features": [ { "key": "toh_serpent-domain_channel-divinity-serpent-stealth", "name": "Channel Divinity: Serpent Stealth", "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_divine-strike", "name": "Divine Strike", "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_envenomed", "name": "Envenomed", "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_ophidian-tongue", "name": "Ophidian Tongue", "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpent-domain-spells", "name": "Serpent Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------------------|\r\n| 1st | *charm person*, *find familiar* (snakes only) |\r\n| 3rd | *enthrall*, *protection from poison* |\r\n| 5th | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th | *freedom of movement*, *polymorph* (snakes only) |\r\n| 9th | *dominate person*, *mislead* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpents-blood", "name": "Serpent's Blood", "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_transformative-molt", "name": "Transformative Molt", "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Serpent Domain", "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_serpent-domain/?format=api", "key": "toh_serpent-domain", "features": [ { "key": "toh_serpent-domain_channel-divinity-serpent-stealth", "name": "Channel Divinity: Serpent Stealth", "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_divine-strike", "name": "Divine Strike", "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_envenomed", "name": "Envenomed", "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_ophidian-tongue", "name": "Ophidian Tongue", "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpent-domain-spells", "name": "Serpent Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------------------|\r\n| 1st | *charm person*, *find familiar* (snakes only) |\r\n| 3rd | *enthrall*, *protection from poison* |\r\n| 5th | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th | *freedom of movement*, *polymorph* (snakes only) |\r\n| 9th | *dominate person*, *mislead* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpents-blood", "name": "Serpent's Blood", "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_transformative-molt", "name": "Transformative Molt", "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Serpent Domain", "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_serpent-domain/?format=api", "key": "toh_serpent-domain", "features": [ { "key": "toh_serpent-domain_channel-divinity-serpent-stealth", "name": "Channel Divinity: Serpent Stealth", "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_divine-strike", "name": "Divine Strike", "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_envenomed", "name": "Envenomed", "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_ophidian-tongue", "name": "Ophidian Tongue", "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpent-domain-spells", "name": "Serpent Domain Spells", "desc": "Cleric Level | Spells |\r\n|--------------|-----------------------------------------------------|\r\n| 1st | *charm person*, *find familiar* (snakes only) |\r\n| 3rd | *enthrall*, *protection from poison* |\r\n| 5th | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th | *freedom of movement*, *polymorph* (snakes only) |\r\n| 9th | *dominate person*, *mislead* |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_serpents-blood", "name": "Serpent's Blood", "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_serpent-domain_transformative-molt", "name": "Transformative Molt", "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "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": "Serpent Domain", "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_school-of-liminality/?format=api", "key": "toh_school-of-liminality", "features": [ { "key": "toh_school-of-liminality_forced-transition", "name": "Forced Transition", "desc": "At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.\n\n***Rapid Advancement.*** The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.\n\n***Regression.*** The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.\n\n***True Self.*** The target can't change its shape through any means, including spells, such as *polymorph*, and traits, such as the werewolf 's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as *disguise self*, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-adept", "name": "Liminal Adept", "desc": "At 10th level, you add the *threshold slip* spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast *threshold slip* without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.\n You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-savant", "name": "Liminal Savant", "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell (see the Magic and Spells chapter) into your spellbook is halved.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_mulligan", "name": "Mulligan", "desc": "At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn't yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. 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.\n When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet of you makes an ability check or saving throw.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_otherworldly-sense", "name": "Otherworldly Sense", "desc": "At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world—those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "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": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Liminality", "desc": "Liminal spaces are spaces on the boundary, at the edge between what's real and what's unreal. A liminal space can be neither here nor there, and yet be both *here and there* at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn't recognized by the uninitiated: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, the strangely familiar yet unsettlingly different scene that's sometimes glimpsed in a looking glass.\n\nThese are only the most obvious encounters with liminal spaces! Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master, or as unassumingly familiar—and as fraught with potential—as a doorway that's crossed a hundred times without incident.\n\nThose who specialize in liminal magic are known as liminists. They've learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_school-of-liminality/?format=api", "key": "toh_school-of-liminality", "features": [ { "key": "toh_school-of-liminality_forced-transition", "name": "Forced Transition", "desc": "At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.\n\n***Rapid Advancement.*** The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.\n\n***Regression.*** The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.\n\n***True Self.*** The target can't change its shape through any means, including spells, such as *polymorph*, and traits, such as the werewolf 's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as *disguise self*, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-adept", "name": "Liminal Adept", "desc": "At 10th level, you add the *threshold slip* spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast *threshold slip* without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.\n You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-savant", "name": "Liminal Savant", "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell (see the Magic and Spells chapter) into your spellbook is halved.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_mulligan", "name": "Mulligan", "desc": "At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn't yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. 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.\n When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet of you makes an ability check or saving throw.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_otherworldly-sense", "name": "Otherworldly Sense", "desc": "At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world—those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "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": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Liminality", "desc": "Liminal spaces are spaces on the boundary, at the edge between what's real and what's unreal. A liminal space can be neither here nor there, and yet be both *here and there* at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn't recognized by the uninitiated: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, the strangely familiar yet unsettlingly different scene that's sometimes glimpsed in a looking glass.\n\nThese are only the most obvious encounters with liminal spaces! Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master, or as unassumingly familiar—and as fraught with potential—as a doorway that's crossed a hundred times without incident.\n\nThose who specialize in liminal magic are known as liminists. They've learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_school-of-liminality/?format=api", "key": "toh_school-of-liminality", "features": [ { "key": "toh_school-of-liminality_forced-transition", "name": "Forced Transition", "desc": "At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.\n\n***Rapid Advancement.*** The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.\n\n***Regression.*** The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.\n\n***True Self.*** The target can't change its shape through any means, including spells, such as *polymorph*, and traits, such as the werewolf 's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as *disguise self*, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-adept", "name": "Liminal Adept", "desc": "At 10th level, you add the *threshold slip* spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast *threshold slip* without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.\n You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-savant", "name": "Liminal Savant", "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell (see the Magic and Spells chapter) into your spellbook is halved.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_mulligan", "name": "Mulligan", "desc": "At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn't yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. 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.\n When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet of you makes an ability check or saving throw.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_otherworldly-sense", "name": "Otherworldly Sense", "desc": "At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world—those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "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": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Liminality", "desc": "Liminal spaces are spaces on the boundary, at the edge between what's real and what's unreal. A liminal space can be neither here nor there, and yet be both *here and there* at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn't recognized by the uninitiated: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, the strangely familiar yet unsettlingly different scene that's sometimes glimpsed in a looking glass.\n\nThese are only the most obvious encounters with liminal spaces! Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master, or as unassumingly familiar—and as fraught with potential—as a doorway that's crossed a hundred times without incident.\n\nThose who specialize in liminal magic are known as liminists. They've learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_school-of-liminality/?format=api", "key": "toh_school-of-liminality", "features": [ { "key": "toh_school-of-liminality_forced-transition", "name": "Forced Transition", "desc": "At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.\n\n***Rapid Advancement.*** The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.\n\n***Regression.*** The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.\n\n***True Self.