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

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

{
    "count": 129,
    "next": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=hit_dice&page=2",
    "previous": null,
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_champion/?format=api",
            "key": "srd_champion",
            "features": [
                {
                    "key": "srd_champion_additional-fighting-style",
                    "name": "Additional Fighting Style",
                    "desc": "At 10th level, you can choose a second option from the Fighting Style class feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_champion_improved-critical",
                    "name": "Improved Critical",
                    "desc": "Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_champion_remarkable-athlete",
                    "name": "Remarkable Athlete",
                    "desc": "Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_champion_superior-critical",
                    "name": "Superior Critical",
                    "desc": "Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_champion_survivor",
                    "name": "Survivor",
                    "desc": "At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Champion",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_circle-of-the-land/?format=api",
            "key": "srd_circle-of-the-land",
            "features": [
                {
                    "key": "srd_circle-of-the-land_bonus-cantrip",
                    "name": "Bonus Cantrip",
                    "desc": "When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_circle-spells",
                    "name": "Circle Spells",
                    "desc": "Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm  | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk  | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone  | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement  | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste  | \r\n| 7th | divination, freedom of movement  | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth  | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin  | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        },
                        {
                            "level": 5,
                            "detail": null
                        },
                        {
                            "level": 7,
                            "detail": null
                        },
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_lands-stride",
                    "name": "Land's Stride",
                    "desc": "Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_natural-recovery",
                    "name": "Natural Recovery",
                    "desc": "Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.\r\n\r\nFor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_natures-sanctuary",
                    "name": "Nature's Sanctuary",
                    "desc": "When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.\r\n\r\nThe creature is aware of this effect before it makes its attack against you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_natures-ward",
                    "name": "Nature's Ward",
                    "desc": "When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of the Land",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_college-of-lore/?format=api",
            "key": "srd_college-of-lore",
            "features": [
                {
                    "key": "srd_college-of-lore_additional-magical-secrets",
                    "name": "Additional Magical Secrets",
                    "desc": "At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_college-of-lore_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.",
                    "feature_type": "PROFICIENCIES",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_college-of-lore_cutting-words",
                    "name": "Cutting Words",
                    "desc": "Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_college-of-lore_peerless-skill",
                    "name": "Peerless Skill",
                    "desc": "Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_bard/?format=api"
            },
            "name": "College of Lore",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_draconic-bloodline/?format=api",
            "key": "srd_draconic-bloodline",
            "features": [
                {
                    "key": "srd_draconic-bloodline_draconic-presence",
                    "name": "Draconic Presence",
                    "desc": "Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_draconic-bloodline_draconic-resilience",
                    "name": "Draconic Resilience",
                    "desc": "As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.\r\n\r\nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_draconic-bloodline_dragon-ancestor",
                    "name": "Dragon Ancestor",
                    "desc": "At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.\r\n\r\n### Draconic Ancestry (table)\r\n| Dragon | Damage Type |\r\n| --- | --- |\r\n| Black | Acid |\r\n| Blue | Lightning |\r\n| Brass | Fire |\r\n| Bronze | Lightning |\r\n| Copper | Acid |\r\n| Gold | Fire |\r\n| Green | Poison |\r\n| Red | Fire |\r\n| Silver | Cold |\r\n| White | Cold |\r\n\r\nYou can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_draconic-bloodline_dragon-wings",
                    "name": "Dragon Wings",
                    "desc": "At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.\r\n\r\nYou can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_draconic-bloodline_elemental-affinity",
                    "name": "Elemental Affinity",
                    "desc": "Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "srd_sorcerer",
                "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api"
            },
            "name": "Draconic Bloodline",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_hunter/?format=api",
            "key": "srd_hunter",
            "features": [
                {
                    "key": "srd_hunter_defensive-tactics",
                    "name": "Defensive Tactics",
                    "desc": "At 7th level, you gain one of the following features of your choice.\r\n\r\n***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.\r\n\r\n***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.\r\n\r\n***Steel Will.*** You have advantage on saving throws against being frightened.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_hunter_hunters-prey",
                    "name": "Hunter's Prey",
                    "desc": "At 3rd level, you gain one of the following features of your choice.\r\n\r\n***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.\r\n\r\n***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.\r\n\r\n***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_hunter_multiattack",
                    "name": "Multiattack",
                    "desc": "At 11th level, you gain one of the following features of your choice.\r\n\r\n***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.\r\n\r\n***Whirlwind Attack.*** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_hunter_superior-hunters-defense",
                    "name": "Superior Hunter's Defense",
                    "desc": "At 15th level, you gain one of the following features of your choice.\r\n\r\n***Evasion.*** When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.\r\n\r\n***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Hunter",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_life-domain/?format=api",
            "key": "srd_life-domain",
            "features": [
                {
                    "key": "srd_life-domain_blessed-healer",
                    "name": "Blessed Healer",
                    "desc": "Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_channel-divinity-preserve-life",
                    "name": "Channel Divinity: Preserve Life",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.\r\n\r\nAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_disciple-of-life",
                    "name": "Disciple of Life",
                    "desc": "Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_life-domain-spells-table",
                    "name": "Life Domain Spells (table)",
                    "desc": "Cleric Level | Spells |\r\n|---|---|\r\n| 1st | bless, cure wounds | \r\n| 3rd | lesser restoration, spiritual weapon |\r\n| 5th | beacon of hope, revivify |\r\n| 7th | death ward, guardian of faith |\r\n| 9th | mass cure wounds, raise dead |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_supreme-healing",
                    "name": "Supreme Healing",
                    "desc": "Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Life Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_oath-of-devotion/?format=api",
            "key": "srd_oath-of-devotion",
            "features": [
                {
                    "key": "srd_oath-of-devotion_aura-of-devotion",
                    "name": "Aura of Devotion",
                    "desc": "Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        },
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n**Sacred Weapon.** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.\r\n\r\nYou can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.\r\n\r\n**Turn the Unholy.** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_holy-nimbus",
                    "name": "Holy Nimbus",
                    "desc": "At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.\r\n\r\nWhenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\r\n\r\nIn addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        },
                        {
                            "level": 17,
                            "detail": null
                        },
                        {
                            "level": 3,
                            "detail": null
                        },
                        {
                            "level": 5,
                            "detail": null
                        },
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_purity-of-spirit",
                    "name": "Purity of Spirit",
                    "desc": "Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_tenets-of-devotion",
                    "name": "Tenets of Devotion",
                    "desc": "Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\r\n\r\n*Honesty.* Don't lie or cheat. Let your word be your promise.\r\n\r\n*Courage.* Never fear to act, though caution is wise.\r\n\r\n*Compassion.* Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\r\n\r\n*Honor.* Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.\r\n\r\n*Duty.* Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of Devotion",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_path-of-the-berserker/?format=api",
            "key": "srd_path-of-the-berserker",
            "features": [
                {
                    "key": "srd_path-of-the-berserker_frenzy",
                    "name": "Frenzy",
                    "desc": "Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_path-of-the-berserker_intimidating-presence",
                    "name": "Intimidating Presence",
                    "desc": "Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.\r\n\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_path-of-the-berserker_mindless-rage",
                    "name": "Mindless Rage",
                    "desc": "Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_path-of-the-berserker_retaliation",
                    "name": "Retaliation",
                    "desc": "Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian",
                "url": "https://api-beta.open5e.com/v2/classes/srd_barbarian/?format=api"
            },
            "name": "Path of the Berserker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_school-of-evocation/?format=api",
            "key": "srd_school-of-evocation",
            "features": [
                {
                    "key": "srd_school-of-evocation_empowered-evocation",
                    "name": "Empowered Evocation",
                    "desc": "Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_school-of-evocation_evocation-savant",
                    "name": "Evocation Savant",
                    "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_school-of-evocation_overchannel",
                    "name": "Overchannel",
                    "desc": "Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\r\n\r\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_school-of-evocation_potent-cantrip",
                    "name": "Potent Cantrip",
                    "desc": "Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_school-of-evocation_sculpt-spells",
                    "name": "Sculpt Spells",
                    "desc": "Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd_wizard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "School of Evocation",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_the-fiend/?format=api",
            "key": "srd_the-fiend",
            "features": [
                {
                    "key": "srd_the-fiend_dark-ones-blessing",
                    "name": "Dark One's Blessing",
                    "desc": "Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_the-fiend_dark-ones-own-luck",
                    "name": "Dark One's Own Luck",
                    "desc": "Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_the-fiend_expanded-spell-list",
                    "name": "Expanded Spell List",
                    "desc": "The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n### Fiend Expanded Spells (table)\r\n| Spell Level | Spells |\r\n| --- | --- |\r\n| 1st | burning hands, command |\r\n| 2nd | blindness/deafness, scorching ray |\r\n| 3rd | fireball, stinking cloud |\r\n| 4th | fire shield, wall of fire |\r\n| 5th | flame strike, hallow |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_the-fiend_fiendish-resilience",
                    "name": "Fiendish Resilience",
                    "desc": "Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_the-fiend_hurl-through-hell",
                    "name": "Hurl Through Hell",
                    "desc": "Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.\r\n\r\nAt the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Warlock",
                "key": "srd_warlock",
                "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api"
            },
            "name": "The Fiend",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_thief/?format=api",
            "key": "srd_thief",
            "features": [
                {
                    "key": "srd_thief_fast-hands",
                    "name": "Fast Hands",
                    "desc": "Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_thief_second-story-work",
                    "name": "Second-Story Work",
                    "desc": "When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\r\n\r\nIn addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_thief_supreme-sneak",
                    "name": "Supreme Sneak",
                    "desc": "Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_thief_thiefs-reflexes",
                    "name": "Thief's Reflexes",
                    "desc": "When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_thief_use-magic-device",
                    "name": "Use Magic Device",
                    "desc": "By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Thief",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_way-of-the-open-hand/?format=api",
            "key": "srd_way-of-the-open-hand",
            "features": [
                {
                    "key": "srd_way-of-the-open-hand_open-hand-technique",
                    "name": "Open Hand Technique",
                    "desc": "Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:\r\n\r\n* It must succeed on a Dexterity saving throw or be knocked prone.\r\n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.\r\n* It can't take reactions until the end of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_way-of-the-open-hand_quivering-palm",
                    "name": "Quivering Palm",
                    "desc": "At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.\r\n\r\nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_way-of-the-open-hand_tranquility",
                    "name": "Tranquility",
                    "desc": "Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_way-of-the-open-hand_wholeness-of-body",
                    "name": "Wholeness of Body",
                    "desc": "At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Open Hand",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_ancient-dragons/?format=api",
            "key": "toh_ancient-dragons",
            "features": [
                {
                    "key": "toh_ancient-dragons_ascended-blessing",
                    "name": "Ascended Blessing",
                    "desc": "At 10th level, your connection to your draconic patron or patrons grows stronger, granting you more powerful blessings. When you finish a long rest, you choose which ascended blessing to accept. While you have an ascended blessing, you receive the benefits of its associated wyrmling blessing in addition to any new features of the ascended blessing. You can have only one blessing active at a time. The blessing lasts until you finish a long rest.\n\n***Aquatic Command.*** While this blessing is active, you receive all the benefits of the Aquatic Affinity wyrmling blessing. You can cast the *control water* and *dominate beast* spells without expending spell slots. When you cast the *dominate beast* spell, you can target only beasts that can breathe water. You can cast each spell once in this way and regain the ability to do so when you finish a long rest.\n\n***Crystallized Hunger.*** While this blessing is active, you receive all the benefits of the Draconic Hunger wyrmling blessing. When you kill a creature, you can crystallize a portion of its essence to create an essence gem. This gem functions as an *ioun stone of protection*, but it works only for you and has no value. As a bonus action, you can destroy the gem to regain one expended spell slot. You can have only one essence gem at a time. If you create a new essence gem while you already have an essence gem, the previous gem crumbles to dust and is destroyed. Once you create an essence gem, you can't do so again until you finish a long rest.\n\n***Draconic Senses.*** While this blessing is active, you receive all the benefits of the Draconic Sight wyrmling blessing. You have blindsight out to a range of 15 feet, and you have advantage on Wisdom (Perception) checks.\n\n***Elemental Expertise.*** While this blessing is active, you receive all the benefits of the Elemental Versatility wyrmling blessing. When you cast a spell that deals damage of the chosen type, including a spell you changed using Elemental Versatility, you add your Charisma modifier to one damage roll of the spell. In addition, when a creature within 5 feet of you hits you with an attack, you can use your reaction to deal damage of the chosen type equal to your proficiency bonus to the attacker. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_ancient-dragons_draconic-manifestation",
