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

GET /v2/classes/?format=api&ordering=features&page=2
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 147,
    "next": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=features&page=3",
    "previous": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=features",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_demise-domain/?format=api",
            "key": "open5e_demise-domain",
            "features": [
                {
                    "key": "open5e_demise-domain_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this domain at 1st level, you gain the martial weapon proficiency.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_channel-divinity-killing-touch",
                    "name": "Channel Divinity: Killing Touch",
                    "desc": "Beginning at 2nd level, when one of your melee attacks hit a creature, you can make use of your Channel Divinity to add necrotic damage equal to your cleric level times two, plus 5.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_death-comes-for-all",
                    "name": "Death Comes for All",
                    "desc": "Just as death comes for all creatures, at 6th level your deathly powers affect even those who could normally withstand them. You ignore a creature’s necrotic resistance when you deal damage via spells or your Channel Divinity.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_death-domain-spells-table",
                    "name": "Death Domain Spells (table)",
                    "desc": "Cleric Level | Spells                                  |\r\n|--------------|-----------------------------------------|\r\n| 1st          | false life, ray of sickness             |\r\n| 3rd          | blindness/deafness, ray of enfeeblement |\r\n| 5th          | animate dead, vampiric touch            |\r\n| 7th          | blight, death ward                      |\r\n| 9th          | antilife shell, cloudkill               |",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_deaths-cut",
                    "name": "Death’s Cut",
                    "desc": "Your connection to death means that your necromantic powers can cut through more foes. You learn an additional cantrip of the necromancy school from any class spell list. When you cast any necromancy cantrip that targets a single creature, you can target a second creature within the spell’s range if it is within 5 feet of the first target.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_improved-deaths-cut",
                    "name": "Improved Death’s Cut",
                    "desc": "Beginning at 17th level, your Death’s Cut feature can apply to spells of the necromancy school of up to 5th-level in addition to cantrips. However, you must double the amount of material components used if the spell calls for them.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "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": "Demise Domain",
            "desc": "*Compare to the core book’s Death Domain*\n\nWhile deities oversee all realms of nature and the cosmos, perhaps none is more important to mortals than their purveyance over the afterlife. The demise domain covers both gods who rule over kingdoms of the dead, such as Arawn, Ereshkigal, Mictlāntēcutli, Hades, Hel, and Osiris; it is also held by deities who oversee conflict and the actual moment of one’s demise, for instance the Morrigan and Nergal, and deities of suffering (Kiputytto) and disease (Loviatar). It includes many winter deities like Hel and Marzanna that oversee the metaphorical death of spring, and patrons of the undead like Koschei the Deathless are also served by clerics of the demise domain. The domain is often favored by evil deities like Erlik, but is not exclusive to them; noble judges of souls like Anubis and helpful psychopomps like Xolotl also have the demise domain in their portfolio. Similarly, while the demise domain is often favored by evil cultists, clerics who seek to comfort the dying or uphold the natural progression of the afterlife may also select this domain.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_demise-domain/?format=api",
            "key": "open5e_demise-domain",
            "features": [
                {
                    "key": "open5e_demise-domain_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this domain at 1st level, you gain the martial weapon proficiency.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_channel-divinity-killing-touch",
                    "name": "Channel Divinity: Killing Touch",
                    "desc": "Beginning at 2nd level, when one of your melee attacks hit a creature, you can make use of your Channel Divinity to add necrotic damage equal to your cleric level times two, plus 5.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_death-comes-for-all",
                    "name": "Death Comes for All",
                    "desc": "Just as death comes for all creatures, at 6th level your deathly powers affect even those who could normally withstand them. You ignore a creature’s necrotic resistance when you deal damage via spells or your Channel Divinity.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_death-domain-spells-table",
                    "name": "Death Domain Spells (table)",
                    "desc": "Cleric Level | Spells                                  |\r\n|--------------|-----------------------------------------|\r\n| 1st          | false life, ray of sickness             |\r\n| 3rd          | blindness/deafness, ray of enfeeblement |\r\n| 5th          | animate dead, vampiric touch            |\r\n| 7th          | blight, death ward                      |\r\n| 9th          | antilife shell, cloudkill               |",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_deaths-cut",
                    "name": "Death’s Cut",
                    "desc": "Your connection to death means that your necromantic powers can cut through more foes. You learn an additional cantrip of the necromancy school from any class spell list. When you cast any necromancy cantrip that targets a single creature, you can target a second creature within the spell’s range if it is within 5 feet of the first target.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_improved-deaths-cut",
                    "name": "Improved Death’s Cut",
                    "desc": "Beginning at 17th level, your Death’s Cut feature can apply to spells of the necromancy school of up to 5th-level in addition to cantrips. However, you must double the amount of material components used if the spell calls for them.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "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": "Demise Domain",
            "desc": "*Compare to the core book’s Death Domain*\n\nWhile deities oversee all realms of nature and the cosmos, perhaps none is more important to mortals than their purveyance over the afterlife. The demise domain covers both gods who rule over kingdoms of the dead, such as Arawn, Ereshkigal, Mictlāntēcutli, Hades, Hel, and Osiris; it is also held by deities who oversee conflict and the actual moment of one’s demise, for instance the Morrigan and Nergal, and deities of suffering (Kiputytto) and disease (Loviatar). It includes many winter deities like Hel and Marzanna that oversee the metaphorical death of spring, and patrons of the undead like Koschei the Deathless are also served by clerics of the demise domain. The domain is often favored by evil deities like Erlik, but is not exclusive to them; noble judges of souls like Anubis and helpful psychopomps like Xolotl also have the demise domain in their portfolio. Similarly, while the demise domain is often favored by evil cultists, clerics who seek to comfort the dying or uphold the natural progression of the afterlife may also select this domain.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_demise-domain/?format=api",
            "key": "open5e_demise-domain",
            "features": [
                {
                    "key": "open5e_demise-domain_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this domain at 1st level, you gain the martial weapon proficiency.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_channel-divinity-killing-touch",
                    "name": "Channel Divinity: Killing Touch",
                    "desc": "Beginning at 2nd level, when one of your melee attacks hit a creature, you can make use of your Channel Divinity to add necrotic damage equal to your cleric level times two, plus 5.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_death-comes-for-all",
                    "name": "Death Comes for All",
                    "desc": "Just as death comes for all creatures, at 6th level your deathly powers affect even those who could normally withstand them. You ignore a creature’s necrotic resistance when you deal damage via spells or your Channel Divinity.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_death-domain-spells-table",
                    "name": "Death Domain Spells (table)",
                    "desc": "Cleric Level | Spells                                  |\r\n|--------------|-----------------------------------------|\r\n| 1st          | false life, ray of sickness             |\r\n| 3rd          | blindness/deafness, ray of enfeeblement |\r\n| 5th          | animate dead, vampiric touch            |\r\n| 7th          | blight, death ward                      |\r\n| 9th          | antilife shell, cloudkill               |",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_deaths-cut",
                    "name": "Death’s Cut",
                    "desc": "Your connection to death means that your necromantic powers can cut through more foes. You learn an additional cantrip of the necromancy school from any class spell list. When you cast any necromancy cantrip that targets a single creature, you can target a second creature within the spell’s range if it is within 5 feet of the first target.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_improved-deaths-cut",
                    "name": "Improved Death’s Cut",
                    "desc": "Beginning at 17th level, your Death’s Cut feature can apply to spells of the necromancy school of up to 5th-level in addition to cantrips. However, you must double the amount of material components used if the spell calls for them.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "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": "Demise Domain",
            "desc": "*Compare to the core book’s Death Domain*\n\nWhile deities oversee all realms of nature and the cosmos, perhaps none is more important to mortals than their purveyance over the afterlife. The demise domain covers both gods who rule over kingdoms of the dead, such as Arawn, Ereshkigal, Mictlāntēcutli, Hades, Hel, and Osiris; it is also held by deities who oversee conflict and the actual moment of one’s demise, for instance the Morrigan and Nergal, and deities of suffering (Kiputytto) and disease (Loviatar). It includes many winter deities like Hel and Marzanna that oversee the metaphorical death of spring, and patrons of the undead like Koschei the Deathless are also served by clerics of the demise domain. The domain is often favored by evil deities like Erlik, but is not exclusive to them; noble judges of souls like Anubis and helpful psychopomps like Xolotl also have the demise domain in their portfolio. Similarly, while the demise domain is often favored by evil cultists, clerics who seek to comfort the dying or uphold the natural progression of the afterlife may also select this domain.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_demise-domain/?format=api",
