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=-name
https://api-beta.open5e.com/v2/classes/?format=api&ordering=-name&page=2", "previous": null, "results": [ { "url": "https://api-beta.open5e.com/v2/classes/toh_wyrdweaver/?format=api", "key": "toh_wyrdweaver", "features": [ { "key": "toh_wyrdweaver_appropriate-advantage", "name": "Appropriate Advantage", "desc": "At 1st level, you learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save DC, adding the probability die to the DC. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw).", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_expanded-spell-list", "name": "Expanded Spell List", "desc": "The Wyrdweaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.\n\n**Wyrdweaver Expanded Spells (table)**\n| Spell Level | Spells | \n|---------------|------------------------------------| \n| 1st | *bane*, *faerie fire* | \n| 2nd | *blur*, *frenzied bolt* | \n| 3rd | *bestow curse*, *hypnotic pattern* | \n| 4th | *compulsion*, *reset* | \n| 5th | *battle mind*, *mislead* |", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_favored-soul", "name": "Favored Soul", "desc": "Starting at 14th level, your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature loses advantage on the roll and has disadvantage on it, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_improbable-duplicate", "name": "Improbable Duplicate", "desc": "At 6th level, you can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack's damage roll.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_inconceivable-channeling", "name": "Inconceivable Channeling", "desc": "At 10th level, you learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can't regain more than half your maximum probability dice from this feature. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_probability-wellspring", "name": "Probability Wellspring", "desc": "Starting at 1st level, you gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level.\n You can use these dice to turn the odds in your or your ally's favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a long rest.\n When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).", "feature_type": "CLASS_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": "Warlock", "key": "srd_warlock", "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api" }, "name": "Wyrdweaver", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_wyrd-magic/?format=api", "key": "open5e_wyrd-magic", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Wyrd Magic", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api", "key": "srd_wizard", "features": [ { "key": "srd_wizard_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_wizard_arcane-recovery", "name": "Arcane Recovery", "desc": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\r\n\r\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_wizard_arcane-tradition", "name": "Arcane Tradition", "desc": "When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_wizard_cantrips-known", "name": "Cantrips Known", "desc": "[Column data]", "feature_type": "CANTRIPS_KNOWN", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "3" }, { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "5" }, { "level": 12, "column_value": "5" }, { "level": 13, "column_value": "5" }, { "level": 14, "column_value": "5" }, { "level": 15, "column_value": "5" }, { "level": 16, "column_value": "5" }, { "level": 17, "column_value": "5" }, { "level": 18, "column_value": "5" }, { "level": 19, "column_value": "5" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "5" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_wizard_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a quarterstaff or (*b*) a dagger\r\n* (*a*) a component pouch or (*b*) an arcane focus\r\n* (*a*) a scholar’s pack or (*b*) an explorer’s pack\r\n* A spellbook", "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_wizard_proficiencies", "name": "Proficiencies", "desc": "**Armor:** None\r\n**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows\r\n**Tools:** None\r\n**Saving Throws:** Intelligence, Wisdom\r\n**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion", "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_wizard_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_wizard_signature-spells", "name": "Signature Spells", "desc": "When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\r\n\r\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_wizard_slots-1st", "name": "1st", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_wizard_slots-2nd", "name": "2nd", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 4, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_wizard_slots-3rd", "name": "3rd", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_wizard_slots-4th", "name": "4th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_wizard_slots-5th", "name": "5th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "2" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "1" } ] }, { "key": "srd_wizard_slots-6th", "name": "6th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 11, "column_value": "1" }, { "level": 12, "column_value": "1" }, { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_wizard_slots-7th", "name": "7th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_wizard_slots-8th", "name": "8th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd_wizard_slots-9th", "name": "9th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd_wizard_spell-mastery", "name": "Spell Mastery", "desc": "At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_wizard_spellcasting", "name": "Spellcasting", "desc": "As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.\r\n\r\n### Spellbook\r\n\r\nAt 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.\r\n\r\n### Preparing and Casting Spells\r\n\r\nThe Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.\r\n\r\n### Spellcasting Ability\r\n\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\r\n\r\n### Ritual Casting\r\n\r\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.\r\n\r\n### Spellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your wizard spells.\r\n\r\n### Learning Spells of 1st Level and Higher\r\n\r\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D6", "hit_dice_name": "1D6 per Wizard level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per wizard level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Intelligence", "url": "https://api-beta.open5e.com/v2/abilities/int/?format=api" }, { "name": "Wisdom", "url": "https://api-beta.open5e.com/v2/abilities/wis/?format=api" } ], "subclass_of": null, "name": "Wizard", "hit_dice": "D6", "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd-2024_wizard/?format=api", "key": "srd-2024_wizard", "features": [], "hit_points": { "hit_dice": "D6", "hit_dice_name": "1D6 per Wizard level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per wizard level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Intelligence", "url": "https://api-beta.open5e.com/v2/abilities/int/?format=api" }, { "name": "Wisdom", "url": "https://api-beta.open5e.com/v2/abilities/wis/?format=api" } ], "subclass_of": null, "name": "Wizard", "hit_dice": "D6", "caster_type": "FULL", "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_wind-domain/?format=api", "key": "toh_wind-domain", "features": [ { "key": "toh_wind-domain_channel-divinity-grasp-not-the-wind", "name": "Channel Divinity: Grasp Not the Wind", "desc": "At 2nd level, you can use your Channel Divinity to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn. You don't provoke opportunity attacks while flying in this way.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wind-domain_dire-tempest", "name": "Dire Tempest", "desc": "At 17th level, you can create a 20-foot-radius tornado of swirling wind and debris at a point you can see within 120 feet. The storm lasts until the start of your next turn. All Huge or smaller creatures within the area must make a Strength saving throw against your spell save DC. On a failure, a creature takes 8d6 bludgeoning damage and is thrown 1d4 *x* 10 feet into the air. On a success, a creature takes half the damage and isn't thrown into the air. Creatures thrown into the air take falling damage as normal and land prone.\n In addition, each creature that starts its turn within 15 feet of the tornado must succeed on a Strength saving throw against your spell save DC or be dragged into the tornado's area. A creature that enters the tornado's area is thrown 1d4 *x* 10 feet into the air, taking falling damage as normal and landing prone.\nOnce you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wind-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wind-domain_stormshield", "name": "Stormshield", "desc": "At 6th level, when you take lightning or thunder damage, you can use your reaction to gain resistance to lightning and thunder damage, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wind-domain_winds-chosen", "name": "Wind's Chosen", "desc": "When you choose this domain at 1st level, you learn the *mage hand* cantrip and gain proficiency in the Nature skill. When you cast *mage hand*, you can make the hand invisible, and you can control the hand as a bonus action.", "feature_type": "CLASS_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": "Wind Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-wildcat/?format=api", "key": "toh_way-of-the-wildcat", "features": [ { "key": "toh_way-of-the-wildcat_enhanced-agility", "name": "Enhanced Agility", "desc": "When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-wildcat_feline-reflexes", "name": "Feline Reflexes", "desc": "Also at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n You can't benefit from this feature if your speed is 0.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-wildcat_hundred-step-strike", "name": "Hundred Step Strike", "desc": "At 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-wildcat_improved-feline-reflexes", "name": "Improved Feline Reflexes", "desc": "Starting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-wildcat_springing-pounce", "name": "Springing Pounce", "desc": "Starting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n You can use this feature only once per turn.", "feature_type": "CLASS_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": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Wildcat", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-unerring-arrow/?format=api", "key": "toh_way-of-the-unerring-arrow", "features": [ { "key": "toh_way-of-the-unerring-arrow_archery-training", "name": "Archery Training", "desc": "When you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-unerring-arrow_flurry-of-deflection", "name": "Flurry of Deflection", "desc": "At 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-unerring-arrow_improbable-shot", "name": "Improbable Shot", "desc": "At 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-unerring-arrow_needle-eye-of-insight", "name": "Needle Eye of Insight", "desc": "At 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-unerring-arrow_steel-rain-blossom", "name": "Steel Rain Blossom", "desc": "At 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "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": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Unerring Arrow", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-tipsy-monkey/?format=api", "key": "toh_way-of-the-tipsy-monkey", "features": [ { "key": "toh_way-of-the-tipsy-monkey_adaptive-fighting", "name": "Adaptive Fighting", "desc": "Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-tipsy-monkey_fortune-favors-the-fool", "name": "Fortune Favors the Fool", "desc": "Starting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-tipsy-monkey_jester-style", "name": "Jester Style", "desc": "Beginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-tipsy-monkey_stumbling-stance", "name": "Stumbling Stance", "desc": "At 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-tipsy-monkey_sway-and-strike", "name": "Sway and Strike", "desc": "At 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Tipsy Monkey", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-still-waters/?format=api", "key": "toh_way-of-the-still-waters", "features": [ { "key": "toh_way-of-the-still-waters_duality-of-water", "name": "Duality of Water", "desc": "Beginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-still-waters_perfect-calm", "name": "Perfect Calm", "desc": "Starting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-still-waters_spreading-ripples", "name": "Spreading Ripples", "desc": "At 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-still-waters_tempestuous-waters", "name": "Tempestuous Waters", "desc": "At 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-still-waters_turbulent-waters", "name": "Turbulent Waters", "desc": "Starting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Still Waters", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_way-of-the-open-hand/?format=api", "key": "srd_way-of-the-open-hand", "features": [ { "key": "srd_way-of-the-open-hand_open-hand-technique", "name": "Open Hand Technique", "desc": "Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:\r\n\r\n* It must succeed on a Dexterity saving throw or be knocked prone.