                    "name": "Draconic Manifestation",
                    "desc": "At 14th level, you can assume the form of a dragon. As an action, you can transform into a dragon with a challenge rating as high as your warlock level divided by 3, rounded down, for 1 minute. This transformation works like the *polymorph* spell, except you can take only the form of a dragon, and you don't need to maintain concentration to maintain the transformation. While you are in the form of a dragon, you retain your Intelligence, Wisdom, and Charisma scores. For the purpose of this feature, “dragon” refers to any creature with the dragon type, including dragon turtles, drakes, and wyverns. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_ancient-dragons_draconic-mien",
                    "name": "Draconic Mien",
                    "desc": "At 6th level, you begin to take on draconic aspects. When you finish a long rest, choose one of the following types of damage: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type. This resistance lasts until you finish a long rest.\n  In addition, as an action, you can harness a portion of your patrons' mighty presence, causing a spectral version of your dragon patron's visage to appear over your head. Choose up to three creatures you can see within 30 feet of you. Each target must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed or frightened (your choice) until the end of your next turn. Once you use this action, you can't use it again until you finish a short or a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_ancient-dragons_dragon-tongue",
                    "name": "Dragon Tongue",
                    "desc": "Starting at 1st level, you can speak, read, and write Draconic.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_ancient-dragons_expanded-spell-list",
                    "name": "Expanded Spell List",
                    "desc": "The Great Dragons allows you to 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 Dragons Expanded Spells (table)**\n| Spell Level   | Spells                             | \n|---------------|------------------------------------| \n| 1st           | *inflict wounds*, *magic missile*   | \n| 2nd           | *heat metal*, *scorching ray*       | \n| 3rd           | *dispel magic*, *lightning bolt*    | \n| 4th           | *greater invisibility*, *ice storm* | \n| 5th           | *cloudkill*, *flame strike*         |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_ancient-dragons_wyrmling-blessing",
                    "name": "Wyrmling Blessing",
                    "desc": "Also starting at 1st level, your connection to your draconic patron or patrons bestows a blessing upon you. When you finish a long rest, you choose which blessing to accept. You can have only one blessing at a time. The blessing lasts until you finish a long rest.\n\n***Aquatic Affinity.*** You gain a swimming speed equal to your walking speed, and you can breathe underwater. In addition, you can communicate with beasts that can breathe water as if you had cast the *speak with animals* spell.\n\n***Draconic Hunger.*** When you are below half your hit point maximum and you reduce a hostile creature to 0 hit points, you regain hit points equal to twice your proficiency bonus. This feature can restore you to no more than half of your hit point maximum.\n\n***Draconic Sight.*** You gain darkvision out to a range of 60 feet. If you already have darkvision, this blessing increases its range by 30 feet. In addition, you can use an action to create an invisible sensor within 30 feet of you in a location you can see or in an obvious location within range, such as behind a door or around a corner, for 1 minute. The sensor is an extension of your own senses, allowing you to see and hear through it as if you were in its place, but you are deaf and blind with regard to your own senses while using this sensor. As a bonus action, you can move the sensor anywhere within 30 feet of you. The sensor can move through other creatures and objects as if they were difficult terrain, and if it ends its turn inside an object, it is shunted to the nearest unoccupied space within 30 feet of you. You can use an action to end the sensor early.\n  A creature that can see the sensor, such as a creature benefiting from *see invisibility* or truesight, sees a luminous, intangible dragon's eye about the size of your fist.\n\n***Elemental Versatility.*** Choose one of the following when you accept this blessing: acid, cold, fire, lightning, or poison. You can't change the type until you finish a long rest and choose this blessing again. When you deal damage with a spell, you can choose for the spell's damage to be of the chosen type instead of its normal damage type.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Warlock",
                "key": "srd_warlock",
                "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api"
            },
            "name": "Ancient Dragons",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_animal-lords/?format=api",
            "key": "toh_animal-lords",
            "features": [
                {
                    "key": "toh_animal-lords_animalistic-insight",
                    "name": "Animalistic Insight",
                    "desc": "At 1st level, your patron bestows upon you the ability to discern your foe's flaws to aid in its downfall. You can use an action to analyze one creature you can see within 30 feet of you and impart this information to your companions. You and a number of creatures within 30 feet of you equal to your proficiency bonus each gain one of the following benefits (your choice). This benefit lasts for 1 minute or until the analyzed creature dies. \n* You gain a +1 bonus to attack rolls against the analyzed creature. \n* You gain a +1 bonus to the damage roll when you hit the analyzed creature with an attack. \n* You have advantage on saving throws against the spells and effects of the analyzed creature. \n* When the analyzed creature attacks you, you gain a +1 bonus to Armor Class.\nOnce you use this feature, you can't use it again until you finish a short or long rest. When you reach 10th level in this class, each +1 bonus increases to +2.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_animal-lords_call-the-legions",
                    "name": "Call the Legions",
                    "desc": "At 14th level, you can summon a horde of beasts to come to your aid. As an action, you call upon your animal lord, and several beasts of your patron's type appear in unoccupied spaces that you can see within 60 feet of you. This works like a 7th-level *conjure* animals spell, except you don't need to maintain concentration. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_animal-lords_expanded-spell-list",
                    "name": "Expanded Spell List",
                    "desc": "Animal Lords let you choose from an expanded list of spells when you learn a warlock spell. The Animal Lord Expanded Spells table shows the animal lord spells that are added to the warlock spell list for you, along with the spells associated with your patron's affinity: air, earth, or water.\n\n**Animal Lords Expanded Spells (table)**\n| Spell Level | Animal Lord Spells    | Air Spells       | Earth Spells         | Water Spells      | \n|-------------|-----------------------|------------------|----------------------|-------------------| \n| 1st         | *Speak with Animals*  | *thunderwave*    | *longstrider*        | *fog cloud*       | \n| 2nd         | *mark prey*           | *gust of wind*   | *pass without trace* | *misty step*      | \n| 3rd         | *conjure animals*     | *fly*            | *phantom seed*       | *water breathing* | \n| 4th         | *polymorph*           | *storm of wings* | *sudden stampede*    | *control water*   | \n| 5th         | *commune with nature* | *insect plague*  | *hold monster*       | *cloudkill*       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_animal-lords_natural-blessing",
                    "name": "Natural Blessing",
                    "desc": "Starting at 1st level, you learn the *druidcraft* cantrip, and you gain proficiency in the Animal Handling skill.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_animal-lords_patron-companion",
                    "name": "Patron Companion",
                    "desc": "At 6th level, your patron sends you a beast companion that accompanies you on your adventures and is trained to fight alongside you. The companion acts as the animal lord's eyes and ears, allowing your patron to watch over you, and, at times, advise, warn, or otherwise communicate with you.\n  Choose a beast that relates to your patron (as shown in the Beast Type column in the Animal Lords table) that has a challenge rating of 1/4 or lower. If you have the Pact of the Chain Pact Boon, this beast becomes your familiar.\n  Your patron companion is friendly to you and your companions, and you can speak with it as if you shared a language. It obeys your commands and, in combat, it shares your initiative and takes its turn immediately after yours. Your patron companion can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use a bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the companion can take any action of its choice, not just Dodge.\n  If your companion dies, your patron sends a new one to you after 24 hours. If your patron companions die too often, your patron might be reluctant to send a new one or might reprimand you in other ways.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_animal-lords_primal-mastery",
                    "name": "Primal Mastery",
                    "desc": "At 10th level, you can use your bond to your patron to tap into the innate connection between all animals. At the end of each short or long rest, choose one of the following benefits. The benefit lasts until you finish a short or long rest. \n* **Cat Eyes.** You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. \n* **Chameleonic.** You have advantage on Dexterity (Stealth) checks. \n* **Fangs.** You grow fangs. The fangs are a natural melee weapon, which you can use to make unarmed strikes. When you hit with your fangs, you can use Charisma instead of Strength for the attack, and your fangs deal piercing damage equal to 1d6 + your Charisma modifier, instead of the bludgeoning damage normal for an unarmed strike. \n* **Hold Breath.** You can hold your breath for 10 minutes. \n* **Keen Senses.** You have advantage on Wisdom (Perception) checks that rely on hearing or smell. \n* **Leap.** Your jump distance is doubled. \n* **Spry.** You have advantage on Dexterity (Acrobatics) checks. \n* **Swift.** Your speed increases by 10 feet. \n* **Thick Hide.** You gain a +1 bonus to your Armor Class. \n* **Webbed Limbs.** You have a swimming speed of 20 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Warlock",
                "key": "srd_warlock",
                "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api"
            },
            "name": "Animal Lords",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_beast-trainer/?format=api",
            "key": "toh_beast-trainer",
            "features": [
                {
                    "key": "toh_beast-trainer_beast-whisperer",
                    "name": "Beast Whisperer",
                    "desc": "Starting at 3rd level, you gain proficiency in Animal Handling. If you already have proficiency in this skill, your proficiency bonus is doubled for any ability check you make with it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_beast-trainer_bestial-flanker",
                    "name": "Bestial Flanker",
                    "desc": "At 7th level, when you hit a creature, you can choose one of your trained animals you can see within 30 feet of you. If that trained animal attacks the creature you hit before your next turn, it has advantage on its first attack roll.\n\nYou can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_beast-trainer_bred-for-battle",
                    "name": "Bred for Battle",
                    "desc": "Starting at 11th level, add half your proficiency bonus to each trained animal's AC, attack rolls, damage rolls, saving throws, and to any skills in which it is proficient, and increase each trained animal's hit point maximum by twice your proficiency bonus. In addition, you can choose Large and smaller beasts when you select trained animals.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_beast-trainer_primal-whirlwind",
                    "name": "Primal Whirlwind",
                    "desc": "At 15th level, when you command your trained animals to use the Attack action, you can choose for one trained animal to attack all creatures within 5 feet of it, making one attack against each creature.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_beast-trainer_trained-animals",
                    "name": "Trained Animals",
                    "desc": "Beginning when you take this archetype at 3rd level, you gain a beast companion. Choose a beast that is Medium or smaller and has a challenge rating of 1/4 or lower. The beast is friendly to you and your companions, and it obeys any commands that you issue to it. In combat, it shares your initiative and takes its turn immediately after yours. The beast can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics.\n\nIf you are knocked unconscious, killed, or otherwise unable to command your trained animal, one of your allies can use a bonus action to command it by succeeding on a DC 10 Wisdom (Animal Handling) check.\n\nWhen you reach 7th level, you can have more than one trained animal at a time. All your trained animals can have a total challenge rating equal to a quarter of your level, rounded down. A beast with a challenge rating of 0 is considered to have a challenge rating of 1/8 for the purpose of determining the number of trained animals you can have. You can use a bonus action to direct all your trained animals to take the same action, or you can use an action to command all of them to take different actions.\n\nTo have one or more trained animals, you must spend at least one hour each day practicing commands and playing with your animals, which you can do during a long rest.\n\nIf a trained animal dies, you can use an action to touch the animal and expend a spell slot of 1st level or higher. The animal returns to life after 1 minute with all its hit points restored.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Beast Trainer",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_cantrip-adept/?format=api",
            "key": "toh_cantrip-adept",
            "features": [
                {
                    "key": "toh_cantrip-adept_adroit-caster",
                    "name": "Adroit Caster",
                    "desc": "Starting at 10th level, if you cast a cantrip that doesn't deal damage or a cantrip that has an effect in addition to damage, such as the speed reduction of the *ray of frost* spell, that cantrip or effect has twice the normal duration.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cantrip-adept_arcane-alacrity",
                    "name": "Arcane Alacrity",
                    "desc": "Also at 2nd level, whenever you cast a wizard cantrip that has a casting time of an action, you can change the casting time to a bonus action for that casting. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\n  When you reach 10th level in this class, you regain all expended uses of this feature when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cantrip-adept_cantrip-polymath",
                    "name": "Cantrip Polymath",
                    "desc": "At 2nd level, you gain two cantrips of your choice from any spell list. For you, these cantrips count as wizard cantrips and don't count against the number of cantrips you know. In addition, any cantrip you learn or can cast from any other source, such as from a racial trait or feat, counts as a wizard cantrip for you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cantrip-adept_empowered-cantrips",
                    "name": "Empowered Cantrips",
                    "desc": "Starting at 14th level, once per turn, when you cast a wizard cantrip that deals damage, you can deal maximum damage with that spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cantrip-adept_potent-spellcasting",
                    "name": "Potent Spellcasting",
                    "desc": "Starting at 6th level, you can add your Intelligence modifier to one damage roll of any wizard cantrip you can cast.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd_wizard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "Cantrip Adept",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_cat-burglar/?format=api",
            "key": "toh_cat-burglar",
            "features": [
                {
                    "key": "toh_cat-burglar_artful-dodger",
                    "name": "Artful Dodger",
                    "desc": "At 3rd level, alert to the dangers posed by hidden traps and wards, you have advantage on saving throws made to avoid or resist a trap or a magic effect with a trigger, such as the *glyph of warding* spell, and you have resistance to the damage dealt by such effects.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cat-burglar_breaking-and-entering",
                    "name": "Breaking and Entering",
                    "desc": "At 13th level, when you make an attack against a door, gate, window, shutters, bars, or similar object or structure that is blocking or barring an egress, you have advantage on the attack roll, and you can add your Sneak Attack damage on a hit. You can choose for this damage to be audible out to a range of 100 feet or to be audible only within 5 feet of the point where you hit the object or structure. Similarly, you can choose for this damage to appear more or less impactful than it actually is, such as neatly carving a hole for you to squeeze through a wall or window or bursting a door off its hinges.\n\nYour expertise at deftly dismantling crafted works extends to constructs and undead. You don't need advantage on the attack roll to use your Sneak Attack feature against constructs and undead. As normal, you can't use Sneak Attack if you have disadvantage on the attack roll.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cat-burglar_cats-eye",
                    "name": "Cat's Eye",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) or Intelligence (Investigation) checks made to find or disarm traps, locate secret or hidden doors, discern the existence of an illusion, or spot a *glyph of warding*. You can also search for traps while traveling at a normal pace, instead of only while at a slow pace.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cat-burglar_master-burglar",
                    "name": "Master Burglar",