            "key": "open5e_demise-domain",
            "features": [
                {
                    "key": "open5e_demise-domain_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this domain at 1st level, you gain the martial weapon proficiency.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_channel-divinity-killing-touch",
                    "name": "Channel Divinity: Killing Touch",
                    "desc": "Beginning at 2nd level, when one of your melee attacks hit a creature, you can make use of your Channel Divinity to add necrotic damage equal to your cleric level times two, plus 5.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_death-comes-for-all",
                    "name": "Death Comes for All",
                    "desc": "Just as death comes for all creatures, at 6th level your deathly powers affect even those who could normally withstand them. You ignore a creature’s necrotic resistance when you deal damage via spells or your Channel Divinity.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_death-domain-spells-table",
                    "name": "Death Domain Spells (table)",
                    "desc": "Cleric Level | Spells                                  |\r\n|--------------|-----------------------------------------|\r\n| 1st          | false life, ray of sickness             |\r\n| 3rd          | blindness/deafness, ray of enfeeblement |\r\n| 5th          | animate dead, vampiric touch            |\r\n| 7th          | blight, death ward                      |\r\n| 9th          | antilife shell, cloudkill               |",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_deaths-cut",
                    "name": "Death’s Cut",
                    "desc": "Your connection to death means that your necromantic powers can cut through more foes. You learn an additional cantrip of the necromancy school from any class spell list. When you cast any necromancy cantrip that targets a single creature, you can target a second creature within the spell’s range if it is within 5 feet of the first target.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_demise-domain_improved-deaths-cut",
                    "name": "Improved Death’s Cut",
                    "desc": "Beginning at 17th level, your Death’s Cut feature can apply to spells of the necromancy school of up to 5th-level in addition to cantrips. However, you must double the amount of material components used if the spell calls for them.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "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": "Demise Domain",
            "desc": "*Compare to the core book’s Death Domain*\n\nWhile deities oversee all realms of nature and the cosmos, perhaps none is more important to mortals than their purveyance over the afterlife. The demise domain covers both gods who rule over kingdoms of the dead, such as Arawn, Ereshkigal, Mictlāntēcutli, Hades, Hel, and Osiris; it is also held by deities who oversee conflict and the actual moment of one’s demise, for instance the Morrigan and Nergal, and deities of suffering (Kiputytto) and disease (Loviatar). It includes many winter deities like Hel and Marzanna that oversee the metaphorical death of spring, and patrons of the undead like Koschei the Deathless are also served by clerics of the demise domain. The domain is often favored by evil deities like Erlik, but is not exclusive to them; noble judges of souls like Anubis and helpful psychopomps like Xolotl also have the demise domain in their portfolio. Similarly, while the demise domain is often favored by evil cultists, clerics who seek to comfort the dying or uphold the natural progression of the afterlife may also select this domain.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_eldritch-trickster/?format=api",
            "key": "open5e_eldritch-trickster",
            "features": [
                {
                    "key": "open5e_eldritch-trickster_arcane-ambuscade",
                    "name": "Arcane Ambuscade",
                    "desc": "At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_eldritch-grift",
                    "name": "Eldritch Grift",
                    "desc": "Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_magical-misdirection",
                    "name": "Magical Misdirection",
                    "desc": "Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_sleight-of-mage-hand",
                    "name": "Sleight of Mage Hand",
                    "desc": "If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_spellcasting",
                    "name": "Spellcasting",
                    "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "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": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Eldritch Trickster",
            "desc": "*Compare to the core book's Arcane Trickster*\n\nA rogue is not defined merely by swift reflexes, but also by a quick mind. Some rogues are even able to pick up some magical tricks during their career to complement their mundane skills. Though they lack the power of a full fledged wizard, they can apply their magic in unexpected ways, performing feats that would leave their arcane compatriots dumbfounded. An eldritch prankster may be a traditional burglar enhanced by magic, a carefree trickster mixing arcane elements with run of the mill legerdemain, or even an adventurer with so many more tools in their proverbial toolkit.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_eldritch-trickster/?format=api",
            "key": "open5e_eldritch-trickster",
            "features": [
                {
                    "key": "open5e_eldritch-trickster_arcane-ambuscade",
                    "name": "Arcane Ambuscade",
                    "desc": "At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_eldritch-grift",
                    "name": "Eldritch Grift",
                    "desc": "Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_magical-misdirection",
                    "name": "Magical Misdirection",
                    "desc": "Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_sleight-of-mage-hand",
                    "name": "Sleight of Mage Hand",
                    "desc": "If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_spellcasting",
                    "name": "Spellcasting",
                    "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "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": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Eldritch Trickster",
            "desc": "*Compare to the core book's Arcane Trickster*\n\nA rogue is not defined merely by swift reflexes, but also by a quick mind. Some rogues are even able to pick up some magical tricks during their career to complement their mundane skills. Though they lack the power of a full fledged wizard, they can apply their magic in unexpected ways, performing feats that would leave their arcane compatriots dumbfounded. An eldritch prankster may be a traditional burglar enhanced by magic, a carefree trickster mixing arcane elements with run of the mill legerdemain, or even an adventurer with so many more tools in their proverbial toolkit.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_eldritch-trickster/?format=api",
            "key": "open5e_eldritch-trickster",
            "features": [
                {
                    "key": "open5e_eldritch-trickster_arcane-ambuscade",
                    "name": "Arcane Ambuscade",
                    "desc": "At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_eldritch-grift",
                    "name": "Eldritch Grift",
                    "desc": "Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_magical-misdirection",
                    "name": "Magical Misdirection",
                    "desc": "Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_sleight-of-mage-hand",
                    "name": "Sleight of Mage Hand",
                    "desc": "If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_spellcasting",
                    "name": "Spellcasting",
                    "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "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",
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                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://open5e.com/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Eldritch Trickster",
            "desc": "*Compare to the core book's Arcane Trickster*\n\nA rogue is not defined merely by swift reflexes, but also by a quick mind. Some rogues are even able to pick up some magical tricks during their career to complement their mundane skills. Though they lack the power of a full fledged wizard, they can apply their magic in unexpected ways, performing feats that would leave their arcane compatriots dumbfounded. An eldritch prankster may be a traditional burglar enhanced by magic, a carefree trickster mixing arcane elements with run of the mill legerdemain, or even an adventurer with so many more tools in their proverbial toolkit.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_eldritch-trickster/?format=api",
            "key": "open5e_eldritch-trickster",
            "features": [
                {
                    "key": "open5e_eldritch-trickster_arcane-ambuscade",
                    "name": "Arcane Ambuscade",
                    "desc": "At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_eldritch-grift",
                    "name": "Eldritch Grift",
                    "desc": "Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_magical-misdirection",
                    "name": "Magical Misdirection",
                    "desc": "Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_sleight-of-mage-hand",
                    "name": "Sleight of Mage Hand",
                    "desc": "If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_spellcasting",
                    "name": "Spellcasting",
                    "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Open5e Originals",
                "key": "open5e",
                "display_name": "Open5e Originals",
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                "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": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Eldritch Trickster",
            "desc": "*Compare to the core book's Arcane Trickster*\n\nA rogue is not defined merely by swift reflexes, but also by a quick mind. Some rogues are even able to pick up some magical tricks during their career to complement their mundane skills. Though they lack the power of a full fledged wizard, they can apply their magic in unexpected ways, performing feats that would leave their arcane compatriots dumbfounded. An eldritch prankster may be a traditional burglar enhanced by magic, a carefree trickster mixing arcane elements with run of the mill legerdemain, or even an adventurer with so many more tools in their proverbial toolkit.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_eldritch-trickster/?format=api",
            "key": "open5e_eldritch-trickster",
            "features": [
                {
                    "key": "open5e_eldritch-trickster_arcane-ambuscade",
                    "name": "Arcane Ambuscade",
                    "desc": "At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_eldritch-grift",
                    "name": "Eldritch Grift",