*** The target can't change its shape through any means, including spells, such as *polymorph*, and traits, such as the werewolf 's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as *disguise self*, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-adept", "name": "Liminal Adept", "desc": "At 10th level, you add the *threshold slip* spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast *threshold slip* without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.\n You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-savant", "name": "Liminal Savant", "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell (see the Magic and Spells chapter) into your spellbook is halved.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_mulligan", "name": "Mulligan", "desc": "At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn't yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. 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.\n When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet of you makes an ability check or saving throw.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_otherworldly-sense", "name": "Otherworldly Sense", "desc": "At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world—those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "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": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Liminality", "desc": "Liminal spaces are spaces on the boundary, at the edge between what's real and what's unreal. A liminal space can be neither here nor there, and yet be both *here and there* at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn't recognized by the uninitiated: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, the strangely familiar yet unsettlingly different scene that's sometimes glimpsed in a looking glass.\n\nThese are only the most obvious encounters with liminal spaces! Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master, or as unassumingly familiar—and as fraught with potential—as a doorway that's crossed a hundred times without incident.\n\nThose who specialize in liminal magic are known as liminists. They've learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_school-of-liminality/?format=api", "key": "toh_school-of-liminality", "features": [ { "key": "toh_school-of-liminality_forced-transition", "name": "Forced Transition", "desc": "At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.\n\n***Rapid Advancement.*** The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.\n\n***Regression.*** The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.\n\n***True Self.*** The target can't change its shape through any means, including spells, such as *polymorph*, and traits, such as the werewolf 's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as *disguise self*, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-adept", "name": "Liminal Adept", "desc": "At 10th level, you add the *threshold slip* spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast *threshold slip* without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.\n You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_liminal-savant", "name": "Liminal Savant", "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell (see the Magic and Spells chapter) into your spellbook is halved.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_mulligan", "name": "Mulligan", "desc": "At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn't yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. 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.\n When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet of you makes an ability check or saving throw.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_school-of-liminality_otherworldly-sense", "name": "Otherworldly Sense", "desc": "At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world—those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "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": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Liminality", "desc": "Liminal spaces are spaces on the boundary, at the edge between what's real and what's unreal. A liminal space can be neither here nor there, and yet be both *here and there* at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn't recognized by the uninitiated: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, the strangely familiar yet unsettlingly different scene that's sometimes glimpsed in a looking glass.\n\nThese are only the most obvious encounters with liminal spaces! Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master, or as unassumingly familiar—and as fraught with potential—as a doorway that's crossed a hundred times without incident.\n\nThose who specialize in liminal magic are known as liminists. They've learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_sapper/?format=api", "key": "toh_sapper", "features": [ { "key": "toh_sapper_all-clear", "name": "All Clear", "desc": "Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_breach-defenses", "name": "Breach Defenses", "desc": "Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_clear-the-path", "name": "Clear the Path", "desc": "At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_combat-engineer", "name": "Combat Engineer", "desc": "When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap | Time Required to Build Trap | Time Required to Set Trap | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section | When you finish building this trap, it is considered set. | \n| **Falling Net** | 1 minute | 1 action | \n| **Hunting Trap** | 1 minute | 1 bonus action | \n| **Pit** | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute. | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_sculpt-terrain", "name": "Sculpt Terrain", "desc": "At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.", "feature_type": "CLASS_LEVEL_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": "Sapper", "desc": "You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it's your job to make it happen as efficiently as possible.