                    "desc": "At 17th level, you can slip past a fire-breathing statue unscathed or tread lightly enough to not set off a pressure plate. The first time on each of your turns 118 that you would trigger a trap or magic effect with a trigger, such as the *glyph of warding* spell, you can choose to not trigger it.\n  As a bonus action, you can choose a number of creatures equal to your proficiency bonus that you can see within 30 feet of you and grant them the effects of this feature for 1 hour. Once you grant this feature to others, you can't do so again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cat-burglar_up-over-and-in",
                    "name": "Up, Over, and In",
                    "desc": "Beginning when you choose this archetype at 3rd level, you have a climbing speed equal to your walking speed. If you already have a climbing speed equal to or greater than your walking speed, it increases by 5 feet. In addition, when you are falling, you can use your reaction to soften the fall. You reduce the falling damage you take by an amount equal to your proficiency bonus + your rogue level. You don't land prone, unless the damage you take from the fall would reduce you to less than half your hit point maximum.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Cat Burglar",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_chaplain/?format=api",
            "key": "toh_chaplain",
            "features": [
                {
                    "key": "toh_chaplain_field-medic",
                    "name": "Field Medic",
                    "desc": "Beginning at 3rd level, you can use an action to spend one of your Hit Dice and regain hit points. The hit points regained with this feature can be applied to yourself or to another creature you touch. Alternatively, you can heal another creature you touch when you spend Hit Dice to regain hit points during a short rest, instead of applying the regained hit points to yourself. If you are under an effect that increases the amount of healing you receive when spending Hit Dice, such as a spell or feat, that effect applies to the amount of hit points the target regains. Keep in mind, some effects that increase the healing of Hit Dice happen only when those Hit Dice are spent during a short rest, like a bard's Song of Rest.\n  In addition, the number of Hit Dice you regain after a long rest is equal to half your total number of Hit Dice plus one. For example, if you have four Hit Dice, you regain three spent Hit Dice, instead of two, when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_hospitaler",
                    "name": "Hospitaler",
                    "desc": "At 18th level, you recover a number of spent Hit Dice equal to a quarter of your total Hit Dice when you finish a short rest. In addition, you recover all your spent Hit Dice when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_rally-point",
                    "name": "Rally Point",
                    "desc": "Beginning at 15th level, when a friendly creature you can see takes damage, you can use your reaction to move that creature up to its speed toward you. The creature can choose the path traveled, but it must end the movement closer to you than it started. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_rally-the-troops",
                    "name": "Rally the Troops",
                    "desc": "Starting at 7th level, you can use an action to urge your companions to overcome emotional and spiritual obstacles. Each friendly creature of your choice that can see or hear you (which can include yourself) ignores the effects of being charmed and frightened for 1 minute.\n  If a creature affected by this feature is already suffering from one of the conditions it can ignore, that condition is suppressed for the duration and resumes when this feature ends. Once you use this feature, you can't use it again until you finish a short or long rest.\n  Each target can ignore additional conditions when you reach certain levels in this class: one level of exhaustion and incapacitated at 10th level, up to two levels of exhaustion and stunned at 15th level, and up to three levels of exhaustion and paralyzed at 17th level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_student-of-faith",
                    "name": "Student of Faith",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Insight, Medicine, or Religion skill (your choice).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_tend-the-injured",
                    "name": "Tend the Injured",
                    "desc": "At 10th level, if you spend Hit Dice to recover hit points during a short rest, any hit points regained that exceed your hit point maximum, or that of the creature being tended to, can be applied to another creature within 5 feet of you. In addition, you regain one spent Hit Die when you finish a short rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Chaplain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-ash/?format=api",
            "key": "toh_circle-of-ash",
            "features": [
                {
                    "key": "toh_circle-of-ash_ash-cloud",
                    "name": "Ash Cloud",
                    "desc": "At 2nd level, you can expend one use of your Wild Shape and, rather than assuming a beast form, create a small, brief volcanic eruption beneath the ground, causing it to spew out an ash cloud. As an action, choose a point within 30 feet of you that you can see. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n  This eruption creates a 20-foot-radius sphere of ash centered on the eruption point. The cloud spreads around corners, and its area is heavily obscured. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw against your spell save DC or have disadvantage on ability checks and saving throws until the start of its next turn. Creatures that don't need to breathe or that are immune to poison automatically succeed on this saving throw.\n  You automatically succeed on this saving throw while within the area of your ash cloud, but you don't automatically succeed if you are in another Circle of Ash druid's ash cloud.\n  The cloud lasts for 1 minute, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-ash_feed-the-earth",
                    "name": "Feed the Earth",
                    "desc": "At 10th level, your Ash Cloud feature becomes more potent. Instead of the normal eruption effect, when you first create the ash cloud, each creature within 10 feet of the point you chose must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage and 2d8 fire damage on a failed save, or half as much damage on a successful one.\n  In addition, when a creature enters this more potent ash cloud for the first time on a turn or starts its turn there, that creature has disadvantage on ability checks and saving throws while it remains within the cloud. Creatures are affected even if they hold their breath or don't need to breathe, but creatures that are immune to poison are immune to this effect.\n  If at least one creature takes damage from the ash cloud's eruption, you can use your reaction to siphon that destructive energy into the rapid growth of vegetation. The area within the cloud becomes difficult terrain that lasts while the cloud remains. You can't cause this growth in an area that can't accommodate natural plant growth, such as the deck of a ship or inside a building.\n  The ash cloud now lasts for 10 minutes, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-ash_firesight",
                    "name": "Firesight",
                    "desc": "Starting at 2nd level, your vision can't be obscured by ash, fire, smoke, fog, or the cloud created by your Ash Cloud feature, but it can still be obscured by other effects, such as dim light, dense foliage, or rain. In addition, you have advantage on saving throws against gas or cloud-based effects, such as from the *cloudkill* or *stinking cloud* spells, a gorgon's petrifying breath, or a kraken's ink cloud.\n#### Covered in Ash\nAt 6th level, when a creature within 30 feet of you that you can see (including yourself) takes damage, you can use your reaction to cover the creature in magical ash, giving it temporary hit points equal to twice your proficiency bonus. The target gains the temporary hit points before it takes the damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  In addition, while your Ash Cloud feature is active and you are within 30 feet of it, you can use a bonus action to teleport to an unoccupied space you can see within the cloud. You can use this teleportation no more than once per minute.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-ash_from-the-ashes",
                    "name": "From the Ashes",
                    "desc": "Beginning at 14th level, when you are reduced to 0 hit points, your body is consumed in a fiery explosion. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save DC, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. After the explosion, your body becomes a pile of ashes.\n  At the end of your next turn, you reform from the ashes with all of your equipment and half your maximum hit points. You can choose whether or not you reform prone. If your ashes are moved before you reform, you reform in the space that contains the largest pile of your ashes or in the nearest unoccupied space. After you reform, you suffer one level of exhaustion.\n  Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Ash",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-bees/?format=api",
            "key": "toh_circle-of-bees",
            "features": [
                {
                    "key": "toh_circle-of-bees_bee-bond",
                    "name": "Bee Bond",
                    "desc": "When you choose this circle at 2nd level, you gain proficiency in the Acrobatics or Stealth skill (your choice), and you can speak and understand Bee Dance, a language shared by bees that involves flying in dance-like patterns. Bees refuse to attack you, even with magical coercion.\n  When a beast other than a bee attacks you with a weapon that deals poison damage, such as a giant spider's bite or a scorpion's sting, it must succeed on a Charisma saving throw against your spell save DC or have disadvantage on its attack rolls against you until the start of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_bee-stinger",
                    "name": "Bee Stinger",
                    "desc": "Also at 2nd level, you can use an action and expend one use of your Wild Shape to grow a bee's stinger, typically growing from your wrist, which you can use to make unarmed strikes. When you hit with an unarmed strike while this stinger is active, you use Wisdom instead of Strength for the attack, and your unarmed strike deals piercing damage equal to 1d4 + your Wisdom modifier + poison damage equal to half your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike.\n  The stinger lasts for a number of hours equal to half your druid level (rounded down) or until you use your Wild Shape again.\n  When you reach 6th level in this class, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and the poison damage dealt by your stinger equals your proficiency bonus. In addition, the unarmed strike damage you deal while the stringer is active increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_bumblebee-rush",
                    "name": "Bumblebee Rush",
                    "desc": "At 6th level, you can take the Dash action as a bonus action. When you do so, creatures have disadvantage on attack rolls against you until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_circle-spells",
                    "name": "Circle Spells",
                    "desc": "Your bond with bees and other stinging beasts grants you knowledge of certain spells. At 2nd level, you learn the true strike cantrip. At 3rd, 5th, 7th, and 9th levels, you gain access to the spells listed for those levels in the Circle of Bees Spells table.\n  Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of Bee Spells**\n| Druid Level  | Spells                             | \n|--------------|------------------------------------| \n| 3rd          | *blur*, *bombardment of stings*    | \n| 5th          | *fly*, *haste*                     | \n| 7th          | *giant insect*, *locate creature*  | \n| 9th          | *insect plague*, *telepathic bond* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_hive-mind",
                    "name": "Hive Mind",
                    "desc": "At 10th level, when you cast *telepathic bond*, each creature in the link has advantage on Intelligence, Wisdom, and Charisma checks if at least one creature in the link has proficiency in a skill that applies to that check. In addition, if one creature in the link succeeds on a Wisdom (Perception) check to notice a hidden creature or on a Wisdom (Insight) check, each creature in the link also succeeds on the check. Finally, when a linked creature makes an attack, it has advantage on the attack roll if another linked creature that can see it uses a reaction to assist it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_mantle-of-bees",
                    "name": "Mantle of Bees",
                    "desc": "At 14th level, you can use an action to cover yourself in bees for 1 hour or until you dismiss them (no action required). While you are covered in a mantle of bees, you gain a +2 bonus to AC, and you have advantage on Charisma (Intimidation) checks. In addition, when a creature within 5 feet of you hits you with a melee weapon, it must make a Constitution saving throw against your spell save DC. On a failure, the attacker takes 1d8 piercing damage and 1d8 poison damage and is poisoned until the end of its next turn. On a successful save, the attacker takes half the damage and isn't poisoned.\n  While the mantle is active, you can use an action to direct the bees to swarm a 10-foot-radius sphere within 60 feet of you. Each creature in the area must make a Constitution saving throw against your spell save DC. On a failure, a creature takes 4d6 piercing damage and 4d6 poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The bees then disperse, and your mantle ends.\n  Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 5th level or higher to create the mantle again.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Bees",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-crystals/?format=api",
            "key": "toh_circle-of-crystals",
            "features": [
                {
                    "key": "toh_circle-of-crystals_crystalline-form",
                    "name": "Crystalline Form",
                    "desc": "At 14th level, as a bonus action while wearing or carrying your resonant crystal, you can expend one use of your Wild Shape feature to assume a crystalline form instead of transforming into a beast. You gain the following benefits while in this form: \n* You have resistance to cold damage, radiant damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. \n* You have advantage on saving throws against spells and other magical effects. \n* Your resonant crystal pulses with power, providing you with the benefits of all five harmonic frequencies. When you cast a spell of 1st level or higher, you can choose to activate only the Healing or Vitality harmonic frequencies or both. If you activate both, you can choose two different targets or the same target.\nThis feature lasts 1 minute, or until you dismiss it as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-crystals_crystalline-skin",
                    "name": "Crystalline Skin",
                    "desc": "Starting at 6th level, when you take damage, you can use a reaction to cause your skin to become crystalline until the end of your next turn. While your skin is crystalline, you have resistance to cold damage, radiant damage and bludgeoning, piercing, and slashing damage from nonmagical attacks, including to the triggering damage if it is of the appropriate type. You choose the exact color and appearance of the crystalline skin.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-crystals_magical-resonance",
                    "name": "Magical Resonance",
                    "desc": "At 10th level, you can draw on stored magical energy in your resonant crystal to restore some of your spent magic. While wearing or carrying the crystal, you can use a bonus action to recover one expended spell slot of 3rd level or lower. If you do so, you can't benefit from the resonant crystal's harmonic frequency for 1 minute.\n  Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-crystals_resonant-crystal",
                    "name": "Resonant Crystal",
                    "desc": "When you choose this circle at 2nd level, you learn to create a special crystal that can take on different harmonic frequencies and properties. It is a Tiny object and can serve as a spellcasting focus for your druid spells. As a bonus action, you can cause the crystal to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the light as a bonus action.\n  Whenever you finish a long rest, you can attune your crystal to one of the following harmonic frequencies. The crystal can have only one harmonic frequency at a time, and you gain the listed benefit while you are wearing or carrying the crystal. The crystal retains the chosen frequency until you finish a long rest. \n* **Clarity.** You have advantage on saving throws against being frightened or charmed. \n* **Cleansing.** You have advantage on saving throws against being poisoned, and you have resistance to poison damage. \n* **Focus.** You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage. \n* **Healing.** When you cast a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to your proficiency bonus. \n* **Vitality.** Whenever you cast a spell of 1st level or higher using the resonant crystal as your focus, one creature of your choice that you can see within 30 feet of you gains temporary hit points equal to twice your proficiency bonus. The temporary hit points last for 1 minute.\nTo create or replace a lost resonant crystal, you must perform a 1-hour ceremony. This ceremony can be performed during a short or long rest, and it destroys the previous crystal, if one existed. If a previous crystal had a harmonic frequency, the new crystal has that frequency, unless you create the new crystal during a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Crystals",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-sand/?format=api",
            "key": "toh_circle-of-sand",
            "features": [
                {
                    "key": "toh_circle-of-sand_diffuse-form",
                    "name": "Diffuse Form",
                    "desc": "Also at 2nd level, when you are hit by a weapon attack while in your Sand Form, you can use your reaction to gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-sand_echo-of-the-dunes",
                    "name": "Echo of the Dunes",