                    "desc": "Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_magical-misdirection",
                    "name": "Magical Misdirection",
                    "desc": "Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_sleight-of-mage-hand",
                    "name": "Sleight of Mage Hand",
                    "desc": "If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_eldritch-trickster_spellcasting",
                    "name": "Spellcasting",
                    "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "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": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Eldritch Trickster",
            "desc": "*Compare to the core book's Arcane Trickster*\n\nA rogue is not defined merely by swift reflexes, but also by a quick mind. Some rogues are even able to pick up some magical tricks during their career to complement their mundane skills. Though they lack the power of a full fledged wizard, they can apply their magic in unexpected ways, performing feats that would leave their arcane compatriots dumbfounded. An eldritch prankster may be a traditional burglar enhanced by magic, a carefree trickster mixing arcane elements with run of the mill legerdemain, or even an adventurer with so many more tools in their proverbial toolkit.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_mischief-domain/?format=api",
            "key": "open5e_mischief-domain",
            "features": [
                {
                    "key": "open5e_mischief-domain_channel-divinity-double-trouble",
                    "name": "Channel Divinity: Double Trouble",
                    "desc": "Once you reach 2nd level, you gain the power to create an illusory double of yourself with the Channel Divinity class feature. You may use your action to manifest the illusion in an unoccupied space visible to you and within 30 feet of yourself. You must concentrate to maintain the illusion as if it were a spell, and you can do so for up to 1 minute. On your turn, you can use a bonus action to move up to 30 feet, but it must remain in your view and cannot move more than 120 feet away from you.\n\nWhile you maintain the illusion, when you cast a spell, you can use the position of the illusion rather than your own for determining range, area of effect, and line of sight. However, you cannot actually “see” through the illusion’s eyes, so you must rely on your own vision if the spell requires you to see a target or space.\n\nYour illusion can disorient foes, so you gain advantage on attack rolls against any creature that can see the illusion if both you and the illusion are within 5 feet of the creature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_mischief-domain_channel-divinity-walk-unseen",
                    "name": "Channel Divinity: Walk Unseen",
                    "desc": "Beginning at 6th level, with your Channel Divinity feature, you can use an action to become invisible. This invisibility lasts until the end of your next turn, or if you cast a spell or attack.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_mischief-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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_mischief-domain_double-trouble-doubled",
                    "name": "Double Trouble Doubled",
                    "desc": "Starting at 17th level, your Double Trouble feature becomes more potent. Instead of one double, you can create up to four, and you can move as many of them as you like on your turn with a bonus action following the rules outlined in that feature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_mischief-domain_mischeif-domain-spells-table",
                    "name": "Mischeif Domain Spells (table)",
                    "desc": "Cleric Level | Spells                           |\r\n|--------------|----------------------------------|\r\n| 1st          | charm person, disguise self      |\r\n| 3rd          | mirror image, pass without trace |\r\n| 5th          | blink, dispel magic              |\r\n| 7th          | dimension door, polymorph        |\r\n| 9th          | dominate person, modify memory   |",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_mischief-domain_spreader-of-mischief",
                    "name": "Spreader of Mischief",
                    "desc": "At 1st level, when you choose this domain, you can endow others with the power to make mischief. As an action, you may touch a willing creature, and that creature gains advantage when making Dexterity (Stealth) checks for the next hour. The effect ends early if you use the feature on a different creature. You may not use this feature on yourself.",
                    "feature_type": "CLASS_LEVEL_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": "Mischief Domain",
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            "name": "Mischief Domain",
            "desc": "*Compare to the core book's Trickery Domain*\n\nWhile most deities inspire awe with their might and power, some prefer subtler methods. Gods of the mischief domain favor cunning to advance their agendas, and they encourage this trait in the followers as well. Some deities of mischief, like Anansi and Hermes, are good natured tricksters. Some, like the impetuous Susanoo, vacillate between being helpful or hindering on a whim. Deities like Loki and Veles are primarily antagonistic to their respective pantheons, but their mercurial nature means they might make the odd alliance with their more serious kin. Gods associated with the moon, like Hecate, mirror the moon’s changing shape as patrons of mischief. Gods of fortune, like Tyche and Bes, are often tricksters who make their own luck. Meanwhile, culture heroes like Kokopelli, Lemminkäinen, and Maui often use deceit to bring prosperity to their people. These diverse deities count among their worshippers criminals, freedom fighters, and free spirits alike, united only by their willingness to upset the status quo. Some use tricks to lead people to a greater truth, while others use mischief to stay one step ahead of the competition.",
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            "caster_type": null,
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            "features": [
                {
                    "key": "open5e_mischief-domain_channel-divinity-double-trouble",
                    "name": "Channel Divinity: Double Trouble",
                    "desc": "Once you reach 2nd level, you gain the power to create an illusory double of yourself with the Channel Divinity class feature. You may use your action to manifest the illusion in an unoccupied space visible to you and within 30 feet of yourself. You must concentrate to maintain the illusion as if it were a spell, and you can do so for up to 1 minute. On your turn, you can use a bonus action to move up to 30 feet, but it must remain in your view and cannot move more than 120 feet away from you.\n\nWhile you maintain the illusion, when you cast a spell, you can use the position of the illusion rather than your own for determining range, area of effect, and line of sight. However, you cannot actually “see” through the illusion’s eyes, so you must rely on your own vision if the spell requires you to see a target or space.\n\nYour illusion can disorient foes, so you gain advantage on attack rolls against any creature that can see the illusion if both you and the illusion are within 5 feet of the creature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                    "key": "open5e_mischief-domain_channel-divinity-walk-unseen",
                    "name": "Channel Divinity: Walk Unseen",
                    "desc": "Beginning at 6th level, with your Channel Divinity feature, you can use an action to become invisible. This invisibility lasts until the end of your next turn, or if you cast a spell or attack.",
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                    "key": "open5e_mischief-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_LEVEL_FEATURE",
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                },
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                    "key": "open5e_mischief-domain_double-trouble-doubled",
                    "name": "Double Trouble Doubled",
                    "desc": "Starting at 17th level, your Double Trouble feature becomes more potent. Instead of one double, you can create up to four, and you can move as many of them as you like on your turn with a bonus action following the rules outlined in that feature.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                    "key": "open5e_mischief-domain_mischeif-domain-spells-table",
                    "name": "Mischeif Domain Spells (table)",
                    "desc": "Cleric Level | Spells                           |\r\n|--------------|----------------------------------|\r\n| 1st          | charm person, disguise self      |\r\n| 3rd          | mirror image, pass without trace |\r\n| 5th          | blink, dispel magic              |\r\n| 7th          | dimension door, polymorph        |\r\n| 9th          | dominate person, modify memory   |",
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                },
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                    "key": "open5e_mischief-domain_spreader-of-mischief",
                    "name": "Spreader of Mischief",
                    "desc": "At 1st level, when you choose this domain, you can endow others with the power to make mischief. As an action, you may touch a willing creature, and that creature gains advantage when making Dexterity (Stealth) checks for the next hour. The effect ends early if you use the feature on a different creature. You may not use this feature on yourself.",
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            "subclass_of": {
                "name": "Cleric",
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            },
            "name": "Mischief Domain",
            "desc": "*Compare to the core book's Trickery Domain*\n\nWhile most deities inspire awe with their might and power, some prefer subtler methods. Gods of the mischief domain favor cunning to advance their agendas, and they encourage this trait in the followers as well. Some deities of mischief, like Anansi and Hermes, are good natured tricksters. Some, like the impetuous Susanoo, vacillate between being helpful or hindering on a whim. Deities like Loki and Veles are primarily antagonistic to their respective pantheons, but their mercurial nature means they might make the odd alliance with their more serious kin. Gods associated with the moon, like Hecate, mirror the moon’s changing shape as patrons of mischief. Gods of fortune, like Tyche and Bes, are often tricksters who make their own luck. Meanwhile, culture heroes like Kokopelli, Lemminkäinen, and Maui often use deceit to bring prosperity to their people. These diverse deities count among their worshippers criminals, freedom fighters, and free spirits alike, united only by their willingness to upset the status quo. Some use tricks to lead people to a greater truth, while others use mischief to stay one step ahead of the competition.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
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        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_oathless-betrayer/?format=api",
            "key": "open5e_oathless-betrayer",
            "features": [
                {