\r\n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.\r\n* It can't take reactions until the end of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_way-of-the-open-hand_quivering-palm", "name": "Quivering Palm", "desc": "At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.\r\n\r\nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_way-of-the-open-hand_tranquility", "name": "Tranquility", "desc": "Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_way-of-the-open-hand_wholeness-of-body", "name": "Wholeness of Body", "desc": "At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Open Hand", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-humble-elephant/?format=api", "key": "toh_way-of-the-humble-elephant", "features": [ { "key": "toh_way-of-the-humble-elephant_decisive-in-wrath", "name": "Decisive in Wrath", "desc": "At 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-humble-elephant_slow-to-anger", "name": "Slow to Anger", "desc": "Starting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-humble-elephant_thick-hide", "name": "Thick Hide", "desc": "At 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-humble-elephant_unyielding-step", "name": "Unyielding Step", "desc": "Starting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.", "feature_type": "CLASS_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": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Humble Elephant", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-dragon/?format=api", "key": "toh_way-of-the-dragon", "features": [ { "key": "toh_way-of-the-dragon_conquering-wyrm", "name": "Conquering Wyrm", "desc": "Beginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-dragon_draconic-affiliation", "name": "Draconic Affiliation", "desc": "Starting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon | Associated Skill | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper | Stealth | Acid | \n| Blue or Bronze | Insight | Lightning | \n| Brass, Gold, or Red | Intimidation | Fire | \n| Green | Deception | Poison | \n| Silver or White | History | Cold |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-dragon_draconic-onslaught", "name": "Draconic Onslaught", "desc": "At 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-dragon_scales-of-the-wyrm", "name": "Scales of the Wyrm", "desc": "At 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-dragon_take-flight", "name": "Take Flight", "desc": "Starting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.", "feature_type": "CLASS_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": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Dragon", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/tdcs_way-of-the-cerulean-spirit/?format=api", "key": "tdcs_way-of-the-cerulean-spirit", "features": [ { "key": "tdcs_way-of-the-cerulean-spirit_debilitating-barrage", "name": "Debilitating Barrage", "desc": "Upon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_extort-truth", "name": "Extort Truth", "desc": "At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_extract-aspects", "name": "Extract Aspects", "desc": "Beginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_mind-of-mercury", "name": "Mind of Mercury", "desc": "Starting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_mystical-erudition", "name": "Mystical Erudition", "desc": "Upon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_preternatural-counter", "name": "Preternatural Counter", "desc": "Beginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tal'dorei Campaign Setting", "key": "tdcs", "display_name": "Tal'dorei Campaign Setting", "publisher": { "name": "Green Ronin Publishing", "key": "green-ronin", "url": "https://api-beta.open5e.com/v2/publishers/green-ronin/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Cerulean Spirit", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_way-of-shadowdancing/?format=api", "key": "open5e_way-of-shadowdancing", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of Shadowdancing", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-concordant-motion/?format=api", "key": "toh_way-of-concordant-motion", "features": [ { "key": "toh_way-of-concordant-motion_concordant-mind", "name": "Concordant Mind", "desc": "At 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-concordant-motion_cooperative-ki", "name": "Cooperative Ki", "desc": "Starting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-concordant-motion_coordinated-maneuvers", "name": "Coordinated Maneuvers", "desc": "Starting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-concordant-motion_deflect-strike", "name": "Deflect Strike", "desc": "At 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.", "feature_type": "CLASS_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": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of Concordant Motion", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_wastelander/?format=api", "key": "toh_wastelander", "features": [ { "key": "toh_wastelander_aberrant-physiology", "name": "Aberrant Physiology", "desc": "Starting at 1st level, when a creature scores a critical hit on you, you can use your reaction to shift the positions of your vital organs and turn the critical hit into a normal hit. Any effects triggered by critical hit are canceled.\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_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wastelander_absorb-arcana", "name": "Absorb Arcana", "desc": "Starting at 14th level, when you succeed on a saving throw against a spell that would deal damage to you, you can use your reaction and spend a number of sorcery points equal to the spell's level to reduce the damage to 0.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wastelander_advanced-transformation", "name": "Advanced Transformation", "desc": "At 6th level, your increase in power also increases the concentration of raw magical energy in your blood, further altering your body. The alteration you chose from your Alien Alteration feature evolves as described below. Alternatively, you can choose a second option from the Alien Alteration feature instead of evolving the alteration you chose.\n\n***Caustic Tentacle (Grasping Tentacle).*** Your tentacle excretes acidic mucus. You can use a bonus action to suppress the mucus until the start of your next turn. While the tentacle excretes acidic mucus, it deals an extra 2d6 acid damage to any target it hits. A creature that is grappled by your tentacle at the start of your turn takes the extra acid damage when it takes the bludgeoning damage.\n\n***Cognitive Split (Binary Mind).*** Your cranium expands even further as your brain swells in size. When you use your action to cast a spell, you can use a bonus action to make one melee or ranged weapon attack against a target in range.\n\n***Fell Sprinter (Digitigrade Legs).*** Your legs elongate and your body sheds some of its weight to allow you to reach greater speeds. You can take the Dash or Disengage action as a bonus action on each of your turns. When you Dash, the extra movement you gain is double your speed instead of equal to your speed.\n\n***Third Arm (Prehensile Tail).*** Your tail extends to a length of 15 feet and the end splits into five fingerlike appendages. You can do anything with your tail you could do with a hand, such as wield a weapon. In addition, you can use your tail to drink a potion as a bonus action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wastelander_alien-alteration", "name": "Alien Alteration", "desc": "At 1st level, the influence of raw magical energy in your bloodline remodeled your form. You choose one of the following features as the alteration from your ancestry.\n\n***Binary Mind.*** Your cranium is larger than most creatures of your type and houses your enlarged brain, which is partitioned in a manner that allows you to work on simultaneous tasks. You can use the Search action or make an Intelligence or Wisdom check as a bonus action on your turn.\n\n***Digitigrade Legs.*** Your legs are similar to the rear legs of a wolf or horse. Your movement speed increases by 10 feet, and you can stand up from prone by spending 5 feet of movement rather than half your speed.\n\n***Grasping Tentacle.*** You can use an action to transform one of your arms into a grotesque tentacle. The tentacle is a natural melee weapon with the reach property, which you can use to make unarmed strikes. When you hit with it, you can use Charisma instead of Strength for the attack, and the tentacle deals bludgeoning damage equal to 1d6 + your Charisma modifier. At the start of your turn, if you are grappling a creature with the tentacle, you can deal 1d6 bludgeoning damage to it. You don't have fine motor control over your tentacle, and you can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of spells. You can revert your tentacle back into an arm as a bonus action.\n\n***Prehensile Tail.*** You have a prehensile tail, which allows you to take the Use an Object action as a bonus action on your turn. Your tail can't wield weapons or shields, but it is capable of some manual precision, allowing you to use your tail to hold material components or perform the somatic components of spells. In addition, you can interact with up to two objects for free during your movement and action, provided you use your tail to interact with one of the objects.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wastelander_spontaneous-transformation", "name": "Spontaneous Transformation", "desc": "At 18th level, your body becomes more mutable. You can use a bonus action to gain a second option from the Alien Alteration feature and its evolved form from the Advanced Transformation feature for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "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": "Wastelander", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_wasteland-strider/?format=api", "key": "toh_wasteland-strider", "features": [ { "key": "toh_wasteland-strider_call-the-otherworldly", "name": "Call the Otherworldly", "desc": "At 11th level, you've gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.\n The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren't attacking a creature, but otherwise takes no actions.\n Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wasteland-strider_chaotic-strikes", "name": "Chaotic Strikes", "desc": "When you choose this archetype at 3rd level, you've learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.\n\n**Chaotic Strikes**\n| d8 | Damage Type | \n|----|-------------| \n| 1 | Fire | \n| 2 | Cold | \n| 3 | Lightning | \n| 4 | Psychic | \n| 5 | Necrotic | \n| 6 | Poison | \n| 7 | Radiant | \n| 8 | Force |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wasteland-strider_dimensional-step", "name": "Dimensional Step", "desc": "At 15th level, you have learned to slip briefly between worlds. You can cast the *dimension door* spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wasteland-strider_stalwart-psyche", "name": "Stalwart Psyche", "desc": "Starting at 7th level, you have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wasteland-strider_wasteland-strider-magic", "name": "Wasteland Strider Magic", "desc": "Also starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Strider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Wasteland Strider Spells**\n| Ranger Level | Spells | \n|---------------|----------------------------| \n| 3rd | *protection from the void* | \n| 5th | *calm emotions* | \n| 9th | *dispel magic* | \n| 13th | *banishment* | \n| 17th | *hold monster* |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "srd_ranger", "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api" }, "name": "Wasteland Strider", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api", "key": "srd_warlock", "features": [ { "key": "srd_warlock_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_cantrips-known", "name": "Cantrips Known", "desc": "[Column data]", "feature_type": "CANTRIPS_KNOWN", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_warlock_eldritch-invocation-list", "name": "Eldritch Invocation List", "desc": "If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.