                    "desc": "At 10th level, your connection with sand deepens, and you can call on the power of the deep dunes to do one of the following: \n* **Sand Sphere.** You can use an action to conjure a 20-foot radius sphere of thick, swirling sand at a point you can see within 90 feet. The sphere spreads around corners, and its area is heavily obscured. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. The sphere lasts for 1 minute or until you dismiss it (no action required). \n* **Whirlwind.** You can use an action to transform into a whirlwind of sand until the start of your next turn. While in this form, your movement speed is doubled, and your movement doesn't provoke opportunity attacks. While in whirlwind form, you have resistance to all damage, and you can't be grappled, petrified, knocked prone, restrained, or stunned, but you also can't cast spells, can't make attacks, and can't manipulate objects that require fine dexterity.\nOnce you use one of these options, you can't use this feature again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-sand_sand-dervish",
                    "name": "Sand Dervish",
                    "desc": "Starting at 6th level, you can use a bonus action to create a sand dervish in an unoccupied space you can see within 30 feet of you. The sand dervish is a cylinder of whirling sand that is 10 feet tall and 5 feet wide. A creature that ends its turn within 5 feet of the sand dervish must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 1d8 slashing damage and is pushed 10 feet away from the dervish. On a successful save, the creature takes half as much damage and isn't pushed.\n  As a bonus action on your turn, you can move the sand dervish up to 30 feet in any direction. If you ram the dervish into a creature, that creature must make the saving throw against the dervish's damage, and the dervish stops moving this turn. When you move the dervish, you can direct it over barriers up to 5 feet tall and float it across pits up to 10 feet wide.\nThe sand dervish lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.\nWhen you reach 10th level in this class, the damage dealt by the dervish increases to 2d8.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-sand_sand-form",
                    "name": "Sand Form",
                    "desc": "When you join this circle at 2nd level, you learn to adopt a sandy form. You can use a bonus action to expend one use of your Wild Shape feature and transform yourself into a form made of animated sand rather than transforming into a beast form. While in your sand form, you retain your game statistics. Because your body is mostly sand, you can move through a space as narrow as 1 inch wide without squeezing, and you have advantage on ability checks and saving throws to escape a grapple or the restrained condition.\n\nYou choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.\n\nYou can stay in your sand form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again. While in your sand form, you can use a bonus action to do one of the following: \n* **Abrasive Blast.** You launch a blast of abrasive sand at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the creature takes slashing damage equal to 1d8 + your Wisdom modifier. \n* **Stinging Cloud.** You emit a cloud of fine sand at a creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn.\n\nWhen you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it. In addition, the damage of Abrasive Blast increases to 2d8, and the range of Stinging Cloud increases to 10 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-sand_sandstorm",
                    "name": "Sandstorm",
                    "desc": "At 14th level, you can use an action to create a sandstorm of swirling wind and stinging sand. The storm rages in a cylinder that is 10 feet tall with a 30-foot radius centered on a point you can see within 120 feet. The storm spreads around corners, its area is heavily obscured, and exposed flames in the area are doused. The buffeting winds and sand make the area difficult terrain. The storm lasts for 1 minute or until you dismiss it as a bonus action.\n  When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.\n  You are immune to the effects of the storm, and you can extend that immunity to a number of creatures that you can see within 120 feet of you equal to your proficiency bonus.\n  Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Sand",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-the-green/?format=api",
            "key": "toh_circle-of-the-green",
            "features": [
                {
                    "key": "toh_circle-of-the-green_circle-spells",
                    "name": "Circle Spells",
                    "desc": "When you join this circle at 2nd level, you form a bond with a plant spirit, a creature of the Green. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Green Spells table.\n  Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of the Green Spells**\n| Druid Level  | Spells                               | \n|--------------|--------------------------------------| \n| 2nd          | *entangle*, *goodberry*              | \n| 3rd          | *barkskin*, *spike growth*           | \n| 5th          | *speak with plants*, *vine carpet*   | \n| 7th          | *dreamwine*, *hallucinatory terrain* | \n| 9th          | *enchanted bloom*, *tree stride*     |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-green_gift-of-the-green",
                    "name": "Gift of the Green",
                    "desc": "At 6th level, the bond with your green spirit enhances your restorative spells and gives you the power to cast additional spells. Once before the spirit's duration ends, you can cast one of the following spells without expending a spell slot or material components: *locate animals or plants*, *pass without trace* (only in environments with ample plant life), *plant growth*, or *speak with plants*. You can't cast a spell this way again until the next time you summon your green spirit.\n  Whenever you cast a spell that restores hit points while your green spirit is summoned, roll a d8 and add the result to the total hit points restored.\n  In addition, when you cast a spell with a range other than self, the spell can originate from you or your green spirit.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-green_spirit-symbiosis",
                    "name": "Spirit Symbiosis",
                    "desc": "At 14th level, while your green spirit is within 30 feet of you, you can use an action to join with it, letting its plant matter grow around you. While so joined, you gain the following benefits: \n* You gain temporary hit points equal to your green spirit's current hit points. \n* You gain a climbing speed of 30 feet. \n* You have advantage on Constitution saving throws. \n* The ground within 10 feet of you is difficult terrain for creatures hostile to you. \n* You can use a bonus action on each of your turns to make a tendril attack against one creature within 10 feet of you that you can see. Make a melee spell attack. On a hit, the target takes bludgeoning damage equal to 2d8 + your Wisdom modifier.\nThis feature lasts until the temporary hit points you gained from this feature are reduced to 0, until the spirit's duration ends, or until you use an action to separate. If you separate, the green spirit has as many hit points as you had temporary hit points remaining. If this effect ends because your temporary hit points are reduced to 0, the green spirit disappears until you summon it again.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-green_summon-green-spirit",
                    "name": "Summon Green Spirit",
                    "desc": "Starting at 2nd level, you can summon a spirit of the Green, a manifestation of primordial plant life. As an action, you can expend one use of your Wild Shape feature to summon the Green spirit rather than assuming a beast form.\n  The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. When the spirit appears, the area in a 10-foot radius around it becomes tangled with vines and other plant growth, becoming difficult terrain until the start of your next turn.\n  The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Green Spirit stat block, which uses your proficiency bonus (PB) in several places.\n  You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches and leaves, while others look like creatures with leafy bodies and heads made of gourds or fruit. Some even resemble beasts, only made entirely of plant material.\n  In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The green spirit can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.\n  The spirit remains for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. When it manifests, the spirit bears 10 fruit that are infused with magic. Each fruit works like a berry created by the *goodberry* spell.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-green_verdant-interference",
                    "name": "Verdant Interference",
                    "desc": "Starting at 10th level, when a creature you can see within 30 feet of you or your green spirit is attacked, you can use your reaction to cause vines and vegetation to burst from the ground and grasp at the attacker, giving the attacker disadvantage on attack rolls until the start of your next turn.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of the Green",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-the-shapeless/?format=api",
            "key": "toh_circle-of-the-shapeless",
            "features": [
                {
                    "key": "toh_circle-of-the-shapeless_circle-spells",
                    "name": "Circle Spells",
                    "desc": "When you join this circle at 2nd level, your connection with oozes grants you access to certain spells. At 2nd level, you learn the *acid splash* cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Shapeless Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of the Shapeless Spells**\n| Druid Level  | Spells                           | \n|--------------|----------------------------------| \n| 3rd          | *enlarge/reduce*, *spider climb* | \n| 5th          | *iron gut*, *meld into stone*    | \n| 7th          | *blight*, *freedom of movement*  | \n| 9th          | *contagion*, *seeming*           |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-shapeless_engulfing-embrace",
                    "name": "Engulfing Embrace",
                    "desc": "At 14th level, while in your ooze form, you can use an action to move into the space of a creature within 5 feet of you that is your size or smaller and try to engulf it. The target creature must make a Dexterity saving throw against your spell save DC.\n  On a successful save, the creature can choose to be pushed 5 feet away from you or to an unoccupied space within 5 feet of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n  On a failed save, you enter the creature's space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature is restrained and has total cover against attacks and other effects outside of your body. The engulfed creature takes 4d6 acid damage at the start of each of your subsequent turns. When you move, the engulfed creature moves with you.\n  An engulfed creature can attempt to escape by taking an action to make a Strength (Athletics) check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.\n  Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to try to engulf another creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-shapeless_improved-ooze-form",
                    "name": "Improved Ooze Form",
                    "desc": "At 10th level, your ooze form becomes more powerful. It now lasts 1 hour, and the acid damage dealt by your Acid Weapons and Oozing Form increases to 2d6.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-shapeless_ooze-form",
                    "name": "Ooze Form",
                    "desc": "Starting at 2nd level, you learn to adopt an ooze form. You can use a bonus action to expend one use of your Wild Shape feature to take on an ooze-like form rather than transforming into a beast.\n  While in your ooze form, you retain your game statistics, but your body becomes less substantial and appears wet and slimy. Your skin may change in color and appearance, resembling other forms of ooze like black pudding, ochre jelly, gray ooze, or even translucent, like a gelatinous cube.\n  You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.\n  Your ooze form lasts for 10 minutes or until you dismiss it (no action required), are incapacitated, die, or use this feature again.\nWhile in ooze form, you gain the following benefits: \n* **Acid Weapons.** Your melee weapon attacks deal an extra 1d6 acid damage on a hit. \n* **Amorphous.** You can move through a space as narrow as 1 inch wide without squeezing. \n* **Climber.** You have a climbing speed of 20 feet. \n* **Oozing Form.** When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 1d6 acid damage to that creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-shapeless_slimy-pseudopod",
                    "name": "Slimy Pseudopod",
                    "desc": "At 6th level, you can use a bonus action to cause an oozing pseudopod to erupt from your body for 1 minute or until you dismiss it as a bonus action. On the turn you activate this feature, and as a bonus action on each of your subsequent turns, you can make a melee spell attack with the pseudopod against a creature within 5 feet of you. On a hit, the target takes 1d6 acid damage.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the acid damage dealt by your pseudopod increases to 2d6.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of the Shapeless",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-wind/?format=api",
            "key": "toh_circle-of-wind",
            "features": [
                {
                    "key": "toh_circle-of-wind_bonus-cantrip",
                    "name": "Bonus Cantrip",
                    "desc": "At 2nd level when you choose this circle, you learn the *message* cantrip.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_circle-spells",
                    "name": "Circle Spells",
                    "desc": "The magic of the wind flows through you, granting access to certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of Wind Spells table.\n  Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of Wind Spells**\n| Druid Level  | Spells                                                | \n|--------------|-------------------------------------------------------| \n| 3rd          | *blur*, *gust of wind*                                | \n| 5th          | *fly*, *lightning bolt*                               | \n| 7th          | *conjure minor elementals*, *freedom of movement*     | \n| 9th          | *cloudkill*, *conjure elemental* (air elemental only) |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_comforting-breezes",
                    "name": "Comforting Breezes",
                    "desc": "Beginning at 6th level, as an action, you can summon a gentle breeze that extends in a 30-foot cone from you. Choose a number of targets in the area equal to your Wisdom modifier (minimum of 1). You end one disease or the blinded, deafened, paralyzed, or poisoned condition on each target. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_feathered-form",
                    "name": "Feathered Form",
                    "desc": "Starting at 2nd level, when you use your Wild Shape to magically assume the shape of a beast, it can have a flying speed (you ignore “no flying speed” in the Limitations column of the Beast Shapes table but must abide by the other limitations there).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_hunger-of-storms-fury",
                    "name": "Hunger of Storm's Fury",
                    "desc": "Beginning at 14th level, when you succeed on a saving throw against a spell or effect that deals lightning damage, you take no damage and instead regain a number of hit points equal to the lightning damage dealt. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_updraft",
                    "name": "Updraft",
                    "desc": "Also at 6th level, you can expend one use of Wild Shape as a bonus action to summon a powerful wind. You and each creature of your choice within 10 feet of you end the grappled or restrained conditions. You can fly up to 30 feet as part of this bonus action, and each creature that you affect with this wind can use a reaction to fly up to 30 feet. This movement doesn't provoke opportunity attacks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_vizier-of-the-winds",
                    "name": "Vizier of the Winds",
                    "desc": "Starting at 10th level, you can ask the winds one question, and they whisper secrets back to you. You can cast *commune* without preparing the spell or expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Wind",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_cold-blooded/?format=api",
            "key": "toh_cold-blooded",
            "features": [
                {
                    "key": "toh_cold-blooded_insinuating-serpent",
                    "name": "Insinuating Serpent",
                    "desc": "Starting at 6th level, even when a creature resists your unsettling allure, your presence gets under their skin. When you cast an enchantment or illusion spell using a spell slot of 1st level or higher, and your target succeeds on its saving throw against your spell, your target becomes charmed by you until the start of your next turn. If the spell you cast affects multiple targets, only one of those targets can be affected by this feature.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cold-blooded_mirrored-lamina",
                    "name": "Mirrored Lamina",
                    "desc": "Starting at 18th level, when you fail a saving throw against being charmed, frightened, paralyzed, restrained, or stunned by a spell or other magical effect, you can use your reaction to force the creature that cast the spell or created the magical effect to succeed on a saving throw against your spell save DC or suffer the same condition for the same duration.\n  If both you and the creature that targeted you are affected by a condition as a result of this feature and that condition allows for subsequent saving throws to end the effect, the condition ends for both of you if either one of you succeeds on a subsequent saving throw.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cold-blooded_ophidian-metabolism",
                    "name": "Ophidian Metabolism",
                    "desc": "At 1st level, your affinity with serpents grants you a measure of their hardiness. You can go without food for a number of days equal to 3 + your Constitution modifier (minimum 1) + your proficiency bonus before you suffer the effects of starvation. You also have advantage on saving throws against poison and disease.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cold-blooded_patterned-scales",
                    "name": "Patterned Scales",
                    "desc": "Also at 1st level, when you use magic to trick or deceive, the residual energy of your spell subtly alters how others perceive you. When you cast an illusion spell using a spell slot of 1st level or higher, you have advantage on Charisma (Deception) and Charisma (Persuasion) checks for the duration of the spell and for 10 minutes after the spell's duration ends.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cold-blooded_spirit-venom",