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_sapper/?format=api", "key": "toh_sapper", "features": [ { "key": "toh_sapper_all-clear", "name": "All Clear", "desc": "Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_breach-defenses", "name": "Breach Defenses", "desc": "Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_clear-the-path", "name": "Clear the Path", "desc": "At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_combat-engineer", "name": "Combat Engineer", "desc": "When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap | Time Required to Build Trap | Time Required to Set Trap | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section | When you finish building this trap, it is considered set. | \n| **Falling Net** | 1 minute | 1 action | \n| **Hunting Trap** | 1 minute | 1 bonus action | \n| **Pit** | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute. | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_sculpt-terrain", "name": "Sculpt Terrain", "desc": "At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.", "feature_type": "CLASS_LEVEL_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": "Sapper", "desc": "You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it's your job to make it happen as efficiently as possible.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_sapper/?format=api", "key": "toh_sapper", "features": [ { "key": "toh_sapper_all-clear", "name": "All Clear", "desc": "Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_breach-defenses", "name": "Breach Defenses", "desc": "Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_clear-the-path", "name": "Clear the Path", "desc": "At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_combat-engineer", "name": "Combat Engineer", "desc": "When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap | Time Required to Build Trap | Time Required to Set Trap | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section | When you finish building this trap, it is considered set. | \n| **Falling Net** | 1 minute | 1 action | \n| **Hunting Trap** | 1 minute | 1 bonus action | \n| **Pit** | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute. | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_sculpt-terrain", "name": "Sculpt Terrain", "desc": "At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.", "feature_type": "CLASS_LEVEL_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": "Sapper", "desc": "You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it's your job to make it happen as efficiently as possible.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_sapper/?format=api", "key": "toh_sapper", "features": [ { "key": "toh_sapper_all-clear", "name": "All Clear", "desc": "Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_breach-defenses", "name": "Breach Defenses", "desc": "Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_clear-the-path", "name": "Clear the Path", "desc": "At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_combat-engineer", "name": "Combat Engineer", "desc": "When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap | Time Required to Build Trap | Time Required to Set Trap | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section | When you finish building this trap, it is considered set. | \n| **Falling Net** | 1 minute | 1 action | \n| **Hunting Trap** | 1 minute | 1 bonus action | \n| **Pit** | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute. | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_sculpt-terrain", "name": "Sculpt Terrain", "desc": "At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.", "feature_type": "CLASS_LEVEL_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": "Sapper", "desc": "You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it's your job to make it happen as efficiently as possible.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_sapper/?format=api", "key": "toh_sapper", "features": [ { "key": "toh_sapper_all-clear", "name": "All Clear", "desc": "Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_breach-defenses", "name": "Breach Defenses", "desc": "Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_clear-the-path", "name": "Clear the Path", "desc": "At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_combat-engineer", "name": "Combat Engineer", "desc": "When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap | Time Required to Build Trap | Time Required to Set Trap | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section | When you finish building this trap, it is considered set. | \n| **Falling Net** | 1 minute | 1 action | \n| **Hunting Trap** | 1 minute | 1 bonus action | \n| **Pit** | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute. | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_sapper_sculpt-terrain", "name": "Sculpt Terrain", "desc": "At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.", "feature_type": "CLASS_LEVEL_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": "Sapper", "desc": "You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it's your job to make it happen as efficiently as possible.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_rifthopper/?format=api", "key": "toh_rifthopper", "features": [ { "key": "toh_rifthopper_dimensional-ambler", "name": "Dimensional Ambler", "desc": "Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_familiar-locations", "name": "Familiar Locations", "desc": "Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_shift-space", "name": "Shift Space", "desc": "At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd | 30 feet | \n| 3rd | 60 feet | \n| 4th | 120 feet | \n| 5th | 240 feet | \n| 6th | 480 feet |\n| 7th or higher | 960 feet |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_tactical-swap", "name": "Tactical Swap", "desc": "At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_teleport-object", "name": "Teleport Object", "desc": "Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Rifthopper", "desc": "Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.