\r\n\r\n### Agonizing Blast\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.\r\nArmor of Shadows\r\n\r\nYou can cast mage armor on yourself at will, without expending a spell slot or material components.\r\n\r\n### Ascendant Step\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast levitate on yourself at will, without expending a spell slot or material components.\r\n\r\n### Beast Speech\r\n\r\nYou can cast speak with animals at will, without expending a spell slot.\r\n\r\n### Beguiling Influence\r\n\r\nYou gain proficiency in the Deception and Persuasion skills.\r\n\r\n### Bewitching Whispers\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Book of Ancient Secrets\r\n\r\nPrerequisite: Pact of the Tome feature\r\n\r\nYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.\r\n\r\nOn your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.\r\n\r\n### Chains of Carceri\r\n\r\nPrerequisite: 15th level, Pact of the Chain feature\r\n\r\nYou can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.\r\n\r\n### Devil's Sight\r\n\r\nYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\r\n\r\n### Dreadful Word\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Eldritch Sight\r\n\r\nYou can cast detect magic at will, without expending a spell slot.\r\n\r\n### Eldritch Spear\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, its range is 300 feet.\r\n\r\n### Eyes of the Rune Keeper\r\n\r\nYou can read all writing.\r\n\r\n### Fiendish Vigor\r\n\r\nYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.\r\n\r\n### Gaze of Two Minds\r\n\r\nYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.\r\n\r\n### Lifedrinker\r\n\r\nPrerequisite: 12th level, Pact of the Blade feature\r\n\r\nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).\r\n\r\n### Mask of Many Faces\r\n\r\nYou can cast disguise self at will, without expending a spell slot.\r\n\r\n### Master of Myriad Forms\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can cast alter self at will, without expending a spell slot.\r\n\r\n### Minions of Chaos\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Mire the Mind\r\n\r\nPrerequisite: 5th level\r\n\r\nYou can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Misty Visions\r\n\r\nYou can cast silent image at will, without expending a spell slot or material components.\r\n\r\n### One with Shadows\r\n\r\nPrerequisite: 5th level\r\n\r\nWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.\r\n\r\n### Otherworldly Leap\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast jump on yourself at will, without expending a spell slot or material components.\r\n\r\n### Repelling Blast\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.\r\n\r\n### Sculptor of Flesh\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Sign of Ill Omen\r\n\r\nPrerequisite: 5th level\r\n\r\nYou can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Thief of Five Fates\r\n\r\nYou can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Thirsting Blade\r\n\r\nPrerequisite: 5th level, Pact of the Blade feature\r\n\r\nYou can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n### Visions of Distant Realms\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can cast arcane eye at will, without expending a spell slot.\r\n\r\n### Voice of the Chain Master\r\n\r\nPrerequisite: Pact of the Chain feature\r\n\r\nYou can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.\r\n\r\n### Whispers of the Grave\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast speak with dead at will, without expending a spell slot.\r\n\r\n### Witch Sight\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_eldritch-invocations", "name": "Eldritch Invocations", "desc": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\r\n\r\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_eldritch-master", "name": "Eldritch Master", "desc": "At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a component pouch or (*b*) an arcane focus\r\n* (*a*) a scholar’s pack or (*b*) a dungeoneer’s pack\r\n* Leather armor, any simple weapon, and two daggers", "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_warlock_invocations-known", "name": "Invocations Known", "desc": "[Column data]", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "5" }, { "level": 11, "column_value": "5" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "6" }, { "level": 14, "column_value": "6" }, { "level": 15, "column_value": "7" }, { "level": 16, "column_value": "7" }, { "level": 17, "column_value": "7" }, { "level": 18, "column_value": "8" }, { "level": 19, "column_value": "8" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "8" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "5" } ] }, { "key": "srd_warlock_mystic-arcanum", "name": "Mystic Arcanum", "desc": "At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum.\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n\r\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": "6th level" }, { "level": 13, "detail": "7th level" }, { "level": 15, "detail": "8th level" }, { "level": 17, "detail": "9th level" } ], "data_for_class_table": [] }, { "key": "srd_warlock_otherworldly-patron", "name": "Otherworldly Patron", "desc": "At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_pact-boon", "name": "Pact Boon", "desc": "At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\r\n\r\n### Pact of the Chain\r\n\r\nYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.\r\n\r\nWhen you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.\r\n\r\nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.\r\n\r\n### Pact of the Blade\r\n\r\nYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\nYour pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.\r\n\r\nYou can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.\r\n\r\n### Pact of the Tome\r\n\r\nYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.\r\n\r\nIf you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_pact-magic", "name": "Pact Magic", "desc": "Your arcane research and the magic bestowed on you by your patron have given you facility with spells.\r\n\r\n### Cantrips\r\n\r\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.\r\nSpell Slots\r\n\r\nThe Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.\r\n\r\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.\r\n\r\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\n\r\n### Spellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your warlock spells.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_warlock_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor\r\n**Weapons:** Simple weapons\r\n**Tools:** None\r\n**Saving Throws:** Wisdom, Charisma\r\n**Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion", "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_warlock_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_warlock_slot-level", "name": "Slot Level", "desc": "[Column data]", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1st" }, { "level": 10, "column_value": "5th" }, { "level": 11, "column_value": "5th" }, { "level": 12, "column_value": "5th" }, { "level": 13, "column_value": "5th" }, { "level": 14, "column_value": "5th" }, { "level": 15, "column_value": "5th" }, { "level": 16, "column_value": "5th" }, { "level": 17, "column_value": "5th" }, { "level": 18, "column_value": "5th" }, { "level": 19, "column_value": "5th" }, { "level": 2, "column_value": "1st" }, { "level": 20, "column_value": "5th" }, { "level": 3, "column_value": "2nd" }, { "level": 4, "column_value": "2nd" }, { "level": 5, "column_value": "3rd" }, { "level": 6, "column_value": "3rd" }, { "level": 7, "column_value": "4th" }, { "level": 8, "column_value": "4th" }, { "level": 9, "column_value": "5th" } ] }, { "key": "srd_warlock_spell-slots", "name": "Spell Slots", "desc": "[Column data]", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "1" }, { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "2" }, { "level": 4, "column_value": "2" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd_warlock_spells-known", "name": "Spells Known", "desc": "[Column data]", "feature_type": "SPELLS_KNOWN", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "11" }, { "level": 13, "column_value": "12" }, { "level": 14, "column_value": "12" }, { "level": 15, "column_value": "13" }, { "level": 16, "column_value": "13" }, { "level": 17, "column_value": "14" }, { "level": 18, "column_value": "14" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "7" }, { "level": 7, "column_value": "8" }, { "level": 8, "column_value": "9" }, { "level": 9, "column_value": "10" } ] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Warlock level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per warlock level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma", "url": "https://api-beta.open5e.com/v2/abilities/cha/?format=api" }, { "name": "Wisdom", "url": "https://api-beta.open5e.com/v2/abilities/wis/?format=api" } ], "subclass_of": null, "name": "Warlock", "hit_dice": "D8", "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd-2024_warlock/?format=api", "key": "srd-2024_warlock", "features": [], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Warlock level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per warlock level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma", "url": "https://api-beta.open5e.com/v2/abilities/cha/?format=api" }, { "name": "Wisdom", "url": "https://api-beta.open5e.com/v2/abilities/wis/?format=api" } ], "subclass_of": null, "name": "Warlock", "hit_dice": "D8", "caster_type": "PACT", "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_vermin-domain/?format=api", "key": "toh_vermin-domain", "features": [ { "key": "toh_vermin-domain_channel-divinity-swarm-step", "name": "Channel Divinity: Swarm Step", "desc": "Starting at 2nd level, you can use your Channel Divinity to evade attackers. As a bonus action, or as reaction when you are attacked, you transform into a swarm of vermin and move up to 30 feet to an unoccupied space that you can see. This movement doesn't provoke opportunity attacks. When you arrive at your destination, you revert to your normal form.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_vermin-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 to the target. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_vermin-domain_legion-of-bites", "name": "Legion of Bites", "desc": "At 6th level, you can send hundreds of spectral vermin to assail an enemy and aid your allies. As an action, choose a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or be covered in spectral vermin for 1 minute. Each time one of your allies hits the target with a weapon attack, the target takes an extra 1d4 poison damage. A creature that is immune to disease is immune to this feature.\n You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_vermin-domain_the-unseen", "name": "The Unseen", "desc": "When you choose this domain at 1st level, you gain proficiency with shortswords and hand crossbows. You also gain proficiency in Stealth and Survival. You can communicate simple ideas telepathically with vermin, such as mice, spiders, and ants, within 100 feet of you. A vermin'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_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_vermin-domain_verminform-blessing", "name": "Verminform Blessing", "desc": "At 17th level, you become a natural lycanthrope. You use the statistics of a wererat, though your form can take on insectoid aspects, such as mandibles, compound eyes, or antennae, instead of rat aspects; whichever aspects are most appropriate for your deity. Your alignment doesn't change as a result of this lycanthropy, and you can't spread the disease of lycanthropy.", "feature_type": "CLASS_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": "Vermin Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_underfoot/?format=api", "key": "toh_underfoot", "features": [ { "key": "toh_underfoot_cantrips", "name": "Cantrips", "desc": "You learn three cantrips: *shillelagh* and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_underfoot_death-from-below", "name": "Death From Below", "desc": "Beginning at 13th level, when you move at least 10 feet underground toward a target, your next attack against the target with your *shillelagh* weapon has advantage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_underfoot_restriction-erina", "name": "Restriction: Erina", "desc": "You can choose this roguish archetype only if you are an erina.", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_underfoot_spell-slots", "name": "Spell Slots", "desc": "The Underfoot Spellcasting table shows how many spell slots you have to cast your 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 For example, if you know the 1st-level spell *longstrider* and have a 1st-level and a 2nd-level spell slot available, you can cast *longstrider* using either slot.