                    "name": "Spirit Venom",
                    "desc": "At 14th level, you sap the will and resolve of creatures that are under your sway. If you start your turn with at least one creature within 30 feet of you that is currently charmed, frightened, paralyzed, restrained, or stunned by a spell you cast or a magical effect you created, such as from a magic item, you can use your reaction to force each such creature to take 6d4 psychic damage.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. If you have expended all your uses of this feature, you can spend 5 sorcery points at the start of your turn to use it again.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "srd_sorcerer",
                "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api"
            },
            "name": "Cold-Blooded",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_college-of-echoes/?format=api",
            "key": "toh_college-of-echoes",
            "features": [
                {
                    "key": "toh_college-of-echoes_alter-sound",
                    "name": "Alter Sound",
                    "desc": "At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you've heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.\n  In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects. \n\n***Enhance.*** You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.\n\n***Dampen.*** You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.\n\n**Distort.** You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM's discretion, this effect can alter sounds that aren't words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.\n\n***Disrupt.*** When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-echoes_echolocation",
                    "name": "Echolocation",
                    "desc": "When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you. At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-echoes_resounding-strikes",
                    "name": "Resounding Strikes",
                    "desc": "Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is made of inorganic material such as stone, crystal, or metal.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-echoes_reverberating-strikes",
                    "name": "Reverberating Strikes",
                    "desc": "At 14th level, your Bardic Inspiration infuses your allies' weapon attacks with sonic power. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made, and all of the damage from that attack becomes thunder damage. The target of the attack must succeed on a Strength saving throw against your spell save DC or be knocked prone.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_bard/?format=api"
            },
            "name": "College of Echoes",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_college-of-investigation/?format=api",
            "key": "toh_college-of-investigation",
            "features": [
                {
                    "key": "toh_college-of-investigation_bardic-instinct",
                    "name": "Bardic Instinct",
                    "desc": "Starting at 6th level, you can extend your knowledge of criminal behavior to your companions. When a creature that has a Bardic Inspiration die from you is damaged by a hostile creature's attack, it can use its reaction to roll that die and reduce the damage by twice the number rolled. If this reduces the damage of the attack to 0, the creature you inspired can make one melee attack against its attacker as part of the same reaction.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-investigation_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you join the College of Investigation at 3rd level, you gain proficiency in the Insight skill and in two of the following skills of your choice: Acrobatics, Deception, Investigation, Performance, Sleight of Hand, or Stealth.",
                    "feature_type": "PROFICIENCIES",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-investigation_hot-pursuit",
                    "name": "Hot Pursuit",
                    "desc": "Starting at 14th level, when a creature fails a saving throw against one of your bard spells, you can designate it as your mark for 24 hours. You know the direction to your mark at all times unless it is within an antimagic field, it is protected by an effect that prevents scrying such as nondetection, or there is a barrier of lead at least 1 inch thick between you.\n  In addition, whenever your mark makes an attack roll, you can expend one use of Bardic Inspiration to subtract the number rolled from the mark's attack roll. Alternatively, whenever you make a saving throw against a spell or magical effect from your mark, you can expend one use of Bardic Inspiration to add the number rolled to your saving throw. You can choose to expend the Bardic Inspiration after the attack or saving throw is rolled but before the outcome is determined.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-investigation_quick-read",
                    "name": "Quick Read",
                    "desc": "At 3rd level, your knowledge of underhanded tactics allows you to gain insight into your foes' strategies. As a bonus action, you can expend one use of Bardic Inspiration to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by the creature's Charisma (Deception) check. Add the number you roll on the Bardic Inspiration die to the result of your check. You have disadvantage on this check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits: \n* The target has disadvantage on attack rolls against you for 1 minute. \n* You have advantage on saving throws against the target's spells and magical effects for 1 minute. \n* You have advantage on attack rolls against the target for 1 minute.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_bard/?format=api"
            },
            "name": "College of Investigation",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_college-of-shadows/?format=api",
            "key": "toh_college-of-shadows",
            "features": [
                {
                    "key": "toh_college-of-shadows_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you join the College of Shadows at 3rd level, you gain proficiency in Stealth and in two other skills of your choice.",
                    "feature_type": "PROFICIENCIES",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-shadows_cunning-insight",
                    "name": "Cunning Insight",
                    "desc": "Starting at 6th level, you know exactly where to hit your enemies. You can use an action to focus on a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. You can use this feature as a bonus action if you expend a Bardic Inspiration die. If you do, roll the die and subtract the number rolled from the target's saving throw roll. If the target fails the saving throw, choose one of the following: \n* You have advantage on your next attack roll against the target. \n* You know the target's damage vulnerabilities. \n* You know the target's damage resistances and damage immunities. \n* You know the target's condition immunities. \n* You see through any illusions obscuring or affecting the target for 1 minute.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-shadows_mantle-of-shadows",
                    "name": "Mantle of Shadows",
                    "desc": "Starting at 3rd level, while you are in dim light or darkness, you can use an action to twist the shadows around you for 1 minute or until your concentration ends. For the duration, you have advantage on Dexterity (Stealth) checks, and you can take the Dash action as a bonus action on each of your turns.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-shadows_shadowed-performance",
                    "name": "Shadowed Performance",
                    "desc": "Starting at 14th level, you are a master at weaving stories and influencing the minds of your audience. If you perform for at least 1 minute, you can attempt to make or break a creature's reputation by relaying a tale to an audience through song, poetry, play, or other medium. At the end of the performance, choose a number of humanoids who witnessed the entire performance, up to a number equal to 1 plus your Charisma modifier. Each target must make a Wisdom saving throw against your spell save DC. On a failed save, a target suffers one of the following (your choice): \n* For 24 hours, the target believes the tale you told is true and will tell others the tale as if it were truth. \n* For 1 hour, the target believes *someone* nearby knows their darkest secret, and they have disadvantage on Charisma, Wisdom, and Intelligence ability checks and saving throws as they are distracted and overcome with paranoia. \n* The target becomes convinced that you (or one of your allies if you choose to sing the praises of another) are a fearsome opponent. For 1 minute, the target is frightened of you (or your ally), and you (or your ally) have advantage on attack rolls against the target. A *remove curse* or *greater restoration* spell ends this effect early. You can't use this feature again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_bard/?format=api"
            },
            "name": "College of Shadows",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_college-of-sincerity/?format=api",
            "key": "toh_college-of-sincerity",
            "features": [
                {
                    "key": "toh_college-of-sincerity_artist-of-renown",
                    "name": "Artist of Renown",
                    "desc": "At 14th level, you can expend a Bardic Inspiration die to cast an enchantment spell you don't know using one of your spell slots. When you do so, you must be able to meet all of the spell's requirements, and you must have an available spell slot of sufficient level.\n  You can't use your Font of Inspiration feature to regain Bardic Inspiration dice expended to cast spells with this feature after a short rest. Bardic Inspiration dice expended by this feature are regained only after you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-sincerity_entourage",
                    "name": "Entourage",
                    "desc": "When you join the College of Sincerity at 3rd level, you gain the service of two commoners. Your entourage is considered charmed by you and travels with you to see to your mundane needs, such as making your meals and doing your laundry. If you are in an urban area, they act as your messengers and gofers. When you put on a performance, they speak your praises and rouse the crowd to applause. In exchange for their service, you must provide your entourage a place to live and pay the costs for them to share the same lifestyle as you.\n  Your entourage doesn't join combat or venture into obviously dangerous areas or situations. If you or your companions abuse or mistreat your entourage, they leave your service immediately. If this occurs, you can gain the service of a new entourage by traveling to a different urban area where you must perform at least 1 hour each day for one week.\n  You gain another commoner at 6th level, and a final one at 14th level. If you prefer, instead of gaining a new commoner at 6th level, one member of your entourage can become a guard. At 14th level, if you have a guard, it can become your choice of a spy or veteran, instead of taking on a new commoner. If one member of your entourage becomes a guard, spy, or veteran, that person accompanies you into dangerous situations, but they only use the Help action to aid you, unless you use a bonus action to direct them to take a specific action. At the GM's discretion, you can replace the guard with another humanoid of CR 1/8 or lower, the spy with another humanoid of CR 1 or lower, and the veteran with another humanoid of CR 3 or lower.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-sincerity_kind-eyed-smile",
                    "name": "Kind-Eyed Smile",
                    "desc": "Also at 3rd level, when you cast an enchantment spell, such as *charm person*, your target remains unaware of your attempt to affect its mind, regardless of the result of its saving throw. When the duration of an enchantment spell you cast ends, your target remains unaware that you enchanted it. If the description of the spell you cast states the creature is aware you influenced it with magic, it isn't aware you enchanted it unless it succeeds on a Charisma saving throw against your spell save DC.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-sincerity_lingering-presence",
                    "name": "Lingering Presence",
                    "desc": "Starting at 6th level, if a creature fails a saving throw against an enchantment or illusion spell you cast, it has disadvantage on subsequent saving throws it makes to overcome the effects of your spell. For example, a creature affected by your *hold person* spell has disadvantage on the saving throw it makes at the end of each of its turns to end the paralyzed effect.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_bard/?format=api"
            },
            "name": "College of Sincerity",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_college-of-tactics/?format=api",
            "key": "toh_college-of-tactics",
            "features": [
                {
                    "key": "toh_college-of-tactics_ablative-inspiration",
                    "name": "Ablative Inspiration",
                    "desc": "Starting at 14th level, when you take damage from a spell or effect that affects an area, such as the *fireball* spell or a dragon's breath weapon, you can expend one use of your Bardic Inspiration as a reaction to redirect and dissipate some of the spell's power. Roll the Bardic Inspiration die and add the number rolled to your saving throw against the spell. If you succeed on the saving throw, each friendly creature within 10 feet of you is also treated as if it succeeded on the saving throw.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-tactics_combat-tactician",
                    "name": "Combat Tactician",
                    "desc": "When you join the College of Tactics at 3rd level, you gain proficiency with medium armor, shields, and one martial weapon of your choice. In addition, you can use Bardic Inspiration a number of times equal to your Charisma modifier (a minimum of 1) + your proficiency bonus. You regain expended uses when you finish a long rest (or short rest if you have the Font of Inspiration feature), as normal.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-tactics_setting-the-board",
                    "name": "Setting the Board",
                    "desc": "Also at 3rd level, you can move your allies into more advantageous positions, just as a general moves troop markers on a map. As a bonus action, you can command up to three willing allies who can see or hear you to use a reaction to move. Each target can move up to half its speed. This movement doesn't provoke opportunity attacks.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-tactics_song-of-strategy",
                    "name": "Song of Strategy",
                    "desc": "Beginning at 6th level, you can share your tactical knowledge with your allies in the heat of battle. A creature that has a Bardic Inspiration die from you can roll that die and perform one of the following strategies. For the purpose of these strategies, “you” refers to the creature with the Bardic Inspiration die.\n\n***Bait and Bleed.*** If you take the Dodge action, you can make one melee attack against a creature that is within 5 feet of you, adding the number rolled to your attack roll.\n\n***Counter Offensive.*** If you take damage from a creature, you can use your reaction to make one attack against your attacker, adding the number rolled to your attack roll. You can't use this strategy if the attacker is outside your weapon's normal range or reach.\n\n***Distraction.*** You can take the Disengage action as a bonus action, increasing your speed by 5 feet *x* the number rolled.\n\n***Frightening Charge.*** If you take the Dash action, you can make one melee attack at the end of the movement, adding the number rolled to your attack roll. If the attack is a critical hit, the target is frightened until the start of your next turn.\n\n***Hold Steady.*** If you take the Ready action and the trigger for the readied action doesn't occur, you can make one weapon or spell attack roll after all other creatures have acted in the round, adding the number rolled to the attack roll.\n\n***Indirect Approach.*** If you take the Help action to aid a friendly creature in attacking a creature within 5 feet of you, the friendly creature can add the number rolled to their attack roll against the target, and each other friendly creature within 5 feet of you has advantage on its first attack roll against the target.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_bard/?format=api"
            },
            "name": "College of Tactics",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_college-of-the-cat/?format=api",
            "key": "toh_college-of-the-cat",
            "features": [
                {
                    "key": "toh_college-of-the-cat_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you join the College of the Cat at 3rd level, you gain proficiency with the Acrobatics and Stealth skills and with thieves' tools if you don't already have them. In addition, if you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.",
                    "feature_type": "PROFICIENCIES",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-the-cat_catlike-tread",
                    "name": "Catlike Tread",
                    "desc": "Starting at 14th level, while a creature has one of your Bardic Inspiration dice, it has advantage on Dexterity (Stealth) checks. When you have no uses of Bardic Inspiration left, you have advantage on Dexterity (Stealth) checks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-the-cat_inspired-pounce",
                    "name": "Inspired Pounce",
                    "desc": "Also at 3rd level, you learn to stalk unsuspecting foes engaged in combat with your allies. When an ally you can see uses one of your Bardic Inspiration dice on a weapon attack roll against a creature, you can use your reaction to move up to half your speed and make one melee weapon attack against that creature. You gain a bonus on your attack roll equal to the result of the spent Bardic Inspiration die.\n  When you reach 6th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-the-cat_my-claws-are-sharp",
                    "name": "My Claws Are Sharp",
                    "desc": "Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you as part of that same bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_bard/?format=api"
            },
            "name": "College of the Cat",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_courser-mage/?format=api",
            "key": "toh_courser-mage",
            "features": [
                {
                    "key": "toh_courser-mage_multitudinous-arrows",