\n Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_rifthopper/?format=api", "key": "toh_rifthopper", "features": [ { "key": "toh_rifthopper_dimensional-ambler", "name": "Dimensional Ambler", "desc": "Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_familiar-locations", "name": "Familiar Locations", "desc": "Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_shift-space", "name": "Shift Space", "desc": "At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd | 30 feet | \n| 3rd | 60 feet | \n| 4th | 120 feet | \n| 5th | 240 feet | \n| 6th | 480 feet |\n| 7th or higher | 960 feet |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_tactical-swap", "name": "Tactical Swap", "desc": "At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_teleport-object", "name": "Teleport Object", "desc": "Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Rifthopper", "desc": "Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.\n Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_rifthopper/?format=api", "key": "toh_rifthopper", "features": [ { "key": "toh_rifthopper_dimensional-ambler", "name": "Dimensional Ambler", "desc": "Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_familiar-locations", "name": "Familiar Locations", "desc": "Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_shift-space", "name": "Shift Space", "desc": "At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd | 30 feet | \n| 3rd | 60 feet | \n| 4th | 120 feet | \n| 5th | 240 feet | \n| 6th | 480 feet |\n| 7th or higher | 960 feet |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_tactical-swap", "name": "Tactical Swap", "desc": "At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_teleport-object", "name": "Teleport Object", "desc": "Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Rifthopper", "desc": "Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.\n Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_rifthopper/?format=api", "key": "toh_rifthopper", "features": [ { "key": "toh_rifthopper_dimensional-ambler", "name": "Dimensional Ambler", "desc": "Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_familiar-locations", "name": "Familiar Locations", "desc": "Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_shift-space", "name": "Shift Space", "desc": "At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd | 30 feet | \n| 3rd | 60 feet | \n| 4th | 120 feet | \n| 5th | 240 feet | \n| 6th | 480 feet |\n| 7th or higher | 960 feet |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_tactical-swap", "name": "Tactical Swap", "desc": "At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_teleport-object", "name": "Teleport Object", "desc": "Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Rifthopper", "desc": "Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.\n Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_rifthopper/?format=api", "key": "toh_rifthopper", "features": [ { "key": "toh_rifthopper_dimensional-ambler", "name": "Dimensional Ambler", "desc": "Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_familiar-locations", "name": "Familiar Locations", "desc": "Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_shift-space", "name": "Shift Space", "desc": "At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd | 30 feet | \n| 3rd | 60 feet | \n| 4th | 120 feet | \n| 5th | 240 feet | \n| 6th | 480 feet |\n| 7th or higher | 960 feet |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_tactical-swap", "name": "Tactical Swap", "desc": "At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n 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_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_rifthopper_teleport-object", "name": "Teleport Object", "desc": "Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "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": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Rifthopper", "desc": "Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.\n Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_resonant-body/?format=api", "key": "toh_resonant-body", "features": [ { "key": "toh_resonant-body_resounding-spellcasting", "name": "Resounding Spellcasting", "desc": "Beginning when you reach 18th level, any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrip's damage but suffers no additional effect from the cantrip.\n Moreover, you can increase the power of some of your spells. When you cast a sorcerer spell of 1st through 5th level that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldn't use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each level of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_reverberating-quintessence", "name": "Reverberating Quintessence", "desc": "At 1st level, you harbor sonic vibrations within you. You are immune to the deafened condition, and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage.\n When you reach 3rd level in this class, you have resistance to thunder damage, and at 6th level, your tremorsense extends to 20 feet.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_signature-sound", "name": "Signature Sound", "desc": "Starting at 1st level, you can cast the *alarm* spell (audible option only) once without expending a spell slot or requiring material components. Once you cast *alarm* in this way, you can't do so again until you finish a long rest.\nWhen you reach 3rd level in this class, you can expend 3 sorcery points to cast the *shatter* or *silence* spell without expending a spell slot or requiring material components.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_sonic-savant", "name": "Sonic Savant", "desc": "Beginning at 6th level, whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up).\n You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_sound-and-fury", "name": "Sound and Fury", "desc": "At 14th level, your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition instead. 