                    "key": "open5e_oathless-betrayer_aura-of-loathing",
                    "name": "Aura of Loathing",
                    "desc": "Starting at 7th level, you add your Charisma modifier to damage rolls from melee weapons (with a minimum bonus of +1). Creatures of the fiend or undead type within 10 feet of you also gain this bonus, but the bonus does not stack with the same bonus from another paladin.\n\nAt 18th level, the range of this aura increases to 30 feet.",
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                    "key": "open5e_oathless-betrayer_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.",
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                    "desc": "At 20th level, as an action, you can cloak yourself and any allied creatures of your choice within 30-feet in an aura of darkness. For 1 minute, bright light in this radius becomes dim light, and any creatures that use primarily sight suffer disadvantage on attack rolls against you and the others cloaked by you.\n\nIf an enemy that starts its turn in the aura is frightened of you, it suffers 4d10 psychic damage. You may also use a bonus action to lash out with malicious energy against one creature on your turn during the duration of the aura. If you succeed on a melee spell attack against the target, you deal 3d10 + your Charisma modifier in necrotic damage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.",
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                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells                 |\n|-------|--------------------------------|\n| 3rd   | hellish rebuke, inflict wounds |\n| 5th   | crown of madness, darkness     |\n| 9th   | animate dead, bestow curse     |\n| 13th  | blight, confusion              |\n| 17th  | contagion, dominate person     |",
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                    "key": "open5e_oathless-betrayer_tenets-of-the-betrayer",
                    "name": "Tenets of the Betrayer",
                    "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.",
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                    "name": "Unearthly Barrier",
                    "desc": "Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.",
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                    "gained_at": [
                        {
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                "name": "Open5e Originals",
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                "permalink": "https://open5e.com/"
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            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oathless Betrayer",
            "desc": "*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
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            "features": [
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                    "name": "Channel Divinity",
                    "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.",
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                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells                 |\n|-------|--------------------------------|\n| 3rd   | hellish rebuke, inflict wounds |\n| 5th   | crown of madness, darkness     |\n| 9th   | animate dead, bestow curse     |\n| 13th  | blight, confusion              |\n| 17th  | contagion, dominate person     |",
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                },
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                    "key": "open5e_oathless-betrayer_tenets-of-the-betrayer",
                    "name": "Tenets of the Betrayer",
                    "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.",
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                    "desc": "Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.",
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            "subclass_of": {
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            },
            "name": "Oathless Betrayer",
            "desc": "*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
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            "caster_type": null,
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                    "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.",
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                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells                 |\n|-------|--------------------------------|\n| 3rd   | hellish rebuke, inflict wounds |\n| 5th   | crown of madness, darkness     |\n| 9th   | animate dead, bestow curse     |\n| 13th  | blight, confusion              |\n| 17th  | contagion, dominate person     |",
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                },
                {
                    "key": "open5e_oathless-betrayer_tenets-of-the-betrayer",
                    "name": "Tenets of the Betrayer",
                    "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.",
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                    "name": "Unearthly Barrier",
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                    "feature_type": "CLASS_LEVEL_FEATURE",
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            },
            "name": "Oathless Betrayer",
            "desc": "*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
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            "features": [
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                    "key": "open5e_oathless-betrayer_aura-of-loathing",
                    "name": "Aura of Loathing",
                    "desc": "Starting at 7th level, you add your Charisma modifier to damage rolls from melee weapons (with a minimum bonus of +1). Creatures of the fiend or undead type within 10 feet of you also gain this bonus, but the bonus does not stack with the same bonus from another paladin.\n\nAt 18th level, the range of this aura increases to 30 feet.",
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                            "detail": null
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                    "key": "open5e_oathless-betrayer_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                            "detail": null
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                    "data_for_class_table": []
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                    "key": "open5e_oathless-betrayer_master-of-doom",
                    "name": "Master of Doom",
                    "desc": "At 20th level, as an action, you can cloak yourself and any allied creatures of your choice within 30-feet in an aura of darkness. For 1 minute, bright light in this radius becomes dim light, and any creatures that use primarily sight suffer disadvantage on attack rolls against you and the others cloaked by you.\n\nIf an enemy that starts its turn in the aura is frightened of you, it suffers 4d10 psychic damage. You may also use a bonus action to lash out with malicious energy against one creature on your turn during the duration of the aura. If you succeed on a melee spell attack against the target, you deal 3d10 + your Charisma modifier in necrotic damage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                            "detail": null
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                    "key": "open5e_oathless-betrayer_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells                 |\n|-------|--------------------------------|\n| 3rd   | hellish rebuke, inflict wounds |\n| 5th   | crown of madness, darkness     |\n| 9th   | animate dead, bestow curse     |\n| 13th  | blight, confusion              |\n| 17th  | contagion, dominate person     |",
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                    "key": "open5e_oathless-betrayer_tenets-of-the-betrayer",
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                    "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.",
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                    "key": "open5e_oathless-betrayer_unearthly-barrier",
                    "name": "Unearthly Barrier",
                    "desc": "Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
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            },
            "name": "Oathless Betrayer",
            "desc": "*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
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            "features": [
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                    "key": "open5e_oathless-betrayer_aura-of-loathing",
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                    "key": "open5e_oathless-betrayer_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.",
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                    "feature_type": "CLASS_LEVEL_FEATURE",
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                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells                 |\n|-------|--------------------------------|\n| 3rd   | hellish rebuke, inflict wounds |\n| 5th   | crown of madness, darkness     |\n| 9th   | animate dead, bestow curse     |\n| 13th  | blight, confusion              |\n| 17th  | contagion, dominate person     |",
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                    "key": "open5e_oathless-betrayer_tenets-of-the-betrayer",
                    "name": "Tenets of the Betrayer",
                    "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.",
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                    "key": "open5e_oathless-betrayer_unearthly-barrier",
                    "name": "Unearthly Barrier",
                    "desc": "Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                            "detail": null
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            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oathless Betrayer",
            "desc": "*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_oathless-betrayer/?format=api",
            "key": "open5e_oathless-betrayer",
            "features": [
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                    "key": "open5e_oathless-betrayer_aura-of-loathing",
                    "name": "Aura of Loathing",
                    "desc": "Starting at 7th level, you add your Charisma modifier to damage rolls from melee weapons (with a minimum bonus of +1). Creatures of the fiend or undead type within 10 feet of you also gain this bonus, but the bonus does not stack with the same bonus from another paladin.\n\nAt 18th level, the range of this aura increases to 30 feet.",
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                    "key": "open5e_oathless-betrayer_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.",
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                {
                    "key": "open5e_oathless-betrayer_master-of-doom",
                    "name": "Master of Doom",