                    "name": "Multitudinous Arrows",
                    "desc": "Starting at 14th level, you can attack twice, instead of once, whenever you take the Attack action with a longbow or shortbow on your turn. If you use your Spell Arrow feature, you can imbue both arrows with arcane power by expending one spell slot. If you imbue two arrows with this feature, you can't cast spells other than cantrips until the end of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_courser-mage_pinpoint-weakness",
                    "name": "Pinpoint Weakness",
                    "desc": "At 10th level, when you hit a creature with an arrow imbued by your Spell Arrow feature, your next ranged weapon attack against that creature has advantage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_courser-mage_spell-arrow",
                    "name": "Spell Arrow",
                    "desc": "Beginning at 6th level, you can imbue an arrow you fire from a longbow or shortbow with magical energy. As a bonus action, you can expend a 1st-level spell slot to cause the next arrow you fire to magically deal an extra 2d4 force damage to the target on a hit. If you expend a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each slot level above 1st.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_courser-mage_stalking-savant",
                    "name": "Stalking Savant",
                    "desc": "At 2nd level, you gain proficiency with longbows and shortbows, and you gain proficiency in the Stealth skill. In addition, you can still perform the somatic components of wizard spells even when you have a longbow or shortbow in one or both hands.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_courser-mage_unseen-assailant",
                    "name": "Unseen Assailant",
                    "desc": "Starting at 2nd level, as a bonus action, you can choose a target you can see within 60 feet of you and become invisible to that target until the start of your next turn. Once the effect ends, you can't use this feature on that target again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd_wizard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "Courser Mage",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_dawn-blade/?format=api",
            "key": "toh_dawn-blade",
            "features": [
                {
                    "key": "toh_dawn-blade_bolstering-light",
                    "name": "Bolstering Light",
                    "desc": "Starting at 9th level, when you reduce a creature to 0 hit points with radiant damage, choose one of the following: \n* Gain temporary hit points equal to twice your rogue level for 1 hour. \n* End one condition affecting you. The condition can be blinded, deafened, or poisoned. \n* End one curse affecting you. \n* End one disease affecting you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_dawn-flare",
                    "name": "Dawn Flare",
                    "desc": "At 17th level, when you use your Dawn Strike feature to deal radiant damage to a creature that can't see you, the creature must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 10d6 radiant damage and can't regain hit points until the start of your next turn. Once a creature takes damage from this feature, it is immune to your Dawn Flare for 24 hours.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_dawn-strike",
                    "name": "Dawn Strike",
                    "desc": "Starting at 3rd level, when you deal damage with your Sneak Attack feature, you can magically change the extra damage dealt to radiant damage. When you hit an undead or a creature of shadow with such a Sneak Attack, you deal an extra 1d6 radiant damage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_eyes-of-the-dawn",
                    "name": "Eyes of the Dawn",
                    "desc": "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_radiant-beam",
                    "name": "Radiant Beam",
                    "desc": "Beginning at 3rd level, when you deal radiant damage to a creature with a melee weapon attack, you can use a bonus action to throw a portion of that radiant energy at a different creature you can see within 30 feet of you. Make a ranged weapon attack against the second creature. You are proficient with this beam, and you don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature (though you can still have disadvantage from other sources). On a hit, the beam deals 1d6 radiant damage.\n  When you reach 10th level in this class, the beam's damage increases to 2d6.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_sudden-illumination",
                    "name": "Sudden Illumination",
                    "desc": "At 13th level, when you hit a creature with your Radiant Beam, it must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Dawn Blade",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_familiar-master/?format=api",
            "key": "toh_familiar-master",
            "features": [
                {
                    "key": "toh_familiar-master_arcane-amplification",
                    "name": "Arcane Amplification",
                    "desc": "Starting at 10th level, you can add your Intelligence modifier to one damage roll of any wizard spell you cast through your familiar. In addition, your familiar has advantage on saving throws against spells and other magical effects.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_familiar-master_companion-concentration",
                    "name": "Companion Concentration",
                    "desc": "Starting at 14th level, when you are concentrating on a spell of 3rd level or lower, you can use an action to draw on your connection with your familiar to pass the burden of concentration onto it, freeing you up to concentrate on a different spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_familiar-master_familiar-savant",
                    "name": "Familiar Savant",
                    "desc": "Beginning when you select this arcane tradition at 2nd level, you learn the *find familiar* spell if you don't know it already. You innately know this spell and don't need to have it scribed in your spellbook or prepared in order to cast it. When you cast *find familiar*, the casting time is 1 action, and it requires no material components.\n  You can cast *find familiar* without expending a spell slot. You can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  In addition, when you cast the *find familiar* spell, you can choose for your familiar to take the form of any Small or smaller beast that is CR 1/4 or lower, such as a flying snake, giant moth (see *Creature Codex*), or giant armadillo (see *Tome of Beasts 2*). The familiar has the statistics of the chosen beast form, but it is a celestial, fey, or fiend (your choice) instead of a beast.\n  When you reach 6th level in this class, your familiar can take the form of any Small or smaller beast that is CR 1 or lower. Alternatively, at the GM's discretion, your familiar can be any Tiny celestial, dragon, fey, or fiend that is CR 1 or lower.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_familiar-master_greater-familiar",
                    "name": "Greater Familiar",
                    "desc": "Also at 2nd level, when you cast *find familiar*, your familiar gains the following additional benefits: \n* Your familiar adds your proficiency bonus to its Armor Class, and it uses your proficiency bonus in place of its own when making ability checks and saving throws. It is proficient in any saving throw in which you are proficient. \n* Your familiar's hit points equal its normal hit point maximum or 1 + your Intelligence modifier + three times your wizard level, whichever is higher. It has a number of Hit Dice (d4s) equal to your wizard level. \n* In combat, your familiar shares your initiative and takes its turn immediately after yours. It can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take any action in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just Dodge. \n* Your familiar's attacks are enhanced by the magic bond you share with it. When making attack rolls, your familiar uses your spell attack bonus or its normal attack bonus, whichever is higher. In addition, when your familiar hits with an attack, the attack deals force damage equal to 1d4 + its Strength or Dexterity modifier (your choice) + your proficiency bonus instead of its normal damage. If the familiar's attack normally deals additional damage, such as a flying snake's poison, or has an additional effect, such as an octopus's grapple, the familiar's attack still has that additional damage or effect. \n* Your familiar's Intelligence increases to 8 unless it is already higher. It can understand and speak Common and either Celestial (if celestial), Sylvan (if fey), or Abyssal or Infernal (if fiend).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_familiar-master_strengthened-bond",
                    "name": "Strengthened Bond",
                    "desc": "Starting at 6th level, your magical bond with your familiar grows stronger. If your familiar has a trait or action that forces a creature to make a saving throw, it uses your spell save DC. In addition, you can access your familiar's senses by using either an action or a bonus action, and whenever your familiar is within 100 feet of you, it can expend its reaction to deliver any wizard spell you cast. If the spell has a range of 5 feet or more, you must be sharing your familiar's senses before casting the spell. If the spell requires an attack roll, ability check, or saving throw, you use your own statistics to adjudicate the result.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd_wizard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "Familiar Master",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_gravebinding/?format=api",
            "key": "toh_gravebinding",
            "features": [
                {
                    "key": "toh_gravebinding_disruptive-touch",
                    "name": "Disruptive Touch",
                    "desc": "Beginning at 10th level, when an undead creature takes damage from a 1st-level or higher spell you cast, it takes an extra 4d6 radiant damage. Undead creatures you kill using this feature are destroyed in a puff of golden motes.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_gravebinding_gravebinder-lore",
                    "name": "Gravebinder Lore",
                    "desc": "At 2nd level, you can use an action to inscribe a small rune on a corpse. While this rune remains, the corpse can't become undead. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.\n  In addition, you have proficiency in the Religion skill if you don't already have it, and you have advantage on Intelligence (Religion) checks made to recall lore about deities of death, burial practices, and the afterlife.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_gravebinding_hunter-of-the-dead",
                    "name": "Hunter of the Dead",
                    "desc": "Starting at 2nd level, you gain access to spells passed down by generations of gravebinders. The *heart to heart* (2nd), *dead walking* (3rd), *gird the spirit* (3rd), *life from death* (5th), and *lay to rest* (9th) spells are wizard spells for you, and you add them to your spellbook at the indicated wizard levels (see the Magic and Spells chapter for details on these spells). Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.\n  Also at 2nd level, you can use your action and expend one wizard spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether undead are present within 1 mile of you. You know the general direction of the undead creatures, though not their exact locations or numbers, and you know the direction of the most powerful undead within range.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_gravebinding_radiant-nimbus",
                    "name": "Radiant Nimbus",
                    "desc": "At 14th level, you can use your action to envelope yourself in a shroud of golden flames for 1 minute. While enveloped, you gain the following benefits: \n* When you summon the flames and as an action on each of your turns while the flames are active, you can frighten undead within 30 feet of you. Each undead creature in the area must succeed on a Wisdom saving throw or be frightened of you until the flames fade or until it takes damage. An undead creature with sunlight sensitivity (or hypersensitivity, in the case of vampires) also takes 4d6 radiant damage if it fails the saving throw. \n* You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. \n* When an undead creature hits you with a melee weapon attack, it takes 2d10 radiant damage.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_gravebinding_restriction-the-dead-must-rest",
                    "name": "Restriction: The Dead Must Rest",
                    "desc": "When you choose this wizard arcane tradition, you can no longer cast spells that animate, conjure, or create undead, and, if any such spells are copied in your spellbook, they fade from the book within 24 hours, leaving blank pages where the spells were.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_gravebinding_ward-against-the-risen",
                    "name": "Ward Against the Risen",
                    "desc": "Starting at 6th level, when an undead creature you can see within 30 feet of you targets an ally with an attack or spell, you can use your reaction to hamper the attack or spell. The undead has disadvantage on its attack roll or your ally has advantage on its saving throw against the undead's spell. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd_wizard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "Gravebinding",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_grove-warden/?format=api",
            "key": "toh_grove-warden",
            "features": [
                {
                    "key": "toh_grove-warden_forests-will",
                    "name": "Forest's Will",
                    "desc": "At 3rd level, you can magically draw on the living essence of the land to hamper your foes. As a bonus action, choose one creature you can see within 60 feet of you. Your next weapon attack against that creature has advantage. If that attack hits, the creature's speed is reduced by 10 feet until the start of your next turn. When you reach 11th level in this class, if that attack hits, the creature's speed is instead halved until the start of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_grove-warden-magic",
                    "name": "Grove Warden Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grove Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Grove Warden Spells**\n| Ranger Level  | Spells                  | \n|---------------|-------------------------| \n| 3rd           | *entangle*              | \n| 5th           | *branding smite*        | \n| 9th           | *speak with plants*     | \n| 13th          | *hallucinatory terrain* | \n| 17th          | *animate objects*       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_intruders-bane",
                    "name": "Intruder's Bane",
                    "desc": "At 7th level, you can command the land around you to come to your aid. As a bonus action, choose a point you can see on the ground within 60 feet. You cause the area within 15 feet of that point to undulate and warp. Each creature in the area must make a Dexterity saving throw against your spell save DC. On a failure, a creature is pushed up to 15 feet in a direction of your choice and knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_living-bulwark",
                    "name": "Living Bulwark",
                    "desc": "Starting at 15th level, the land around you comes to your aid when you are in danger, interposing rocks, branches, vines, roots, or even the ground itself between you and your foes. When a creature you can see targets you with an attack, you can use your reaction to roll a d8 and add it to your AC against the attack.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_whispers-of-the-forest",
                    "name": "Whispers of the Forest",
                    "desc": "At 3rd level, when you use your Primeval Awareness feature while within a forest, you add humanoids to the list of creature types you can sense. When sensing humanoids, you know the general direction of the creatures, and you know if a humanoid is solitary, in a small group of up to 5 humanoids, or a pack of more than 5 humanoids.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_wrath-of-the-forest",
                    "name": "Wrath of the Forest",
                    "desc": "At 11th level, you can call on the land in your vicinity to strike at your enemies. When you take the Attack action, you can use a bonus action to make a rock, branch, root, or other small natural object attack a creature within 30 feet of you. You are proficient with the attack, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you add your Dexterity modifier to the attack and damage rolls. The damage is of a type appropriate to the object, such as piercing for a thorny branch or bludgeoning for a rock, and the damage die is a d8.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Grove Warden",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_haunted-warden/?format=api",
            "key": "toh_haunted-warden",
            "features": [
                {
                    "key": "toh_haunted-warden_beyond-the-pale",
                    "name": "Beyond the Pale",
                    "desc": "Starting when you choose this archetype at 3rd level, you can use a bonus action to see into the Ethereal Plane for 1 minute. Ethereal creatures and objects appear ghostly and translucent.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_guardian-geist",
                    "name": "Guardian Geist",
                    "desc": "At 11th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to call out to your spirit usher. If you do, your spirit usher teleports to an unoccupied space within 5 feet of you and takes half the damage dealt to you, potentially preventing your death.\n  In addition, when your spirit usher dies, you have advantage on attack rolls until the end of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_haunted-warden-magic",
                    "name": "Haunted Warden Magic",
                    "desc": "You learn an additional spell when you reach certain levels in this class, as shown in the Haunted Warden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Haunted Warden Spells**\n| Ranger Level  | Spells                 | \n|---------------|------------------------| \n| 3rd           | *false life*           | \n| 5th           | *invisibility*         | \n| 9th           | *speak with dead*      | \n| 13th          | *death ward*           | \n| 17th          | *dispel evil and good* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_merge-spirit",
                    "name": "Merge Spirit",