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_underfoot_spellcasting", "name": "Spellcasting", "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of the wilds.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_underfoot_spellcasting-ability", "name": "Spellcasting Ability", "desc": "Wisdom is your spellcasting ability for your druid spells. Your magic draws upon your connection with the natural world. 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 druid 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.\n\n**Underfoot Spellcasting (table)**\n| Rouge Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd | 3 | 3 | 2 | - | - | - | \n| 4th | 3 | 4 | 3 | - | - | - | \n| 5th | 3 | 4 | 3 | - | - | - | \n| 6th | 3 | 4 | 3 | - | - | - | \n| 7th | 3 | 5 | 4 | 2 | - | - | \n| 8th | 3 | 6 | 4 | 2 | - | - | \n| 9th | 3 | 6 | 4 | 2 | - | - | \n| 10th | 4 | 7 | 4 | 3 | - | - | \n| 11th | 4 | 8 | 4 | 3 | - | - | \n| 12th | 4 | 8 | 4 | 3 | - | - | \n| 13th | 4 | 9 | 4 | 3 | 2 | - | \n| 14th | 4 | 10 | 4 | 3 | 2 | - | \n| 15th | 4 | 10 | 4 | 3 | 2 | - | \n| 16th | 4 | 11 | 4 | 3 | 3 | - | \n| 17th | 4 | 11 | 4 | 3 | 3 | - | \n| 18th | 4 | 11 | 4 | 3 | 3 | - | \n| 19th | 4 | 12 | 4 | 3 | 3 | 1 | \n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_underfoot_spells-known-of-1st-level-and-higher", "name": "Spells Known of 1st-Level and Higher", "desc": "You know three 1st-level druid spells of your choice, two of which you must choose from the divination and transmutation spells on the druid spell list. The Spells Known column of the Underfoot Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice 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 druid spells you know and replace it with another spell from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.", "feature_type": "SPELLS_KNOWN", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_underfoot_undermine", "name": "Undermine", "desc": "Beginning at 9th level, you can use your action to dig a hole under a Large or smaller creature within 5 feet of you. That creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or fall prone. If the target fails its saving throw, you can make one weapon attack against that target as a bonus action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_underfoot_versatile-shillelagh", "name": "Versatile Shillelagh", "desc": "Beginning at 3rd level, when you cast *shillelagh*, the spell is modified in the following ways: \n* Its duration increases to 1 hour. \n* The spell ends early only if another creature holds the weapon or if the weapon is more than 5 feet away from you for 1 minute or more. \n* Your Sneak Attack feature can be applied to attack rolls made with your *shillelagh* weapon.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_underfoot_vicious", "name": "Vicious", "desc": "At 17th level, when you use your Death From Below feature and hit the target with your *shillelagh* weapon, the target is restrained by vegetation and soil until the end of its next turn.", "feature_type": "CLASS_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": "Rogue", "key": "srd_rogue", "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api" }, "name": "Underfoot", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_tunnel-watcher/?format=api", "key": "toh_tunnel-watcher", "features": [ { "key": "toh_tunnel-watcher_against-the-tide", "name": "Against the Tide", "desc": "Beginning at 18th level, when you use the Attack action and hit more than one creature with a weapon on your turn, you can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you shove more than one creature on your turn, you can use a bonus action to shove one creature within 5 feet of a creature you successfully shoved.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_tunnel-watcher_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "At 3rd level, you gain proficiency with thieves' tools and mason's tools.", "feature_type": "PROFICIENCIES", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_tunnel-watcher_cave-in", "name": "Cave-In", "desc": "Starting at 15th level, once on each of your turns when you use the Attack action, you can replace one of your attacks with a strike against a wall or ceiling within your weapon's reach or range. Creatures other than you within 5 feet of the section of wall or the floor below the ceiling where you strike must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\n A creature that fails this saving throw takes 2d10 bludgeoning damage and is restrained until the end of its next turn. A creature that succeeds on the saving throw takes half the damage and isn't restrained. While restrained in this way, a creature has three-quarters cover against creatures other than you. When the effect ends, the creature's space becomes difficult terrain.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_tunnel-watcher_fight-for-every-step", "name": "Fight for Every Step", "desc": "At 3rd level, when you take damage from a melee attack, you can use your reaction to move 5 feet away from the attacker, reducing the damage you take from the attack by 1d6 + the number of hostile creatures within 5 feet of the space you left. This movement doesn't provoke opportunity attacks.\n The attacker can immediately move into the space you left. This movement doesn't cost the attacker's reaction and doesn't provoke opportunity attacks, but a creature can move this way only once each turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_tunnel-watcher_first-line-of-defense", "name": "First Line of Defense", "desc": "Starting at 3rd level, a creature that you hit with a melee weapon attack has its speed reduced by 5 feet and can't use the Disengage action until the start of your next turn. You can't reduce a creature's speed by more than 10 feet with this feature.\n In addition, when you hit a creature with an opportunity attack, you deal an extra 1d8 damage of the weapon's type.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_tunnel-watcher_safe-passage", "name": "Safe Passage", "desc": "Starting at 7th level, you have advantage on saving throws against traps, natural hazards, and lair actions. Traps, natural hazards, and lair actions have disadvantage when they make attack rolls against you.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_tunnel-watcher_steadfast", "name": "Steadfast", "desc": "At 10th level, you have advantage on saving throws against effects that cause the frightened condition and effects that would move you against your will, including teleportation effects. When a hostile creature forces you to make a Strength saving throw and you succeed, you deal an extra 1d8 damage of the weapon's type the next time you hit with a weapon attack before the end of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "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": "Fighter", "key": "srd_fighter", "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api" }, "name": "Tunnel Watcher", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_timeblade/?format=api", "key": "toh_timeblade", "features": [ { "key": "toh_timeblade_chronologic-echo", "name": "Chronologic Echo", "desc": "At 7th level, immediately after you use your Second Wind feature, you can trigger an echo in time, allowing you to use it twice. Roll separately for each use of Second Wind. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_timeblade_continuity-rift", "name": "Continuity Rift", "desc": "At 15th level, when you hit a creature with a weapon attack, you can instantly open a rupture in spacetime to swallow the target. The creature disappears and falls through a realm outside of reality.\n At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 8d8 psychic damage as it grapples with the mind-breaking experience. The target must succeed on an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or it acts randomly for 1 minute as if under the effects of the *confusion* spell. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_timeblade_improved-temporal-strike", "name": "Improved Temporal Strike", "desc": "At 10th level, when you use your Temporal Strike feature, you can choose one of the following additional options: \n* **Chronal Cleave.** You immediately make a weapon attack against a different target within range. \n* **Chronal Shield.** You add your proficiency bonus to your Armor Class until the beginning of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_timeblade_temporal-strike", "name": "Temporal Strike", "desc": "Starting at 3rd level, when you hit a creature with a weapon attack, you can use a bonus action to trigger one of the following effects: \n* **Dislocative Step.** You step outside of time and move to an unoccupied space you can see within 15 feet of you. This movement doesn't provoke opportunity attacks. At 10th level, you can move up to 30 feet. \n* **Dislocative Shove.** You push the target of your attack to an unoccupied space you can see within 15 feet of you. You can move the target only horizontally, and before moving into damaging terrain, such as lava or a pit, the target can make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), ending the movement in an unoccupied space next to the damaging terrain on a success. At 10th level, you can move the target up to 30 feet.\nYou can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_timeblade_temporal-warrior", "name": "Temporal Warrior", "desc": "Starting at 18th level, you can momentarily step outside of time to attack your foes. As an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect works like the *time stop* spell, except you can make one attack on each of your turns without ending the effect. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "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": "Fighter", "key": "srd_fighter", "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api" }, "name": "Timeblade", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_thief/?format=api", "key": "srd_thief", "features": [ { "key": "srd_thief_fast-hands", "name": "Fast Hands", "desc": "Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_thief_second-story-work", "name": "Second-Story Work", "desc": "When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\r\n\r\nIn addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_thief_supreme-sneak", "name": "Supreme Sneak", "desc": "Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_thief_thiefs-reflexes", "name": "Thief's Reflexes", "desc": "When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_thief_use-magic-device", "name": "Use Magic Device", "desc": "By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Rogue", "key": "srd_rogue", "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api" }, "name": "Thief", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_the-great-elder-thing/?format=api", "key": "open5e_the-great-elder-thing", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock", "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api" }, "name": "The Great Elder Thing", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_the-fiend/?format=api", "key": "srd_the-fiend", "features": [ { "key": "srd_the-fiend_dark-ones-blessing", "name": "Dark One's Blessing", "desc": "Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_the-fiend_dark-ones-own-luck", "name": "Dark One's Own Luck", "desc": "Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_the-fiend_expanded-spell-list", "name": "Expanded Spell List", "desc": "The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n### Fiend Expanded Spells (table)\r\n| Spell Level | Spells |\r\n| --- | --- |\r\n| 1st | burning hands, command |\r\n| 2nd | blindness/deafness, scorching ray |\r\n| 3rd | fireball, stinking cloud |\r\n| 4th | fire shield, wall of fire |\r\n| 5th | flame strike, hallow |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_the-fiend_fiendish-resilience", "name": "Fiendish Resilience", "desc": "Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_the-fiend_hurl-through-hell", "name": "Hurl Through Hell", "desc": "Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.