                    "desc": "At 20th level, as an action, you can cloak yourself and any allied creatures of your choice within 30-feet in an aura of darkness. For 1 minute, bright light in this radius becomes dim light, and any creatures that use primarily sight suffer disadvantage on attack rolls against you and the others cloaked by you.\n\nIf an enemy that starts its turn in the aura is frightened of you, it suffers 4d10 psychic damage. You may also use a bonus action to lash out with malicious energy against one creature on your turn during the duration of the aura. If you succeed on a melee spell attack against the target, you deal 3d10 + your Charisma modifier in necrotic damage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                    "key": "open5e_oathless-betrayer_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells                 |\n|-------|--------------------------------|\n| 3rd   | hellish rebuke, inflict wounds |\n| 5th   | crown of madness, darkness     |\n| 9th   | animate dead, bestow curse     |\n| 13th  | blight, confusion              |\n| 17th  | contagion, dominate person     |",
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                    "gained_at": [],
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                },
                {
                    "key": "open5e_oathless-betrayer_tenets-of-the-betrayer",
                    "name": "Tenets of the Betrayer",
                    "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.",
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                {
                    "key": "open5e_oathless-betrayer_unearthly-barrier",
                    "name": "Unearthly Barrier",
                    "desc": "Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                            "detail": null
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                "name": "Open5e Originals",
                "key": "open5e",
                "display_name": "Open5e Originals",
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                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
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                },
                "permalink": "https://open5e.com/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oathless Betrayer",
            "desc": "*Compare to the core book's Oathbreaker*\n\nThose who fall from the loftiest heights may reach the darkest depths. A paladin who breaks their oath and turns their back on redemption may instead pledge themselves to a dark power or cause. Sometimes known as antipaladins, such betrayers may gain abilities in a mockery of their former goodness, spreading evil where once they fought for the cause of right.\n\nAt 3rd level or higher, a paladin of evil alignment may become an Oathless Betrayer. Unlike other oaths, paladins who take this path can do so in spite of having taken a previous oath, and the features of this subclass replace those of their former Sacred Oath.\n\nNote: this subclass is primarily for NPCs, but a player can choose it at their Game Master’s discretion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_school-of-abjuring-and-warding/?format=api",
            "key": "open5e_school-of-abjuring-and-warding",
            "features": [
                {
                    "key": "open5e_school-of-abjuring-and-warding_abjuration-proficiency",
                    "name": "Abjuration Proficiency",
                    "desc": "Starting at 10th level, add your proficiency bonus to any ability checks made as part of the casting of an abjuration spell (as with the spells *counterspell* and *dispel magic*).",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                },
                {
                    "key": "open5e_school-of-abjuring-and-warding_aegis-extension",
                    "name": "Aegis Extension",
                    "desc": "At 6th level, you can extend your Arcane Aegis to protect nearby allies. You may use your reaction to have the aegis take the damage dealt to a creature up to 30 feet from you that you can see. If the damage sustained exceeds the current hit points of the aegis, the creature takes any further damage once the aegis reaches 0 hit points.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                },
                {
                    "key": "open5e_school-of-abjuring-and-warding_arcane-aegis",
                    "name": "Arcane Aegis",
                    "desc": "Beginning at 2nd level, you can use the power of your school’s spells to ward yourself against damage. When you cast an abjuration spell of at least 1st level, you may siphon a portion of the spell’s magic to create an Arcane Aegis. The aegis lasts until the next time you finish a long rest and takes damage that would be directed at you. The aegis has a hit point maximum of two times your wizard level + your Intelligence modifier; if the damage sustained exceeds the current hit points of the aegis, then you suffer any further damage once the aegis reaches 0 hit points, but the aegis still exists.\n\nAny time you cast another abjuration spell of at least 1st level, the aegis regains hit points equal to the spell’s level times two, up to its hit point maximum.\n\nOnce it has been created, you cannot create a new aegis until after you finish a long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_school-of-abjuring-and-warding_expert-abjurer",
                    "name": "Expert Abjurer",
                    "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 abjuration school.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                    ],
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                },
                {
                    "key": "open5e_school-of-abjuring-and-warding_resistance-to-magic",
                    "name": "Resistance to Magic",
                    "desc": "Beginning at 14th level, you are resistant to all damage from spells and you gain advantage on any saving throw to resist a spell’s effects.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
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                    ],
                    "data_for_class_table": []
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            ],
            "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 Abjuring and Warding",
            "desc": "*Compare to the core book’s school of Abjuration*\n\nCommon folk often distrust wizards as reckless due to their penchant for exploring matters that mortals should best leave alone. Rogues and warriors may cause trouble now and again, but it takes a spellcaster to summon rampaging fiends from another dimension. Practitioners of the school of abjuring and warding can be called many things, but reckless is not one of them. These wizards pride themselves on preparing for the worst case in any magical situation, and they wouldn’t dare summon an extraplanar horror until they have triple checked their salt circles and set up various contingencies to banish the beast before it can go on a rampage. When a baleful spirit needs exorcizing or a vault needs protection from sorcerous snooping, an abjurer will be at the ready to proclaim: \"But this rough magic I here abjure!\"",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_school-of-abjuring-and-warding/?format=api",
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                    "key": "open5e_school-of-abjuring-and-warding_resistance-to-magic",
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            },
            "name": "School of Abjuring and Warding",
            "desc": "*Compare to the core book’s school of Abjuration*\n\nCommon folk often distrust wizards as reckless due to their penchant for exploring matters that mortals should best leave alone. Rogues and warriors may cause trouble now and again, but it takes a spellcaster to summon rampaging fiends from another dimension. Practitioners of the school of abjuring and warding can be called many things, but reckless is not one of them. These wizards pride themselves on preparing for the worst case in any magical situation, and they wouldn’t dare summon an extraplanar horror until they have triple checked their salt circles and set up various contingencies to banish the beast before it can go on a rampage. When a baleful spirit needs exorcizing or a vault needs protection from sorcerous snooping, an abjurer will be at the ready to proclaim: \"But this rough magic I here abjure!\"",
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                    "key": "open5e_school-of-abjuring-and-warding_resistance-to-magic",
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            },
            "name": "School of Abjuring and Warding",
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            },
            "name": "School of Abjuring and Warding",
            "desc": "*Compare to the core book’s school of Abjuration*\n\nCommon folk often distrust wizards as reckless due to their penchant for exploring matters that mortals should best leave alone. Rogues and warriors may cause trouble now and again, but it takes a spellcaster to summon rampaging fiends from another dimension. Practitioners of the school of abjuring and warding can be called many things, but reckless is not one of them. These wizards pride themselves on preparing for the worst case in any magical situation, and they wouldn’t dare summon an extraplanar horror until they have triple checked their salt circles and set up various contingencies to banish the beast before it can go on a rampage. When a baleful spirit needs exorcizing or a vault needs protection from sorcerous snooping, an abjurer will be at the ready to proclaim: \"But this rough magic I here abjure!\"",
            "hit_dice": null,
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                    "feature_type": "CLASS_LEVEL_FEATURE",
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                "name": "Open5e Originals",
                "key": "open5e",
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            "subclass_of": {
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            },
            "name": "School of Abjuring and Warding",
            "desc": "*Compare to the core book’s school of Abjuration*\n\nCommon folk often distrust wizards as reckless due to their penchant for exploring matters that mortals should best leave alone. Rogues and warriors may cause trouble now and again, but it takes a spellcaster to summon rampaging fiends from another dimension. Practitioners of the school of abjuring and warding can be called many things, but reckless is not one of them. These wizards pride themselves on preparing for the worst case in any magical situation, and they wouldn’t dare summon an extraplanar horror until they have triple checked their salt circles and set up various contingencies to banish the beast before it can go on a rampage. When a baleful spirit needs exorcizing or a vault needs protection from sorcerous snooping, an abjurer will be at the ready to proclaim: \"But this rough magic I here abjure!\"",
            "hit_dice": null,
            "caster_type": null,
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        },
        {
            "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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                {
                    "key": "open5e_school-of-divining-and-soothsaying_extrasensory-perception",
                    "name": "Extrasensory Perception",
                    "desc": "Beginning 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.",
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition",
                    "name": "Premonition",
                    "desc": "Also 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                    "desc": "Beginning 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.",