                    "desc": "Starting at 7th level, you can use an action to cause your spirit usher to join its essence with you for 1 minute. While merged, you gain the spirit usher's Ethereal Sight trait and can interact with creatures and objects on both the Ethereal and Material Planes. In addition, while you are merged, you become less substantial and gain the spirit usher's damage resistances and damage immunities.\n  Once you use this feature, you shouldn't use it again until you finish a short or long rest. Each time you use it again, you suffer one level of exhaustion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_spirit-usher",
                    "name": "Spirit Usher",
                    "desc": "At 3rd level, you gain an undead spirit that anchors itself to you and accompanies you on your journeys. The spirit is friendly to you and your companions and obeys your commands. See the spirit's game statistics in the Spirit Usher stat block, which uses your proficiency bonus (PB) in several places.\n\nYou determine the spirit's appearance, name, and personality. You should choose a personality trait, ideal, bond, and flaw for it, and you should work with your GM to decide on a background story for the spirit that fits the campaign.\n  In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.\n  When it joins with you, the spirit learns three cantrips it can cast at will, which you select from the following lists. At the end of a long rest, you can change which cantrips the spirit knows. \n* Choose one of *chill touch*, *ray of frost*, *sacred flame*, or *vicious mockery*. Use your level when determining the damage of the chosen cantrip. \n* Choose one of *druidcraft*, *prestidigitation*, or *thaumaturgy*. \n* Choose one of *dancing lights*, *message*, or *minor illusion*.\nThe spirit is bonded to you. It can't be turned or destroyed, such as with the cleric's Turn Undead feature. When the spirit usher dies, it retreats to the Ethereal Plane to restore itself and returns to an unoccupied space within 5 feet of you when you finish a long rest. If the spirit usher died within the last hour, you can use your action to expend a spell slot of 1st level or higher to return it to life after 1 minute with all its hit points restored.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_true-psychopomp",
                    "name": "True Psychopomp",
                    "desc": "At 15th level, you can use your Merge Sprit feature as a bonus action instead of an action. When you and your spirit usher merge forms, you gain its Incorporeal Movement trait and Etherealness action, and you are considered to be undead for the purposes of determining whether or not spells or other magical effects can affect you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Haunted Warden",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_hungering/?format=api",
            "key": "toh_hungering",
            "features": [
                {
                    "key": "toh_hungering_feast-of-arcana",
                    "name": "Feast of Arcana",
                    "desc": "Starting at 6th level, when you reduce one or more hostile creatures to 0 hit points with one spell of 1st level or higher, you regain 1 spent sorcery point.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hungering_glutton-for-punishment",
                    "name": "Glutton for Punishment",
                    "desc": "Starting at 14th level, you can use your reaction to intentionally fail a saving throw against a spell that deals damage and that was cast by a hostile creature. If you do so, you regain a number of spent sorcery points equal to half your Charisma modifier (minimum of 1).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hungering_greedy-heart",
                    "name": "Greedy Heart",
                    "desc": "At 18th level, when you spend sorcery points to create spell slots or use metamagic, you reduce the cost by 1 sorcery point (this can't reduce the cost below 1).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hungering_hungry-eyes",
                    "name": "Hungry Eyes",
                    "desc": "At 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn't undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hungering_thirsty-soul",
                    "name": "Thirsty Soul",
                    "desc": "Beginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "srd_sorcerer",
                "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api"
            },
            "name": "Hungering",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_hunt-domain/?format=api",
            "key": "toh_hunt-domain",
            "features": [
                {
                    "key": "toh_hunt-domain_blessing-of-the-hunter",
                    "name": "Blessing of the Hunter",
                    "desc": "At 1st level, you gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "At 1st level, you gain proficiency with martial weapons.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_channel-divinity-heart-strike",
                    "name": "Channel Divinity: Heart Strike",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack's damage. If you score a critical hit with the attack, add +10 to the attack's damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_deadly-stalker",
                    "name": "Deadly Stalker",
                    "desc": "At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. You can't use this feature again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_pack-hunter",
                    "name": "Pack Hunter",
                    "desc": "Starting at 6th level, when an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Hunt Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_hunter-in-darkness/?format=api",
            "key": "toh_hunter-in-darkness",
            "features": [
                {
                    "key": "toh_hunter-in-darkness_avatar-of-death",
                    "name": "Avatar of Death",
                    "desc": "Starting at 14th level, if you reduce a target to 0 hp with a weapon attack, you can use a bonus action to force each ally of the target within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature is frightened of you for 1 minute or until it takes any damage. If a creature is immune to being frightened, it is instead stunned until the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunter-in-darkness_expanded-spell-list",
                    "name": "Expanded Spell List",
                    "desc": "The Hunter in Darkness 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**Hunters in Darkness Expanded Spells (table)**\n| Spell Level   | Spells                             | \n|---------------|------------------------------------| \n| 1st           | *bloodhound*, *hunter's endurance* | \n| 2nd           | *instant snare*, *mark prey*       | \n| 3rd           | *clairvoyance*, *nondetection*     | \n| 4th           | *harry*, *heart-seeking arrow*     | \n| 5th           | *killing fields*, *legend lore*    |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunter-in-darkness_savage-hunter",
                    "name": "Savage Hunter",
                    "desc": "Starting at 1st level, when you reduce a hostile creature to 0 hp, its nearest ally within 30 feet of you must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you until the end of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunter-in-darkness_step-into-shadow",
                    "name": "Step Into Shadow",
                    "desc": "Beginning at 6th level, you can disappear into darkness and reappear next to an enemy. As a bonus action while in dim light or darkness, you can disappear in a puff of inky smoke and reappear in an unoccupied space that is also in dim light or darkness within 5 feet of a creature within 30 feet of you. If that creature is frightened and you attack it, you have advantage on the attack roll. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunter-in-darkness_strike-from-the-dark",
                    "name": "Strike from the Dark",
                    "desc": "Beginning at 10th level, your patron's constant hunger for fear inures you to it. You are immune to being frightened. In addition, when you are in dim light or darkness and you hit a creature with a weapon attack, it must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute or until it takes any damage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunter-in-darkness_the-hunter-in-darkness-and-your-pact-boons",
                    "name": "The Hunter in Darkness and Your Pact Boons",
                    "desc": "When you select your pact boon at 3rd level, it is altered by your patron in the following ways.\n\n***Pact of the Chain.*** Your familiar is a hunting hound made of shadow, and it uses the statistics of a wolf.\n\n***Pact of the Blade.*** Your pact weapon can be a longbow or shortbow in addition to a melee weapon. You must provide arrows for the weapon.\n\n***Pact of the Tome.*** Your tome contains descriptions of tracks made by a multitude of creatures. If you consult your tome for 1 minute while inspecting tracks, you can identify the type of creature that left the tracks (such as a winter wolf), though not the creature's name or specific appearance (such as Frosttooth, the one-eyed leader of a notorious pack of winter wolves that terrorizes the area).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Warlock",
                "key": "srd_warlock",
                "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api"
            },
            "name": "Hunter in Darkness",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_legionary/?format=api",
            "key": "toh_legionary",
            "features": [
                {
                    "key": "toh_legionary_cooperative-strike",
                    "name": "Cooperative Strike",
                    "desc": "Starting at 18th level, when you use the Attack action and attack with a weapon while at least one friendly creature is within 5 feet of you, you can use a bonus action to make one additional attack with that weapon.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_coordinated-fighting",
                    "name": "Coordinated Fighting",
                    "desc": "Starting at 3rd level, you learn techniques and strategies for close-quarter combat. On your first attack each round, you gain a +1 bonus to the attack and damage rolls if at least one friendly creature is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_massed-fighting",
                    "name": "Massed Fighting",
                    "desc": "Starting at 7th level, you learn better techniques and strategies for fighting closely alongside your allies. On your first attack each round, you gain a +1 bonus to the attack and damage rolls for each friendly creature within 5 feet of you, up to a maximum bonus equal to your proficiency bonus.\n  In addition, when you use your Action Surge feature, each friendly creature within 15 feet of you (except you) gains a +2 bonus to AC and to Dexterity saving throws for 1 minute.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_move-as-one",
                    "name": "Move As One",
                    "desc": "At 3rd level, at any point while moving on your turn, you can command a number of willing, friendly creatures within 5 feet of you up to your proficiency bonus to move with you. Each creature that chooses to move with you can use a reaction to move up to its speed alongside you, remaining within 5 feet of you while moving. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_tactical-positioning",
                    "name": "Tactical Positioning",
                    "desc": "At 15th level, moving through a hostile creature's space is not difficult terrain for you, and you can move through a hostile creature's space even if it is only one size larger or smaller than you. As normal, you can't end your move in a hostile creature's space.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_vigilance",
                    "name": "Vigilance",
                    "desc": "At 10th level, when a friendly creature you can see is reduced to 0 hit points, you can use your reaction to move up to your speed toward it. This movement doesn't provoke opportunity attacks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Legionary",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_mercy-domain/?format=api",
            "key": "toh_mercy-domain",
            "features": [
                {
                    "key": "toh_mercy-domain_bolster-the-living",
                    "name": "Bolster the Living",
                    "desc": "At 6th level, you gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you choose this domain at 1st level, you take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner's kit. In addition, you gain proficiency with heavy armor and martial weapons.",
                    "feature_type": "PROFICIENCIES",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_channel-divinity-involuntary-aid",
                    "name": "Channel Divinity: Involuntary Aid",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn't have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_divine-strike-of-mercy",
                    "name": "Divine Strike of Mercy",
                    "desc": "At 8th level, you gain the ability to infuse your weapon strikes with the dual nature of mercy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant or necrotic damage (your choice) to the target. If the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to half the damage dealt. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 14th level, the extra damage increases to 2d6.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_hand-of-grace-and-execution",
                    "name": "Hand of Grace and Execution",
                    "desc": "At 17th level, you imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_threshold-guardian",
                    "name": "Threshold Guardian",
                    "desc": "Also at 1st level, when you hit a creature that doesn't have all of its hit points with a melee weapon attack, the weapon deals extra radiant or necrotic damage (your choice) equal to half your proficiency bonus.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Mercy Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-justice/?format=api",
            "key": "toh_oath-of-justice",
            "features": [
                {
                    "key": "toh_oath-of-justice_avatar-of-perfect-order",
                    "name": "Avatar of Perfect Order",
                    "desc": "At 20th level, you can take on the appearance of justice itself. As an action, you become wreathed in a garment of cold light. For 1 minute, you benefit from the following effects: \n* You are immune to bludgeoning, piercing, and slashing damage. \n* You can use your Justicar's Celerity feature without expending a use of Channel Divinity. \n* When a creature you can see takes the Attack or Cast a Spell action, you can use your reaction to force it to make a Wisdom saving throw. On a failure, it must take a different action of your choice instead.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-justice_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Tether of Righteousness.*** You can use your Channel Divinity to bind your target to you. As an action, you extend a line of energy toward a creature you can see within 30 feet of you. That creature must make a Dexterity saving throw. On a failure, it is tethered and can't move more than 30 feet away from you for 1 minute. While tethered, the target takes lightning damage equal to your Charisma modifier (minimum of 1) at the end of each of its turns. You can use an action to make a Strength (Athletics) check opposed by the tethered creature's Strength (Athletics) or Dexterity (Acrobatics) check (the creature's choice). On a success, you can pull the creature up to 15 feet in a straight line toward you. As an action, the tethered creature can make a Strength check against your spell save DC. On a success, it breaks the tether.\n\n***Justicar's Celerity.*** You can use your Channel Divinity to respond to danger with lightning speed. When a creature that you can see is attacked, you can move up to your speed as a reaction. If you end your movement within 5 feet of the attacker, you can make one melee attack against it as part of this reaction. If you end your movement within 5 feet of the target of the attack, you can become the target of the attack instead as part of this reaction.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-justice_disciplined-pursuant",
                    "name": "Disciplined Pursuant",
                    "desc": "At 7th level, you can bend the laws of magic to parallel the laws of civilization. When you reduce a creature to 0 hit points with a spell or Divine Smite, you can choose to knock out the creature instead of killing it. The creature falls unconscious and is stable.\n  In addition, once per turn when you deal radiant damage to a creature, you can force it to make a Constitution saving throw. On a failure, its speed is halved until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one creature to be affected by this feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-justice_shackles-of-light",
                    "name": "Shackles of Light",
                    "desc": "Starting at 15th level, once per turn when you deal radiant damage to a creature, it must make a Constitution saving throw. On a failure, it is restrained by golden, spectral chains until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one such creature to be affected by this feature. The target of this feature can be different from the target of your Disciplined Pursuant feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-justice_tenets-of-justice",
                    "name": "Tenets of Justice",
                    "desc": "All paladins of justice uphold the law in some capacity, but their oath differs depending on their station. A paladin who serves a queen upholds slightly different tenets than one who serves a small town.\n\n***Uphold the Law.*** The law represents the triumph of civilization over the untamed wilds. It must be preserved at all costs.\n\n***Punishment Fits the Crime.*** The severity of justice acts in equal measure to the severity of a wrongdoer's transgressions. Oath Spells You gain oath spells at the paladin levels listed in the Oath of Justice Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of Justice Spells (table)**\n| Paladin Level  | Spells                              | \n|----------------|-------------------------------------| \n| 3rd            | *color spray*, *guiding bolt*       | \n| 5th            | *guiding bolt*, *zone of truth*     | \n| 9th            | *lightning bolt*, *slow*            | \n| 13th           | *faithful hound*, *locate creature* | \n| 17th           | *arcane hand*, *hold monster*       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of Justice",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-safeguarding/?format=api",
            "key": "toh_oath-of-safeguarding",
            "features": [
                {
                    "key": "toh_oath-of-safeguarding_aura-of-preservation",
                    "name": "Aura of Preservation",