\r\n\r\nAt the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock", "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api" }, "name": "The Fiend", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_the-ancient-fey-court/?format=api", "key": "open5e_the-ancient-fey-court", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock", "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api" }, "name": "The Ancient Fey Court", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_storm-domain/?format=api", "key": "open5e_storm-domain", "features": [ { "key": "open5e_storm-domain_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor as well as with martial weapons.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_channel-divinity-full-fury", "name": "Channel Divinity: Full Fury", "desc": "Starting at 2nd level, you can use your Channel Divinity to increase the fury of your storm based attacks. Whenever you would deal lightning or thunder damage from an attack, rather than roll damage, you can use the Channel Divinity feature to deal the maximum possible damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_skys-blessing", "name": "Sky’s Blessing", "desc": "Starting at 17th level, you gain a flying speed whenever you are outdoors. Your flying speed is equal to your present walking speed.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_storm-blast", "name": "Storm Blast", "desc": "Beginning at 6th level, you can choose to push a Large or smaller creature up to 10 feet away from you any time you deal lightning damage to it.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_tempests-rebuke", "name": "Tempest’s Rebuke", "desc": "Also starting at 1st level, you can strike back at your adversaries with thunder and lightning. If a creature hits you with an attack, you can use your reaction to target it with this ability. The creature must be within 5 feet of you, and you must be able to see it. The creature must make a Dexterity saving throw, taking 2d8 damage on a failure. On a success, the creature takes only half damage. You may choose to deal either lightning or thunder damage with this ability.\n\nYou may use this feature a number of times equal to your Wisdom modifier (at least once). When you finish a long rest, you regain your expended uses.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric", "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api" }, "name": "Storm Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_spore-sorcery/?format=api", "key": "toh_spore-sorcery", "features": [ { "key": "toh_spore-sorcery_metamagic-spore-transmission", "name": "Metamagic Spore Transmission", "desc": "Starting at 6th level, the spores connecting you and the target of your Spore Transmission enhance your metamagic effects on the linked target. You gain the following benefits when using the indicated Metamagic options:\n\n***Careful Spell.*** If the spell allows a target to take only half damage on a successful saving throw, the linked target instead takes no damage.\n\n***Distant Spell.*** When you use this Metamagic option to increase the range of a touch spell, the spell's range is 60 feet when cast on the linked target.\n\n***Extended Spell.*** If cast on the linked target, the spell's duration is tripled rather than doubled, to a maximum of 36 hours.\n\n***Hungry Spell.*** If the linked target is reduced to 0 hit points with your hungry spell, you regain hit points equal to double your Charisma modifier (minimum of 2).\n\n***Lingering Spell.*** If the linked target failed its saving throw against your lingering spell, it has disadvantage on the saving throw to avoid the additional damage at the start of your next turn.\n\n***Shared Hunger Spell.*** If you use this Metamagic option on the linked target, you and the target regain hit points equal to double your Charisma modifier (minimum of 2) if the target hits with its weapon attack.\n\n***Twinned Spell.*** By spending 1 additional sorcery point, you can affect the linked target in addition to the two original targets.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spore-sorcery_nature-magic", "name": "Nature Magic", "desc": "Your affinity with the natural world and the spores that exist between all plants and creatures allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey the restrictions for selecting the spell, and it becomes a sorcerer spell for you.\n In addition, when you reach 5th level in this class, you can cast *speak with plants* without expending a spell slot a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spore-sorcery_spore-form", "name": "Spore Form", "desc": "At 18th level, you gain immunity to poison damage and the poisoned condition. In addition, as an action, you can radiate spores in a 20-foot radius around you for 1 minute. Each friendly creature that starts its turn in the area regains hit points equal to your Charisma modifier (a minimum of 1). Each hostile creature that starts its turn in the area takes poison damage equal to your Charisma modifier (a minimum of 1). The target of your Spore Transmission regains (if it is friendly) or takes (if it is hostile) double this amount. Once you use this action, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spore-sorcery_spore-transmission", "name": "Spore Transmission", "desc": "At 1st level, your spores allow you to communicate with creatures telepathically. You can use a bonus action to create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target, and, if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes or until you use another bonus action to break the link or to establish this link with a different creature.\n If the target is unwilling, it can make a Charisma saving throw at the end of each of its turns, ending the link on a success. If an unwilling target ends the link in this way, you can't establish a link with that target again for 24 hours.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spore-sorcery_spores-protection", "name": "Spore's Protection", "desc": "Starting at 14th level, when an attacker you can see targets you with a melee attack, you can use your reaction to call forth spores to cloud its senses. The attacker has disadvantage on the attack roll. If the attack hits, you gain 10 temporary hit points as the spores bind the wound for a short time. The temporary hit points last for 1 minute.", "feature_type": "CLASS_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": "Spore Sorcery", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_spellsmith/?format=api", "key": "toh_spellsmith", "features": [ { "key": "toh_spellsmith_arcane-emendation", "name": "Arcane Emendation", "desc": "Beginning when you choose this tradition at 2nd level, you can manipulate the magical energy in scrolls to change the spells written on them. While holding a scroll, you can spend 1 hour for each level of the spell focusing on the magic within the scroll to change the spell on the scroll to another spell. The new spell must be of the same school, must be on the wizard spell list, and must be of the same or lower level than the original spell. If the new spell has any material components with a cost, you must provide those when changing the scroll's original spell to the new spell, and the components are consumed as the new spell's magic overwrites the original spell on the scroll.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spellsmith_spell-duality", "name": "Spell Duality", "desc": "At 14th level, you become a master at manipulating and extending the magical energy of your longlasting spells. You can concentrate on two spells simultaneously. If you cast a third spell that requires concentration, you lose concentration on the oldest spell. When you take damage while concentrating on a spell and must make a Constitution saving throw to maintain concentration, you make one saving throw for each source of damage, as normal. You don't have to make one saving throw for each spell you are maintaining.\n If you are concentrating on two spells and fail a Constitution saving throw to maintain concentration because of taking damage, you lose concentration on the oldest spell. If you are concentrating on two spells and lose concentration on both spells in 1 round, you suffer one level of exhaustion.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spellsmith_spell-honing", "name": "Spell Honing", "desc": "At 6th level, you can hold onto the magic of lasting spells or siphon off some of their magic to amplify spells you cast. If your concentration is broken (willingly or unwillingly), the spell's magic lingers, causing the spell's effects to remain until the end of your next turn.\n In addition, while concentrating on a spell with a duration of concentration up to 1 minute or concentration up to 10 minutes, you can amplify a wizard spell you cast of 1st level or higher. When you amplify a spell in this way, the duration of the spell on which you are concentrating is reduced by a number of rounds (if the duration is concentration up to 1 minute) or minutes (if the duration is concentration up to 10 minutes) equal to the amplified spell's level. You can choose only one of the following options when amplifying a spell: \n* Increase the saving throw DC by 2 \n* Increase the spell attack bonus by 2 \n* Add your Intelligence modifier to one damage roll of the spell\n You can amplify a spell this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spellsmith_spell-reversion", "name": "Spell Reversion", "desc": "At 10th level, you learn to manipulate the magical energy of spells cast against you. When you must make a saving throw to end an ongoing effect, such as the frightened condition of the fear spell or the slowing effect of a copper dragon's slowing breath, you have advantage on the saving throw.\n In addition, when an ongoing condition you successfully end on yourself was from a spell cast by a creature you can see, you can use your reaction to force that creature to make the same saving throw against your spell save DC. On a failed save, the creature suffers the effect or condition you just ended on yourself until the end of its next turn. For example, if you succeed on the saving throw to end the paralyzed condition on yourself from the hold person spell cast by a spellcaster you can see, you can force that spellcaster to make a Wisdom saving throw against your spell save DC, and that spellcaster becomes paralyzed until the end of its next turn on a failed save.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spellsmith_spell-transformation", "name": "Spell Transformation", "desc": "At 2nd level, you learn to mold the latent magical energy of your spells to cast new spells. While concentrating on a wizard spell that you cast using a spell slot, you can use an action to end your concentration on that spell and use the energy to cast another wizard spell you have prepared without expending a spell slot. The new spell must be half the level (minimum of 1st) of the spell on which you were concentrating, and the new spell's casting time must be 1 action.\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_FEATURE", "gained_at": [ { "level": 2, "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": "Spellsmith", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_spear-of-the-weald/?format=api", "key": "toh_spear-of-the-weald", "features": [ { "key": "toh_spear-of-the-weald_canopy", "name": "Canopy", "desc": "Beginning at 7th level, when a creature within 30 feet of you, including yourself, is targeted by a ranged weapon attack, you can use your reaction to summon a magical canopy of glowing leaves and branches over the target. The target has resistance to the damage dealt by the attack, and the canopy bursts into shredded leaves afterwards. You must then finish a short or long rest to use your Canopy again.\n When you reach 11th level in this class, you can use your Canopy twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all expended uses.