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                {
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                    "feature_type": "CLASS_LEVEL_FEATURE",
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            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
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                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "School of Divining and Soothsaying",
            "desc": "*Compare to the core book's School of Divination*\n\nDivination is said to be the oldest of the magical arts as it defends against mortals’ greatest fear: that of the unknown. Necromancy, pyromancy, geomancy, all come from *manteia*, different methods of seeing that which cannot be seen by normal means. So, whether you are reading tea leaves or interpreting charred scapula bones, your magic allows you to perceive things beyond the normal boundaries of space and time. Kings and commoners ignore your warnings only at their own peril and you are an asset in any party undertaking risky endeavors, though your comrades might get sick of hearing your refrain, \"I told you so.\"",
            "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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                            "detail": null
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                    ],
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_extrasensory-perception",
                    "name": "Extrasensory Perception",
                    "desc": "Beginning 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition",
                    "name": "Premonition",
                    "desc": "Also 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                        {
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                            "detail": null
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition_addition",
                    "name": "Premonition Addition",
                    "desc": "Beginning 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_soothsaying-savant",
                    "name": "Soothsaying Savant",
                    "desc": "Starting 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
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                    ],
                    "data_for_class_table": []
                }
            ],
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                "name": "Open5e Originals",
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                    "name": "Open5e",
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                    "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",
            "desc": "*Compare to the core book's School of Divination*\n\nDivination is said to be the oldest of the magical arts as it defends against mortals’ greatest fear: that of the unknown. Necromancy, pyromancy, geomancy, all come from *manteia*, different methods of seeing that which cannot be seen by normal means. So, whether you are reading tea leaves or interpreting charred scapula bones, your magic allows you to perceive things beyond the normal boundaries of space and time. Kings and commoners ignore your warnings only at their own peril and you are an asset in any party undertaking risky endeavors, though your comrades might get sick of hearing your refrain, \"I told you so.\"",
            "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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_extrasensory-perception",
                    "name": "Extrasensory Perception",
                    "desc": "Beginning 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition",
                    "name": "Premonition",
                    "desc": "Also 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                        {
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition_addition",
                    "name": "Premonition Addition",
                    "desc": "Beginning 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_soothsaying-savant",
                    "name": "Soothsaying Savant",
                    "desc": "Starting 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                            "detail": null
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                    "data_for_class_table": []
                }
            ],
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                "name": "Open5e Originals",
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                "publisher": {
                    "name": "Open5e",
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                },
                "permalink": "https://open5e.com/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
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                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "School of Divining and Soothsaying",
            "desc": "*Compare to the core book's School of Divination*\n\nDivination is said to be the oldest of the magical arts as it defends against mortals’ greatest fear: that of the unknown. Necromancy, pyromancy, geomancy, all come from *manteia*, different methods of seeing that which cannot be seen by normal means. So, whether you are reading tea leaves or interpreting charred scapula bones, your magic allows you to perceive things beyond the normal boundaries of space and time. Kings and commoners ignore your warnings only at their own peril and you are an asset in any party undertaking risky endeavors, though your comrades might get sick of hearing your refrain, \"I told you so.\"",
            "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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                            "detail": null
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_extrasensory-perception",
                    "name": "Extrasensory Perception",
                    "desc": "Beginning 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                    ],
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition",
                    "name": "Premonition",
                    "desc": "Also 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                            "detail": null
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                    ],
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                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition_addition",
                    "name": "Premonition Addition",
                    "desc": "Beginning 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_soothsaying-savant",
                    "name": "Soothsaying Savant",
                    "desc": "Starting 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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            ],
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                "name": "Open5e Originals",
                "key": "open5e",
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                },
                "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",
            "desc": "*Compare to the core book's School of Divination*\n\nDivination is said to be the oldest of the magical arts as it defends against mortals’ greatest fear: that of the unknown. Necromancy, pyromancy, geomancy, all come from *manteia*, different methods of seeing that which cannot be seen by normal means. So, whether you are reading tea leaves or interpreting charred scapula bones, your magic allows you to perceive things beyond the normal boundaries of space and time. Kings and commoners ignore your warnings only at their own peril and you are an asset in any party undertaking risky endeavors, though your comrades might get sick of hearing your refrain, \"I told you so.\"",
            "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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                            "detail": null
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                    "data_for_class_table": []
                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_extrasensory-perception",
                    "name": "Extrasensory Perception",
                    "desc": "Beginning 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition",
                    "name": "Premonition",
                    "desc": "Also 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                {
                    "key": "open5e_school-of-divining-and-soothsaying_premonition_addition",
                    "name": "Premonition Addition",
                    "desc": "Beginning 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_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_school-of-divining-and-soothsaying_soothsaying-savant",
                    "name": "Soothsaying Savant",
                    "desc": "Starting 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.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                "name": "Open5e Originals",
                "key": "open5e",
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                "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",
            "desc": "*Compare to the core book's School of Divination*\n\nDivination is said to be the oldest of the magical arts as it defends against mortals’ greatest fear: that of the unknown. Necromancy, pyromancy, geomancy, all come from *manteia*, different methods of seeing that which cannot be seen by normal means. So, whether you are reading tea leaves or interpreting charred scapula bones, your magic allows you to perceive things beyond the normal boundaries of space and time. Kings and commoners ignore your warnings only at their own peril and you are an asset in any party undertaking risky endeavors, though your comrades might get sick of hearing your refrain, \"I told you so.\"",
            "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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_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_LEVEL_FEATURE",
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                        {
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            "desc": "*Compare to the core book's School of Illusion*\n\nAn illusionist calls forth phantom images and sounds from the plane of shadow to deceive the minds of the unwary. They can create the appearance of an object where none is, and they can also hide real creatures and objects from sight. They can dazzle and disorient with flashes of color, or call forth a target’s deepest inner fears. Practitioners of illusions and phantasms are often some of the most creative wizards, as every time they call upon one of their signature spells, they can make a unique experience for the situation. This school is particularly popular among gnome wizards, who have a history of relying on illusory magic to keep themselves hidden and safe from larger foes.",
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            },
            "name": "School of Illusions and Phantasms",