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_LEVEL_FEATURE", "gained_at": [ { "level": 14, "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": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Resonant Body", "desc": "You are a conduit for the power that exists in sounds and vibrations, your body a living tuning fork capable of emitting, focusing, muting, and transmuting sound and sonic forms of magic. Perhaps you endured overexposure to transmutation magic, arcane thunder, or the ear-splitting cries of an androsphinx, bukavac (see *Tome of Beasts*), or avalanche screamer (see *Tome of Beasts 2*). Maybe you can trace your lineage to an ancestor who spent an extended period on a plane dominated by elemental lightning and thunder or by unceasing screams of madness; you yourself may have been born on such a cacophonous plane. Alternately, you or a forebear may have suffered prolonged exposure to the deafening thunderclaps of a bronze dragon's lair. Or you may even have been experimented on by aboleths or other maniacal spellcasters, escaping before the transformation was complete.…\n\nWhatever its source, resonant magic infuses your very existence, causing you to manifest one or more unusual characteristics. At your option, you can create a quirk or roll a d6 and consult the Resonant Body Quirks table to determine a quirk for your character.\n\n**Resonant Body Quirks (table)**\n\n| d6 | Quirk |\r\n|---|---------|\r\n| 1 | You emit a faint hum, audible to any creature within 5 feet of you. |\r\n| 2 | In response to natural or magical thunder, your body flickers into brief transparency with the sound of each thunderclap |\r\n| 3 | Beasts with the Keen Hearing trait initially respond aggressively when you come within 30 feet of them. |\r\n| 4 | If you hold a delicate, nonmagical glass object such as a crystal wine glass for longer than one round, the object shatters. |\r\n| 5 | Every time you speak, your voice randomly changes in pitch, tone, and/or resonance, so that you never sound quite the same. |\r\n| 6 | When another living creature touches you, you emit a brief, faint tone like a chime, the volume of which increases with the force of the touch. |", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_resonant-body/?format=api", "key": "toh_resonant-body", "features": [ { "key": "toh_resonant-body_resounding-spellcasting", "name": "Resounding Spellcasting", "desc": "Beginning when you reach 18th level, any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrip's damage but suffers no additional effect from the cantrip.\n Moreover, you can increase the power of some of your spells. When you cast a sorcerer spell of 1st through 5th level that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldn't use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each level of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_reverberating-quintessence", "name": "Reverberating Quintessence", "desc": "At 1st level, you harbor sonic vibrations within you. You are immune to the deafened condition, and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage.\n When you reach 3rd level in this class, you have resistance to thunder damage, and at 6th level, your tremorsense extends to 20 feet.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_signature-sound", "name": "Signature Sound", "desc": "Starting at 1st level, you can cast the *alarm* spell (audible option only) once without expending a spell slot or requiring material components. Once you cast *alarm* in this way, you can't do so again until you finish a long rest.\nWhen you reach 3rd level in this class, you can expend 3 sorcery points to cast the *shatter* or *silence* spell without expending a spell slot or requiring material components.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_sonic-savant", "name": "Sonic Savant", "desc": "Beginning at 6th level, whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up).\n You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_resonant-body_sound-and-fury", "name": "Sound and Fury", "desc": "At 14th level, your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition instead. 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_LEVEL_FEATURE", "gained_at": [ { "level": 14, "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": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Resonant Body", "desc": "You are a conduit for the power that exists in sounds and vibrations, your body a living tuning fork capable of emitting, focusing, muting, and transmuting sound and sonic forms of magic. Perhaps you endured overexposure to transmutation magic, arcane thunder, or the ear-splitting cries of an androsphinx, bukavac (see *Tome of Beasts*), or avalanche screamer (see *Tome of Beasts 2*). Maybe you can trace your lineage to an ancestor who spent an extended period on a plane dominated by elemental lightning and thunder or by unceasing screams of madness; you yourself may have been born on such a cacophonous plane. Alternately, you or a forebear may have suffered prolonged exposure to the deafening thunderclaps of a bronze dragon's lair. Or you may even have been experimented on by aboleths or other maniacal spellcasters, escaping before the transformation was complete.…\n\nWhatever its source, resonant magic infuses your very existence, causing you to manifest one or more unusual characteristics. At your option, you can create a quirk or roll a d6 and consult the Resonant Body Quirks table to determine a quirk for your character.\n\n**Resonant Body Quirks (table)**\n\n| d6 | Quirk |\r\n|---|---------|\r\n| 1 | You emit a faint hum, audible to any creature within 5 feet of you. |\r\n| 2 | In response to natural or magical thunder, your body flickers into brief transparency with the sound of each thunderclap |\r\n| 3 | Beasts with the Keen Hearing trait initially respond aggressively when you come within 30 feet of them. |\r\n| 4 | If you hold a delicate, nonmagical glass object such as a crystal wine glass for longer than one round, the object shatters. |\r\n| 5 | Every time you speak, your voice randomly changes in pitch, tone, and/or resonance, so that you never sound quite the same. |\r\n| 6 | When another living creature touches you, you emit a brief, faint tone like a chime, the volume of which increases with the force of the touch. |", "hit_dice": null, "caster_type": null, "primary_abilities": [] } ] }{ "count": 147, "next": null, "previous": "