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spear-of-the-weald_overwhelm", "name": "Overwhelm", "desc": "At 15th level, after you make a successful melee weapon attack with your weald spear against a creature, you can use a bonus action to make one ranged weapon attack with it against a different creature. You don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature you hit, however, you can still have disadvantage on the attack roll from being within 5 feet of other creatures.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spear-of-the-weald_restriction-alseid", "name": "Restriction: Alseid", "desc": "You can choose this archetype only if you are an alseid.", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_spear-of-the-weald_steps-of-the-forest-god", "name": "Steps of the Forest God", "desc": "Starting at 11th level, after you make a successful ranged weapon attack with your weald spear, you can use a bonus action to teleport to an unoccupied space within 10 feet of your target.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spear-of-the-weald_touch-of-the-fey-land", "name": "Touch of the Fey Land", "desc": "The touch of the land of the fey is always on your spear, hinting at its otherworldly ties. Beginning at 3rd level, when you summon your weald spear, choose one of the following effects.\n\n***Aflame.*** Your spear is ensorcelled in heatless, white, magical flames whose intensity rise and fall to reflect your mood. When you are at your happiest, your spear sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\n\n***Entwined.*** Your spear appears to be wrapped in writhing green vines which occasionally coalesce into the shape of a slender, grasping hand. The hand always points in the direction of your home forest.\n\n***Everblooming.*** Your spear is covered in small wildflowers that bloom, die, bud, and bloom again within minutes. Pollinating insects are often drawn to your spear as the spear constantly exudes a pleasant, floral fragrance.\n\n***Moonlit.*** Your spear appears as a pale length of wooden moonlight. A trail of star-like motes travels behind the spear's point.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_spear-of-the-weald_weald-spear", "name": "Weald Spear", "desc": "When you choose this archetype at 3rd level, you gain the ability to call forth a magical, wooden spear from the land of fey into your empty hand as a bonus action. The spear disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You are proficient with the weapon while you wield it. The spear's range is 20/60 feet, and, when you throw the spear, it reappears in your hand after the attack. The spear's damage die is a d8, and it has the finesse and reach properties.\n At 7th level, your weald spear attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and your weald spear's damage die is a d10. At 11th level, your weald spear's damage die is a d12.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "srd_ranger", "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api" }, "name": "Spear of the Weald", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api", "key": "toh_soulspy", "features": [ { "key": "toh_soulspy_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_soulspy_cantrips", "name": "Cantrips", "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd | 3 | 3 | 2 | - | - | - | \n| 4th | 3 | 4 | 3 | - | - | - | \n| 5th | 3 | 4 | 3 | - | - | - | \n| 6th | 3 | 4 | 3 | - | - | - | \n| 7th | 3 | 5 | 4 | 2 | - | - | \n| 8th | 3 | 6 | 4 | 2 | - | - | \n| 9th | 3 | 6 | 4 | 2 | - | - | \n| 10th | 4 | 7 | 4 | 3 | - | - | \n| 11th | 4 | 8 | 4 | 3 | - | - | \n| 12th | 4 | 8 | 4 | 3 | - | - | \n| 13th | 4 | 9 | 4 | 3 | 2 | - | \n| 14th | 4 | 10 | 4 | 3 | 2 | - | \n| 15th | 4 | 10 | 4 | 3 | 2 | - | \n| 16th | 4 | 11 | 4 | 3 | 3 | - | \n| 17th | 4 | 11 | 4 | 3 | 3 | - | \n| 18th | 4 | 11 | 4 | 3 | 3 | - | \n| 19th | 4 | 12 | 4 | 3 | 3 | 1 | \n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_soulspy_divine-symbol", "name": "Divine Symbol", "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_soulspy_life-thief", "name": "Life Thief", "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_soulspy_sacred-stealth", "name": "Sacred Stealth", "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_soulspy_spell-slots", "name": "Spell Slots", "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_soulspy_spellcasting", "name": "Spellcasting", "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_soulspy_spellcasting-ability", "name": "Spellcasting Ability", "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_soulspy_spells-known-of-1st-level-and-higher", "name": "Spells Known of 1st-Level and Higher", "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.", "feature_type": "SPELLS_KNOWN", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_soulspy_touching-the-soul", "name": "Touching the Soul", "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Rogue", "key": "srd_rogue", "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api" }, "name": "Soulspy", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api", "key": "srd_sorcerer", "features": [ { "key": "srd_sorcerer_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_cantrips-known", "name": "Cantrips Known", "desc": "[Column data]", "feature_type": "CANTRIPS_KNOWN", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "4" }, { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "6" }, { "level": 12, "column_value": "6" }, { "level": 13, "column_value": "6" }, { "level": 14, "column_value": "6" }, { "level": 15, "column_value": "6" }, { "level": 16, "column_value": "6" }, { "level": 17, "column_value": "6" }, { "level": 18, "column_value": "6" }, { "level": 19, "column_value": "6" }, { "level": 2, "column_value": "4" }, { "level": 20, "column_value": "6" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "5" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "5" } ] }, { "key": "srd_sorcerer_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon\r\n* (*a*) a component pouch or (*b*) an arcane focus\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* Two daggers", "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_sorcerer_font-of-magic", "name": "Font of Magic", "desc": "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\n### Sorcery Points\r\n\r\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n### Flexible Casting\r\n\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n### Creating Spell Slots (table)\r\n| Spell Slot Level | Sorcery Point Cost |\r\n| --- | --- |\r\n| 1st | 2 |\r\n| 2nd | 3 |\r\n| 3rd | 5 |\r\n| 4th | 6 |\r\n| 5th | 7|\r\n\r\n***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_metamagic", "name": "Metamagic", "desc": "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n### Careful Spell\r\n\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n### Distant Spell\r\n\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n\r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\n### Empowered Spell\r\n\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n### Extended Spell\r\n\r\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n### Heightened Spell\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n### Quickened Spell\r\n\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\n### Subtle Spell\r\n\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n### Twinned Spell\r\n\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n\r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 17, "detail": null }, { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_sorcerer_slots-1st", "name": "1st", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_sorcerer_slots-2nd", "name": "2nd", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 4, "column_value": "2" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "3" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_sorcerer_slots-3rd", "name": "3rd", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "3" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_sorcerer_slots-4th", "name": "4th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_sorcerer_slots-5th", "name": "5th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "2" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "1" } ] }, { "key": "srd_sorcerer_slots-6th", "name": "6th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 11, "column_value": "1" }, { "level": 12, "column_value": "1" }, { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_sorcerer_slots-7th", "name": "7th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_sorcerer_slots-8th", "name": "8th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 15, "column_value": "1" }, { "level": 16, "column_value": "1" }, { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd_sorcerer_slots-9th", "name": "9th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "1" }, { "level": 20, "column_value": "1" } ] }, { "key": "srd_sorcerer_sorcerous-origin", "name": "Sorcerous Origin", "desc": "Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.\r\n\r\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_sorcerous-restoration", "name": "Sorcerous Restoration", "desc": "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_sorcery-points", "name": "Sorcery Points", "desc": "[Column data]", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "10" }, { "level": 11, "column_value": "11" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "14" }, { "level": 15, "column_value": "15" }, { "level": 16, "column_value": "16" }, { "level": 17, "column_value": "17" }, { "level": 18, "column_value": "18" }, { "level": 19, "column_value": "19" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "20" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "4" }, { "level": 5, "column_value": "5" }, { "level": 6, "column_value": "6" }, { "level": 7, "column_value": "7" }, { "level": 8, "column_value": "8" }, { "level": 9, "column_value": "9" } ] }, { "key": "srd_sorcerer_spellcasting", "name": "Spellcasting", "desc": "An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\n### Spell Slots\r\n\r\nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC = 8** + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your sorcerer spells.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_sorcerer_spells-known", "name": "Spells Known", "desc": "[Column data]", "feature_type": "SPELLS_KNOWN", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "2" }, { "level": 10, "column_value": "11" }, { "level": 11, "column_value": "12" }, { "level": 12, "column_value": "12" }, { "level": 13, "column_value": "13" }, { "level": 14, "column_value": "13" }, { "level": 15, "column_value": "14" }, { "level": 16, "column_value": "14" }, { "level": 17, "column_value": "15" }, { "level": 18, "column_value": "15" }, { "level": 19, "column_value": "15" }, { "level": 2, "column_value": "3" }, { "level": 20, "column_value": "15" }, { "level": 3, "column_value": "4" }, { "level": 4, "column_value": "5" }, { "level": 5, "column_value": "6" }, { "level": 6, "column_value": "7" }, { "level": 7, "column_value": "8" }, { "level": 8, "column_value": "9" }, { "level": 9, "column_value": "10" } ] }, { "key": "srd_sorceror_proficiencies", "name": "Proficiencies", "desc": "**Armor:** None\r\n**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows\r\n**Tools:** None\r\n**Saving Throws:** Constitution, Charisma\r\n**Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion", "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D6", "hit_dice_name": "1D6 per Sorcerer level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per sorcerer level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma", "url": "https://api-beta.open5e.com/v2/abilities/cha/?format=api" }, { "name": "Constitution", "url": "https://api-beta.open5e.com/v2/abilities/con/?format=api" } ], "subclass_of": null, "name": "Sorcerer", "hit_dice": "D6", "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd-2024_sorcerer/?format=api", "key": "srd-2024_sorcerer", "features": [], "hit_points": { "hit_dice": "D6", "hit_dice_name": "1D6 per Sorcerer level", "hit_points_at_1st_level": "6 + your Constitution modifier", "hit_points_at_higher_levels": "1D6 (or 4) + your Constitution modifier per sorcerer level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Charisma", "url": "https://api-beta.open5e.com/v2/abilities/cha/?format=api" }, { "name": "Constitution", "url": "https://api-beta.open5e.com/v2/abilities/con/?format=api" } ], "subclass_of": null, "name": "Sorcerer", "hit_dice": "D6", "caster_type": "FULL", "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api", "key": "toh_snake-speaker", "features": [ { "key": "toh_snake-speaker_decoy-skin", "name": "Decoy