            "desc": "*Compare to the core book's School of Illusion*\n\nAn illusionist calls forth phantom images and sounds from the plane of shadow to deceive the minds of the unwary. They can create the appearance of an object where none is, and they can also hide real creatures and objects from sight. They can dazzle and disorient with flashes of color, or call forth a target’s deepest inner fears. Practitioners of illusions and phantasms are often some of the most creative wizards, as every time they call upon one of their signature spells, they can make a unique experience for the situation. This school is particularly popular among gnome wizards, who have a history of relying on illusory magic to keep themselves hidden and safe from larger foes.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
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                    "key": "open5e_school-of-illusions-and-phantasms_enhanced-cantrip",
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                    "key": "open5e_school-of-illusions-and-phantasms_phantasmagoria",
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                    "key": "open5e_school-of-illusions-and-phantasms_second-semblance",
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            },
            "name": "School of Illusions and Phantasms",
            "desc": "*Compare to the core book's School of Illusion*\n\nAn illusionist calls forth phantom images and sounds from the plane of shadow to deceive the minds of the unwary. They can create the appearance of an object where none is, and they can also hide real creatures and objects from sight. They can dazzle and disorient with flashes of color, or call forth a target’s deepest inner fears. Practitioners of illusions and phantasms are often some of the most creative wizards, as every time they call upon one of their signature spells, they can make a unique experience for the situation. This school is particularly popular among gnome wizards, who have a history of relying on illusory magic to keep themselves hidden and safe from larger foes.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_school-of-necrotic-arts/?format=api",
            "key": "open5e_school-of-necrotic-arts",
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                {
                    "key": "open5e_school-of-necrotic-arts_control-undead",
                    "name": "Control Undead",
                    "desc": "Beginning at 14th level, you are able to take control of the undead, even if you did not create them with your own magic. You can use your action to target an undead creature within 60 feet of you that you can see. If the target fails a Charisma saving throw versus your wizard spell save DC, its attitude towards you becomes friendly and it obeys any commands you issue it until the next time you use this feature. If the target succeeds its saving throw, it becomes permanently immune to this effect.\n\nIf the undead creature’s Intelligence score is 8 or higher, it makes the saving throw to resist control with advantage. If its Intelligence score is 12 or higher and it fails its first saving throw, it can repeat the save to break free once every hour it remains under your control.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                {
                    "key": "open5e_school-of-necrotic-arts_dark-reaper",
                    "name": "Dark Reaper",
                    "desc": "Already at 2nd level, you become adept at harvesting the animus from living beings killed by your spells. Up to once per turn, when you use a spell of 1st level or higher to kill at least one creature, you may regain lost hit points up to twice the level of the spell used. If the spell in question belongs to the necromancy school, you may instead regain hit points up to three times the level of the spell. This ability is not triggered by killing creatures without a life force, namely constructs and the undead.",
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                    "key": "open5e_school-of-necrotic-arts_expert-necromancer",
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                    "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 abjuration school.",
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                },
                {
                    "key": "open5e_school-of-necrotic-arts_necrotic-acclimation",
                    "name": "Necrotic Acclimation",
                    "desc": "At 10th level, your familiarity with the necrotic arts has hardened you against some of their effects. You gain resistance against necrotic damage, and your hit point maximum can never be reduced.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                {
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            "name": "School of Necrotic Arts",
            "desc": "*Compare to the core book’s school of Necromancy*\n\nNothing fills a mundane with fear quite like a necromancer. Sure, a fireball is scary, but these masters of the dark arts deal with the forces of life and death like they were mere playthings. They can drain life from the living and force the dead to heed their beck and call. Practitioners of the necromantic arts have a reputation for evil, but they are not universally so (even if they tend to always be at least a little dark and edgy). Necromancers can also be heroic forces for good in the world, though they may need to have some flexible morals when it comes to sourcing the raw materials for their undead minions.",
            "hit_dice": null,
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        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_storm-domain/?format=api",
            "key": "open5e_storm-domain",
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                    "key": "open5e_storm-domain_bonus-proficiency",
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                },
                {
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                {
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                },
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            },
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            "hit_dice": null,
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            "url": "https://api-beta.open5e.com/v2/classes/open5e_storm-domain/?format=api",
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            },
            "name": "Storm Domain",
            "desc": "*Compare to the core book's Tempest Domain*\n\nNothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.",
            "hit_dice": null,
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            "url": "https://api-beta.open5e.com/v2/classes/open5e_storm-domain/?format=api",
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                    "key": "open5e_storm-domain_storm-domain-spells-table",
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            },
            "name": "Storm Domain",
            "desc": "*Compare to the core book's Tempest Domain*\n\nNothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.",
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        {
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                    "key": "open5e_storm-domain_storm-domain-spells-table",
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            },
            "name": "Storm Domain",
            "desc": "*Compare to the core book's Tempest Domain*\n\nNothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.",
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                },
                {
                    "key": "open5e_storm-domain_storm-domain-spells-table",
                    "name": "Storm Domain Spells (table)",
                    "desc": "Cleric Level | Spells                               |\r\n|———————|————————————————|\r\n| 1st          | fog cloud, thunderwave          |\r\n| 3rd          | gust of wind, shatter           |\r\n| 5th          | call lightning, sleet storm     |\r\n| 7th          | control water, ice storm        |\r\n| 9th          | destructive wave, insect plague |",
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                {
                    "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.",
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                "name": "Open5e Originals",
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                "display_name": "Open5e Originals",
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                    "name": "Open5e",
                    "key": "open5e",
                    "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api"
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                "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",
            "desc": "*Compare to the core book's Tempest Domain*\n\nNothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.",
            "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",
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                    "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor as well as with martial weapons.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
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                    ],
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                },
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                    "key": "open5e_storm-domain_channel-divinity-full-fury",
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                    "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_LEVEL_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_LEVEL_FEATURE",
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                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
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                },
                {
                    "key": "open5e_storm-domain_skys-blessing",
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                    "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_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_storm-domain_storm-blast",
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                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
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                },
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                    "key": "open5e_storm-domain_storm-domain-spells-table",
                    "name": "Storm Domain Spells (table)",
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                            "detail": null
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                    "data_for_class_table": []
                },
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                    "key": "open5e_storm-domain_tempests-rebuke",
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                    "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.",
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                    "name": "Open5e",
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                "gamesystem": {
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                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://open5e.com/"
            },
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            "subclass_of": {
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            },
            "name": "Storm Domain",
            "desc": "*Compare to the core book's Tempest Domain*\n\nNothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.",
            "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_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                    "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_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                            "detail": null