Skin", "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_snake-speaker_scaly-transition", "name": "Scaly Transition", "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_snake-speaker_serpent-shape", "name": "Serpent Shape", "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_snake-speaker_sinuous-dance", "name": "Sinuous Dance", "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_snake-speaker_snake-speaker-magic", "name": "Snake Speaker Magic", "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level | Spells | \n|---------------|-------------------| \n| 3rd | *charm person* | \n| 5th | *suggestion* | \n| 9th | *tongues* | \n| 13th | *confusion* | \n| 17th | *dominate person* |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_snake-speaker_speak-with-snakes", "name": "Speak with Snakes", "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "srd_ranger", "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api" }, "name": "Snake Speaker", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_smuggler/?format=api", "key": "toh_smuggler", "features": [ { "key": "toh_smuggler_dab-handed-dealer", "name": "Dab-handed Dealer", "desc": "When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_smuggler_hypervigilance", "name": "Hypervigilance", "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_smuggler_improved-smuggler-s-legerdemain", "name": "Improved Smuggler-s Legerdemain", "desc": "At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_smuggler_slippery-as-an-eel", "name": "Slippery as an Eel", "desc": "Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_smuggler_smuggler-s-legerdemain", "name": "Smuggler-s Legerdemain", "desc": "Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Rogue", "key": "srd_rogue", "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api" }, "name": "Smuggler", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_shadow-domain/?format=api", "key": "toh_shadow-domain", "features": [ { "key": "toh_shadow-domain_army-of-shadow", "name": "Army of Shadow", "desc": "At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_channel-divinity-shadow-grasp", "name": "Channel Divinity: Shadow Grasp", "desc": "Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_cover-of-night", "name": "Cover of Night", "desc": "When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_fade-to-black", "name": "Fade to Black", "desc": "At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_lengthen-shadow", "name": "Lengthen Shadow", "desc": "Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.\n When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_shadow-domain_potent-spellcasting", "name": "Potent Spellcasting", "desc": "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric", "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api" }, "name": "Shadow Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_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_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_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_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_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_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_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", "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_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_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_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_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_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", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_school-of-illusions-and-phantasms/?format=api", "key": "open5e_school-of-illusions-and-phantasms", "features": [ { "key": "open5e_school-of-illusions-and-phantasms_enhanced-cantrip", "name": "Enhanced Cantrip", "desc": "At 2nd level, you gain one additional cantrip, either _minor illusion_ or, if you already knew this spell, then another that you choose. Your mastery of this spell is such that, when you cast it, you can create an illusory image and a sound with the same casting. When calculating your cantrips known per level, this spell does not count against your total.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_expert-illusionist", "name": "Expert Illusionist", "desc": "Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the illusion school.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_mutable-mirage", "name": "Mutable Mirage", "desc": "At 6th level, you can use your action to alter the illusion created by a spell you previously cast. You can only use this feature on spells with a duration of at least 1 minute, and you must be able to see the illusion when you alter it. You cannot change the illusion in a way not allowed by the initial casting of the spell.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_phantasmagoria", "name": "Phantasmagoria", "desc": "Starting at 14th level, you can draw energy from the plane of shadow to give parts of your illusions a temporary physical essence. Any time after you cast an illusion spell of at least 1st level, while the spell is in effect, you can use a bonus action to apply this power to a single nonmagical, inanimate object within the illusion of the spell. For 1 minute, this object can be physically interacted with, but it can’t be used to deal damage.\n\nAs an example, you could create an illusory staircase and scale it, or create an illusory portcullis to bar a pursuer, but you could not dispatch an enemy by dropping an illusory boulder on them.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_second-semblance", "name": "Second Semblance", "desc": "Starting at 10th level, if you are the target of an attack roll by another creature, you can substitute an illusion of yourself between you and your attacker. You use your reaction, causing the attack to miss you and hit the illusion, and your illusion vanishes afterwards. You can use this feature once per short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Illusions and Phantasms", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_school-of-evocation/?format=api", "key": "srd_school-of-evocation", "features": [ { "key": "srd_school-of-evocation_empowered-evocation", "name": "Empowered Evocation", "desc": "Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_school-of-evocation_evocation-savant", "name": "Evocation Savant", "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_school-of-evocation_overchannel", "name": "Overchannel", "desc": "Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\r\n\r\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_school-of-evocation_potent-cantrip", "name": "Potent Cantrip", "desc": "Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_school-of-evocation_sculpt-spells", "name": "Sculpt Spells", "desc": "Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Evocation", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_school-of-divining-and-soothsaying/?format=api", "key": "open5e_school-of-divining-and-soothsaying", "features": [ { "key": "open5e_school-of-divining-and-soothsaying_expert-diviner", "name": "Expert Diviner", "desc": "Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the divination school.\n\n#### Premonition\n\nAlso at 2nd level, you begin to see in your dreams brief images of events yet to unfold. After finishing a long rest, you can make two d20 rolls and keep track of the results for later. Any time before the next time you complete a long rest, when you or a creature visible to you is about to make an ability check, attack roll, or saving throw, you can choose to stop the roll from happening and instead use one of the results from your premonition.\n\nYou can only use this feature once per turn, and after you have used a result from your premonition, you cannot use it again. Any result not used before your next long rest are lost as false premonitions and cannot be used either.\n\n#### Soothing Savant\n\nStarting at 6th level, you are so skilled at soothsaying that you gain more spellcasting power when you use your divinations. Any time you use a spell slot to cast a divination spell of at least 2nd level, you regain one of your spell slots that you’ve expended for the day. A spell slot regained in this way must be lower than 6th level as well as lower than the spell level you used to activate the feature.\n\n#### Extrasensory Perception\n\nBeginning at 10th level, you can extend your senses beyond their normal capabilities. At any time, you may choose one of the following options and gain the associated benefit until you take a short or a long rest or are incapacitated. You can only use this feature once per short or long rest.\n\n***Ether Sight.*** You can see creatures and objects on the Ethereal Plane up to 60 feet away.\n\n***Script Sight.*** You can comprehend writing in any language as if it were written in your native tongue.\n\n***Shadow Sight.*** You get darkvision with a range up to 60 feet, or increase the range of your darkvision to 60 feet if you already have it.\n\n***Unseen Sight.*** You gain the power to see invisible creatures and objects as if they were visible at a range of 10 feet within your line of sight.\n\n#### Premonition Addition\n\nBeginning at 14th level, when you use your Premonition feature, you may roll and record the results of three d20s as your resting hours fill with further visions.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Divining and Soothsaying", "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_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_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_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_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_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", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/tdcs_runechild/?format=api", "key": "tdcs_runechild", "features": [ { "key": "tdcs_runechild_arcane-exemplar-form", "name": "Arcane Exemplar Form", "desc": "Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits: \n* You have a flying speed of 40 feet. \n* Your spell save DC is increased by 2. \n* You have resistance to damage from spells. \n* When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level. When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_essence-runes", "name": "Essence Runes", "desc": "At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an addi- tional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.\nAt the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.\nAs a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action\nIf you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_glyphs-of-aegis", "name": "Glyphs of Aegis", "desc": "Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.\nAt 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_manifest-inscriptions", "name": "Manifest Inscriptions", "desc": "At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_runic-torrent", "name": "Runic Torrent", "desc": "Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_sigilic-augmentation", "name": "Sigilic Augmentation", "desc": "Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to main- tain this benefit additional rounds by expending a charged rune at the start of each of your following turns.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tal'dorei Campaign Setting", "key": "tdcs", "display_name": "Tal'dorei Campaign Setting", "publisher": { "name": "Green Ronin Publishing", "key": "green-ronin", "url": "https://api-beta.open5e.com/v2/publishers/green-ronin/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Runechild", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api", "key": "srd_rogue", "features": [ { "key": "srd_rogue_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null }, { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_blindsense", "name": "Blindsense", "desc": "Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_cunning-action", "name": "Cunning Action", "desc": "Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_elusive", "name": "Elusive", "desc": "Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) a rapier or (*b*) a shortsword\r\n* (*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword\r\n* (*a*) a burglar’s pack, (*b*) a dungeoneer’s pack, or (*c*) an explorer’s pack\r\n* (*a*) Leather armor, two daggers, and thieves’ tools", "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_rogue_evasion", "name": "Evasion", "desc": "Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_expertise", "name": "Expertise", "desc": "At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor\r\n**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords\r\n**Tools:** Thieves’ tools\r\n**Saving Throws:** Dexterity, Intelligence\r\n**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth", "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_rogue_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_rogue_reliable-talent", "name": "Reliable Talent", "desc": "By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_roguish-archetype", "name": "Roguish Archetype", "desc": "At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_slippery-mind", "name": "Slippery Mind", "desc": "By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_sneak-attack", "name": "Sneak Attack", "desc": "Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\n\r\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\r\n\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "1d6" }, { "level": 10, "column_value": "5d6" }, { "level": 11, "column_value": "6d6" }, { "level": 12, "column_value": "6d6" }, { "level": 13, "column_value": "7d6" }, { "level": 14, "column_value": "7d6" }, { "level": 15, "column_value": "8d6" }, { "level": 16, "column_value": "8d6" }, { "level": 17, "column_value": "9d6" }, { "level": 18, "column_value": "9d6" }, { "level": 19, "column_value": "10d6" }, { "level": 2, "column_value": "1d6" }, { "level": 20, "column_value": "10d6" }, { "level": 3, "column_value": "2d6" }, { "level": 4, "column_value": "2d6" }, { "level": 5, "column_value": "3d6" }, { "level": 6, "column_value": "3d6" }, { "level": 7, "column_value": "4d6" }, { "level": 8, "column_value": "4d6" }, { "level": 9, "column_value": "5d6" } ] }, { "key": "srd_rogue_stroke-of-luck", "name": "Stroke of Luck", "desc": "At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_thieves-cant", "name": "Thieves' Cant", "desc": "During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n\r\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_rogue_uncanny-dodge", "name": "Uncanny Dodge", "desc": "Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D8", "hit_dice_name": "1D8 per Rogue level", "hit_points_at_1st_level": "8 + your Constitution modifier", "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per rogue level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity", "url": "https://api-beta.open5e.com/v2/abilities/dex/?format=api" }, { "name": "Intelligence", "url": "https://api-beta.open5e.com/v2/abilities/int/?format=api" } ], "subclass_of": null, "name": "Rogue", "hit_dice": "D8", "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_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_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_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_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_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", "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_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_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_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_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_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", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api", "key": "srd_ranger", "features": [ { "key": "srd_ranger_ability-score-improvement", "name": "Ability Score Improvement", "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 19, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_equipment", "name": "Equipment", "desc": "You start with the following equipment, in addition to the equipment granted by your background:\r\n* (*a*) scale mail or (*b*) leather armor\r\n* (*a*) two shortswords or (*b*) two simple melee weapons\r\n* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack\r\n* A longbow and a quiver of 20 arrows", "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_ranger_extra-attack", "name": "Extra Attack", "desc": "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_favored-enemy", "name": "Favored Enemy", "desc": "Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\r\n\r\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 14, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_feral-senses", "name": "Feral Senses", "desc": "At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\r\n\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_fighting-style", "name": "Fighting Style", "desc": "At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n### Archery\r\n\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n### Defense\r\n\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n### Dueling\r\n\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n### Two-Weapon Fighting\r\n\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_foe-slayer", "name": "Foe Slayer", "desc": "At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_hide-in-plain-sight", "name": "Hide in Plain Sight", "desc": "Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\n\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_lands-stride", "name": "Land's Stride", "desc": "Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_natural-explorer", "name": "Natural Explorer", "desc": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\r\n\r\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\r\n\r\n* Difficult terrain doesn't slow your group's travel.\r\n* Your group can't become lost except by magical means.\r\n* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\n* If you are traveling alone, you can move stealthily at a normal pace.\r\n* When you forage, you find twice as much food as you normally would.\r\n* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. \r\n\r\nYou choose additional favored terrain types at 6th and 10th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null }, { "level": 10, "detail": null }, { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_primeval-awareness", "name": "Primeval Awareness", "desc": "Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, shields\r\n**Weapons:** Simple weapons, martial weapons\r\n**Tools:** None\r\n**Saving Throws:** Strength, Dexterity\r\n**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival", "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "srd_ranger_proficiency-bonus", "name": "Proficiency Bonus", "desc": "[Column data]", "feature_type": "PROFICIENCY_BONUS", "gained_at": [], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "srd_ranger_ranger-archetype", "name": "Ranger Archetype", "desc": "At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_slots-1st", "name": "1st", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "4" }, { "level": 11, "column_value": "4" }, { "level": 12, "column_value": "4" }, { "level": 13, "column_value": "4" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "4" }, { "level": 19, "column_value": "4" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "4" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "4" }, { "level": 8, "column_value": "4" }, { "level": 9, "column_value": "4" } ] }, { "key": "srd_ranger_slots-2nd", "name": "2nd", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 5, "column_value": "2" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "3" }, { "level": 8, "column_value": "3" }, { "level": 9, "column_value": "3" } ] }, { "key": "srd_ranger_slots-3rd", "name": "3rd", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "3" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" }, { "level": 9, "column_value": "2" } ] }, { "key": "srd_ranger_slots-4th", "name": "4th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 13, "column_value": "1" }, { "level": 14, "column_value": "1" }, { "level": 15, "column_value": "2" }, { "level": 16, "column_value": "2" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "3" } ] }, { "key": "srd_ranger_slots-5th", "name": "5th", "desc": "[Column data]", "feature_type": "SPELL_SLOTS", "gained_at": [], "data_for_class_table": [ { "level": 17, "column_value": "1" }, { "level": 18, "column_value": "1" }, { "level": 19, "column_value": "2" }, { "level": 20, "column_value": "2" } ] }, { "key": "srd_ranger_spellcasting", "name": "Spellcasting", "desc": "By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.\r\n\r\n### Spell Slots\r\n\r\nThe Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the ranger spell list.\r\n\r\nThe Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nWisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. 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 ranger spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "srd_ranger_spells-known", "name": "Spells Known", "desc": "[Column data]", "feature_type": "SPELLS_KNOWN", "gained_at": [], "data_for_class_table": [ { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "11" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" } ] }, { "key": "srd_ranger_vanish", "name": "Vanish", "desc": "Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Ranger level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per ranger level after 1st" }, "document": { "name": "System Reference Document 5.1", "key": "srd-2014", "display_name": "5e 2014 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity", "url": "https://api-beta.open5e.com/v2/abilities/dex/?format=api" }, { "name": "Strength", "url": "https://api-beta.open5e.com/v2/abilities/str/?format=api" } ], "subclass_of": null, "name": "Ranger", "hit_dice": "D10", "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/srd-2024_ranger/?format=api", "key": "srd-2024_ranger", "features": [], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Ranger level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per ranger level after 1st" }, "document": { "name": "System Reference Document 5.2", "key": "srd-2024", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast", "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "saving_throws": [ { "name": "Dexterity", "url": "https://api-beta.open5e.com/v2/abilities/dex/?format=api" }, { "name": "Strength", "url": "https://api-beta.open5e.com/v2/abilities/str/?format=api" } ], "subclass_of": null, "name": "Ranger", "hit_dice": "D10", "caster_type": "HALF", "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_radiant-pikeman/?format=api", "key": "toh_radiant-pikeman", "features": [ { "key": "toh_radiant-pikeman_foe-of-darkness", "name": "Foe of Darkness", "desc": "Beginning at 10th level, your faith and training make you a daunting foe of dark creatures. Once per turn, you can have advantage on an attack roll or ability check made against a fiend, undead, or creature of shadow.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_formation-tactics", "name": "Formation Tactics", "desc": "At 7th level, you bolster your allies when fighting shoulder to shoulder. While you have an ally within 5 feet of you who isn't incapacitated, you can use a bonus action to take the Help action to assist that ally's attack roll or their next Strength (Athletics) or Dexterity (Acrobatics) check.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_give-ground", "name": "Give Ground", "desc": "Starting at 15th level, once per turn when you are hit by a melee attack, you can choose to move 5 feet away from the attacker without provoking opportunity attacks. If you do, the attacker takes 1d6 radiant damage. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_harassing-strike", "name": "Harassing Strike", "desc": "Beginning when you choose this archetype at 3rd level, when a creature you can see enters your reach, you can use your reaction to Shove the creature. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_radiant-fighting", "name": "Radiant Fighting", "desc": "Starting at 3rd level, when you deal damage with a glaive, halberd, lance, pike, or spear, you can choose for the damage to be radiant instead of its normal damage type.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_radiant-pikeman_the-suns-protection", "name": "The Sun's Protection", "desc": "At 18th level, you have advantage on saving throws against spells. If you fail a saving throw against being charmed or frightened, you can choose to succeed instead. You can use this feature a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "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": "Fighter", "key": "srd_fighter", "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api" }, "name": "Radiant Pikeman", "hit_dice": null, "caster_type": null, "primary_abilities": [] } ] }{ "count": 129, "next": "