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                    "data_for_class_table": []
                },
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                    "key": "open5e_storm-domain_divine-strike",
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                },
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                    "key": "open5e_storm-domain_skys-blessing",
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                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                },
                {
                    "key": "open5e_storm-domain_storm-blast",
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                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_storm-domain_storm-domain-spells-table",
                    "name": "Storm Domain Spells (table)",
                    "desc": "Cleric Level | Spells                               |\r\n|———————|————————————————|\r\n| 1st          | fog cloud, thunderwave          |\r\n| 3rd          | gust of wind, shatter           |\r\n| 5th          | call lightning, sleet storm     |\r\n| 7th          | control water, ice storm        |\r\n| 9th          | destructive wave, insect plague |",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                            "detail": null
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                    ],
                    "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_LEVEL_FEATURE",
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                        {
                            "level": 1,
                            "detail": null
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                "name": "Open5e Originals",
                "key": "open5e",
                "display_name": "Open5e Originals",
                "publisher": {
                    "name": "Open5e",
                    "key": "open5e",
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                },
                "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",
            "desc": "*Compare to the core book's Tempest Domain*\n\nNothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.",
            "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": [
                {
                    "key": "open5e_the-ancient-fey-court_counter-enchantment",
                    "name": "Counter Enchantment",
                    "desc": "Starting at 10th level, you can not only resist certain enchantments but also turn them back against your foes. You gain immunity to the charmed condition. Any time a creature casts a spell or uses an ability that would charm you, you can use a reaction to attempt a counter charm. The creature that targeted you must make a Wisdom saving throw versus your warlock spell save DC. On a failure, the creature becomes charmed by you for 1 minute, but the effect ends if they take any damage.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_the-ancient-fey-court_courtiers-aspect",
                    "name": "Courtier’s Aspect",
                    "desc": "Beginning at 1st level, you are able to take on a fey aspect that can both enchant and terrify. You may use an action to force all creatures within a 10-foot cube that originates from you to make a Wisdom saving throw using your warlock spell save DC. Until the end of your next turn, you can choose for all the creatures that fail their saving throw to become either charmed by you or frightened of you.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_the-ancient-fey-court_expanded-spell-list",
                    "name": "Expanded Spell List",
                    "desc": "The Ancient Fey Court 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.\n\n**Ancient Fey Court Expanded Spells (table)**\n\n| Spell Level | Spells                               |\r\n|-------------|----------------------------------|\r\n| 1st         | faerie fire, sleep                   |\r\n| 2nd         | calm emotions, phantasmal force      |\r\n| 3rd         | blink, plant growth                  |\r\n| 4th         | dominate beast, greater invisibility |\r\n| 5th         | dominate person, seeming             |",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_the-ancient-fey-court_shroud-of-mists",
                    "name": "Shroud of Mists",
                    "desc": "At 6th level, you can seemingly disappear after an enemy hits you. You can use your reaction after you suffer damage to teleport to an unoccupied space that you can see within 60 feet. When you appear in the new space, you are invisible and remain so until you attack, cast a spell, or until the beginning of your next turn.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_the-ancient-fey-court_waking-dream",
                    "name": "Waking Dream",
                    "desc": "Beginning at 14th level, you can expertly weave fey magic to trap a creature in a waking dream. You can use an action to target any creature up to 60 feet from you that you can see, and that creature makes a Wisdom saving throw versus your warlock spell save DC. If the target fails the saving throw, you choose whether to make it charmed by you or frightened you while you maintain concentration for up to 1 minute or until the creature takes damage. During this time, the target cannot see or hear any creatures other than you, and it perceives its surroundings as an illusory realm that you control.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "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": "Warlock",
                "key": "srd_warlock",
                "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api"
            },
            "name": "The Ancient Fey Court",
            "desc": "*Compare to core book’s Pact of the Archfey*\n\nThe denizens of faerie are ruled by a court of ancient and mercurial beings, fey ladies and lords sometimes deign to offer their patronage to a mere warlock. They offer power at the price of obedience to their whims, which may vary between the whimsical and the malicious, but are almost always opaque to mere mortals. Some fey rulers, like Queen Titania and her consort Oberon, are generally benevolent with a penchant for mischief. Others like Queen Mab or the ancient hag Baba Yaga are rather more baleful, but even their dictates can be surprising.",
            "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": [
                {
                    "key": "open5e_the-ancient-fey-court_counter-enchantment",
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                    "desc": "Starting at 10th level, you can not only resist certain enchantments but also turn them back against your foes. You gain immunity to the charmed condition. Any time a creature casts a spell or uses an ability that would charm you, you can use a reaction to attempt a counter charm. The creature that targeted you must make a Wisdom saving throw versus your warlock spell save DC. On a failure, the creature becomes charmed by you for 1 minute, but the effect ends if they take any damage.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                            "detail": null
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                },
                {
                    "key": "open5e_the-ancient-fey-court_courtiers-aspect",
                    "name": "Courtier’s Aspect",
                    "desc": "Beginning at 1st level, you are able to take on a fey aspect that can both enchant and terrify. You may use an action to force all creatures within a 10-foot cube that originates from you to make a Wisdom saving throw using your warlock spell save DC. Until the end of your next turn, you can choose for all the creatures that fail their saving throw to become either charmed by you or frightened of you.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                            "detail": null
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                },
                {
                    "key": "open5e_the-ancient-fey-court_expanded-spell-list",
                    "name": "Expanded Spell List",
                    "desc": "The Ancient Fey Court 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.\n\n**Ancient Fey Court Expanded Spells (table)**\n\n| Spell Level | Spells                               |\r\n|-------------|----------------------------------|\r\n| 1st         | faerie fire, sleep                   |\r\n| 2nd         | calm emotions, phantasmal force      |\r\n| 3rd         | blink, plant growth                  |\r\n| 4th         | dominate beast, greater invisibility |\r\n| 5th         | dominate person, seeming             |",
                    "feature_type": "CLASS_LEVEL_FEATURE",
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                            "detail": null
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                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_the-ancient-fey-court_shroud-of-mists",
                    "name": "Shroud of Mists",
                    "desc": "At 6th level, you can seemingly disappear after an enemy hits you. You can use your reaction after you suffer damage to teleport to an unoccupied space that you can see within 60 feet. When you appear in the new space, you are invisible and remain so until you attack, cast a spell, or until the beginning of your next turn.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
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                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_the-ancient-fey-court_waking-dream",
                    "name": "Waking Dream",
                    "desc": "Beginning at 14th level, you can expertly weave fey magic to trap a creature in a waking dream. You can use an action to target any creature up to 60 feet from you that you can see, and that creature makes a Wisdom saving throw versus your warlock spell save DC. If the target fails the saving throw, you choose whether to make it charmed by you or frightened you while you maintain concentration for up to 1 minute or until the creature takes damage. During this time, the target cannot see or hear any creatures other than you, and it perceives its surroundings as an illusory realm that you control.\n\nAfter using this feature, you cannot use it again until after finishing a short or long rest.",
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
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                            "detail": null
                        }
                    ],
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            ],
            "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",
            "desc": "*Compare to core book’s Pact of the Archfey*\n\nThe denizens of faerie are ruled by a court of ancient and mercurial beings, fey ladies and lords sometimes deign to offer their patronage to a mere warlock. They offer power at the price of obedience to their whims, which may vary between the whimsical and the malicious, but are almost always opaque to mere mortals. Some fey rulers, like Queen Titania and her consort Oberon, are generally benevolent with a penchant for mischief. Others like Queen Mab or the ancient hag Baba Yaga are rather more baleful, but even their dictates can be surprising.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
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}