                    "desc": "Beginning at 7th level, you emit an aura of safety while you're not incapacitated. The aura extends 10 feet from you in every direction. The first time you or a friendly creature within the aura would take damage from a weapon attack between the end of your previous turn and the start of your next turn, the target of the attack has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, each friendly creature within the aura has advantage on death saving throws.\n  When you reach 18th level in this class, the range of this aura increases to 30 feet, and friendly creatures within 10 feet of you have resistance to all bludgeoning, piercing, and slashing damage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_battlefield-controller",
                    "name": "Battlefield Controller",
                    "desc": "Starting at 15th level, you can't be shoved. When a hostile creature within 10 feet of you moves more than 10 feet away from you, you can use your reaction to move up to 10 feet and make an attack against that creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Insurmountable Passage.*** As an action, you can use your Channel Divinity and stamp one foot on the ground. The ground within 60 feet of you magically becomes difficult terrain for 1 minute. When you use this feature, you can designate up to 10 creatures that can ignore the difficult terrain.\n\n***Protect from Harm.*** As an action, you can use your Channel Divinity and speak reassuring words. For 1 minute, each friendly creature within 30 feet of you that can see or hear you has advantage on saving throws against spells and abilities that deal damage. In addition, each hostile creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or have disadvantage on its attack rolls until the end of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of Safeguarding Spells table. See the Sacred Oath class feature for how oath spells work.\n\n **Oath of Safeguarding Spells (table)**\n| Paladin Level  | Spells                                 | \n|----------------|----------------------------------------| \n| 3rd            | *longstrider,*, *shield of faith*      | \n| 5th            | *hold person*, *spike growth*          | \n| 9th            | *beacon of hope*, *spirit guardians*   | \n| 13th           | *dimension door*, *stoneskin*          | \n| 17th           | *greater restoration*, *wall of stone* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_redoubtable-defender",
                    "name": "Redoubtable Defender",
                    "desc": "At 20th level, as an action, you can touch your charge, typically a creature or structure, and create a magical link between you, which appears as a razor-thin, ghostly silver tether. For 1 hour, you gain the following benefits: \n* You know the general status and well-being of your charge, such as if your charge is wounded or experiencing a particularly strong emotion, or, in the case of an object or structure, if it is damaged. \n* As an action, you can teleport to an unoccupied space within 5 feet of your charge, if it is a person or object. If the charge is a structure, you can choose to teleport to any unoccupied space within the structure. \n* You are immune to spells and effects that cause you to be charmed or might otherwise influence you to harm your charge. \n* If your charge is a creature and within 5 feet of you, the charge is immune to nonmagical bludgeoning, piercing, and slashing damage, and it has advantage on all saving throws. \n* You can use an action to erect a barrier for 1 minute, similar to a *wall of force*, to protect your charge. The wall can be a hemispherical dome or a sphere with a radius of up to 5 feet, or four contiguous 10-foot-by-10-foot panels. If your charge is a structure, the barrier can cut through portions of the structure without harming it.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_tenets-of-safeguarding",
                    "name": "Tenets of Safeguarding",
                    "desc": "Paladins undertaking the Oath of Safeguarding take their responsibilities seriously and are most likely to seek atonement should they fail in their duties. However, they have no qualms about terminating their protection when their charges prove nefarious. In these cases, they won't leave people stranded in a hostile environment or situation, but they also focus their efforts on their allies over unworthy, former charges. Even when these paladins serve no charge, they seek opportunities to shield others from harm. In combat, they rush to aid their allies and stand alone to allow others to flee from battle.\n\n***Last Line of Defense.*** When your allies must retreat or regroup, you remain to ensure they have ample time to withdraw before withdrawing yourself. If your mission requires you to guard a building, you are the final obstacle the attackers face before breaching the building.\n\n***Protect the Charge.*** You pledge to preserve the lives of people you protect and the sanctity of all structures you guard, even if it means endangering yourself. When you must rest, you ensure your charge is as safe as possible, turning to trusted allies to aid you.\n\n***Shield All Innocents.*** In the absence of a sacred charge to protect, you endeavor to keep all those who can't defend themselves safe from harm. In cases where your charge must take priority, you do what you can to defend the helpless.\n\n***Uphold the Vow.*** You acknowledge the person you protect may reveal themselves as unworthy, such as by committing nefarious acts or exploiting your protection and fidelity, or the location you guard may become a site of terrible acts. When you witness this, you are free to terminate your guardianship. However, you don't leave your now-former charge in any present danger, if only for the possibility of future atonement.\n\n ***Unwavering.*** Nothing shall distract you from your mission. If you are magically compelled to desert your post, you do your utmost to resume your duty. Failing that, you take out your vengeance on the party responsible for your dereliction.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of Safeguarding",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-the-elements/?format=api",
            "key": "toh_oath-of-the-elements",
            "features": [
                {
                    "key": "toh_oath-of-the-elements_aura-of-resistance",
                    "name": "Aura of Resistance",
                    "desc": "Beginning at 7th level, your power over the elements forms a magical ward around you. Choose acid, cold, fire, lightning, or thunder damage when you finish a short or long rest. You and friendly creatures within 10 feet of you have resistance to damage of this type. When you reach 18th level in this class, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Abjure the Otherworldly.*** You can use your Channel Divinity to rebuke elementals and fiends. As an action, you present your holy symbol and recite ancient edicts from when the elements ruled the world. Each elemental or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_elemental-champion",
                    "name": "Elemental Champion",
                    "desc": "At 20th level, you can use a bonus action to manifest the unchained power of the elements. Your eyes glow with fire, your hair and clothes move as if blown by a strong wind, droplets of rain float in a watery halo around you, and the ground trembles with your every step. For 1 minute, you gain the following benefits: \n* You gain the flying speed of an air elemental (90 feet with hover), the Earth Glide trait and burrowing speed of an earth elemental (30 feet), or the swimming speed of a water elemental (90 feet). \n* You have resistance to acid, cold, fire, lightning, and thunder damage. \n* Any weapon you hold is imbued with the power of the elements. Choose an element, as with Elemental Strike. Your weapon deals an extra 3d6 damage to any creature you hit. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type in place of radiant damage when you use your Divine Smite.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_elemental-companion",
                    "name": "Elemental Companion",
                    "desc": "At 15th level, you can call upon the service of an elemental companion to aid you on your quests. As an action, you can summon an elemental of challenge rating 2 or lower, which appears in an unoccupied space you can see within 30 feet of you. The elemental is friendly to you and your companions, and it obeys any verbal commands you issue to it. If you don't issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. It rolls its own initiative and has its own turns in combat.\n  You can have only one elemental companion at a time. If you summon a new one, the previous one disappears. In addition, you can't have a creature magically bound to you or your service, such as through the *conjure elemental* or *dominate person* spells or similar magic, while you have an elemental companion, but you can still have the willing service of a creature that isn't magically bound to you.\n  The elemental continues to serve you until you dismiss it as a bonus action or it is reduced to 0 hit points, which causes it to disappear. Once you summon an elemental companion, you can't summon another one until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_elemental-language",
                    "name": "Elemental Language",
                    "desc": "When you take this oath at 3rd level, you learn to speak, read, and write Primordial.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_elemental-strike",
                    "name": "Elemental Strike.",
                    "desc": "As a bonus action, you can use your Channel Divinity to magically imbue one weapon you are holding with the power of the elements. Choose air, earth, fire, or water. For 1 minute, you gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1) on attacks made with the weapon. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type instead of radiant damage when you use your Divine Smite.\n  You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of the Elements Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Elements Spells (table)**\n| Paladin Level  | Spells                                     | \n|----------------|--------------------------------------------| \n| 3rd            | *burning hands*, *thunderwave*            | \n| 5th            | *acid arrow*, *flaming sphere*             | \n| 9th            | *call lightning*, *protection from energy* | \n| 13th           | *conjure minor elementals*, *ice storm*    | \n| 17th           | *conjure elemental*, *wall of stone*       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_tenets-of-the-elements",
                    "name": "Tenets of the Elements",
                    "desc": "Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.\n\n***Defend the Natural World.*** Every mountaintop, valley, cave, stream, and spring is sacred. You would fight to your last breath to protect natural places from harm.\n\n***Lead the Line.*** You stand at the forefront of every battle as a beacon of hope to lead your allies to victory.\n\n ***Act Wisely, Act Decisively.*** You weigh your actions carefully and offer counsel to those who would behave impulsively. When the time is right, you unleash the fury of the elements upon your enemies.\n\n ***Integrity.*** Your word is your bond. You don't lie or deceive others and always treat them with fairness.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of the Elements",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-the-guardian/?format=api",
            "key": "toh_oath-of-the-guardian",
            "features": [
                {
                    "key": "toh_oath-of-the-guardian_aura-of-awareness",
                    "name": "Aura of Awareness",
                    "desc": "Starting at 7th level, allies around you are more alert and ready to act. You and friendly creatures within 10 feet of you have advantage on initiative rolls. In addition, you and any of your companions within 10 feet of you can't be surprised except when incapacitated. When you reach 18th level in this class, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_band-of-heroes",
                    "name": "Band of Heroes",
                    "desc": "At 20th level, you can charge your allies with divine heroism. As an action, you can choose a number of creatures you can see equal to your proficiency bonus, which can include yourself. Each target gains the following benefits for 1 minute: \n* The target is cured of all disease and poison and can't be frightened or poisoned. \n* The target has advantage on Wisdom and Constitution saving throws. \n* The target gains temporary hit points equal to your level.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Inspired Leadership.*** You can use your Channel Divinity to inspire your allies with your faith. As an action, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one). For 1 minute, each target has advantage on Strength, Constitution, and Charisma saving throws.\n\n ***Turn the Wild.*** As an action, you can cause wild creatures to flee from your presence using your Channel Divinity. Each creature within 30 feet of you with an Intelligence score of 4 or less that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_hold-the-line",
                    "name": "Hold the Line",
                    "desc": "At 15th level, you can turn an ally's success into an opportunity. When a friendly creature you can see within 20 feet of you is forced to make a saving throw, you can use your reaction to grant a bonus equal to your Charisma modifier (minimum of +1) to the target's saving throw. If the saving throw is successful, the target can make one weapon attack against the attacker as a reaction, provided the attacker is within the weapon's range.\n  You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of the Guardian Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Guardian Spells (table)**\n| Paladin Level  | Spells                                    | \n|----------------|-------------------------------------------| \n| 3rd            | *litany of sure hands*, *shield of faith* | \n| 5th            | *mantle of the brave*, *spiritual weapon* | \n| 9th            | *beacon of hope*, *invested champion*     | \n| 13th           | *banishment*, *inspiring speech*          | \n| 17th           | *creation*, *hallow*                      |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_tenets-of-the-guardian",
                    "name": "Tenets of the Guardian",
                    "desc": "When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.\n\n***Encourage Prosperity.*** You must work hard to bring joy and prosperity to all around you.\n\n***Preserve Order.*** Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.\n\n***Decisive Action.*** Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of the Guardian",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-the-hearth/?format=api",
            "key": "toh_oath-of-the-hearth",
            "features": [
                {
                    "key": "toh_oath-of-the-hearth_aura-of-the-hearth",
                    "name": "Aura of the Hearth",
                    "desc": "Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells and effects that deal cold damage. If such a creature succeeds on a saving throw against a spell or effect that allows the creature to take only half the cold damage on a successful save, the creature instead takes no damage. In addition, you and friendly creatures within 10 feet of you have advantage on saving throws against the longterm effects of exposure to cold weather. When you reach 18th level in this class, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Cease Hostility.*** As an action, you can use your Channel Divinity and speak soothing words. For 1 minute, each creature within 60 feet of you that can see or hear you must succeed on a Charisma saving throw to attack another creature. A creature hostile to you has disadvantage on the saving throw. This effect ends on a creature if it is attacked or harmed by a spell.\n\n ***Turn Boreal Creatures.*** As an action, you can use your Channel Divinity and speak a prayer against unnatural cold. Each cold creature within 30 feet of you and that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_divine-sense",
                    "name": "Divine Sense",
                    "desc": "In addition to knowing the location of any celestial, fiend, or undead, your Divine Sense feature allows you to know the location of any cold creature within 60 feet of you that is not behind total cover.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_fiery-smite",
                    "name": "Fiery Smite",
                    "desc": "When you use your Divine Smite feature, you can choose for the extra damage you deal to be fire or radiant, and the extra damage increases to 1d8 only if the target is an undead or a cold creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_icewalker",
                    "name": "Icewalker",
                    "desc": "Starting at 15th level, you have resistance to cold damage, and you can't be restrained or petrified by cold or ice. In addition, you can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of the Hearth Spells table. See the Sacred Oath class feature for how oath spells work.\n\n **Oath of the Hearth Spells (table)**\n| Paladin Level  | Spells                               | \n|----------------|--------------------------------------| \n| 3rd            | *burning hands*, *sanctuary*         | \n| 5th            | *calm emotions*, *flame blade*       | \n| 9th            | *protection from energy*, *tiny hut* | \n| 13th           | *guardian of faith*, *wall of fire*  | \n| 17th           | *flame strike*, *hallow*             |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_roaring-fire",
                    "name": "Roaring Fire",
                    "desc": "At 20th level, you can take on the aspects of a healthy, tended fire, radiating heat and light. For 1 minute, you gain the following benefits: \n* You shed bright light in a 20-foot radius and dim light for an additional 20 feet. \n* Whenever a cold creature starts its turn within 20 feet of you, the creature takes 2d8 fire damage, which ignores resistance and immunity to fire damage. \n* Whenever you cast a paladin spell that deals fire damage and has a casting time of 1 action, you can cast it as a bonus action instead. \n* Your weapon attacks deal an extra 1d6 fire damage on a hit. If you deal fire damage to a cold creature, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute, or until it takes any damage.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_tenets-of-the-hearth",
                    "name": "Tenets of the Hearth",
                    "desc": "Paladins who take the Oath of the Hearth accommodate all creatures and attempt to find diplomatic solutions to conflicts. Once engaged in battle, though, these paladins fight until they defeat their enemies, or their enemies surrender. They rarely extend this peaceful stance to creatures who attack with cold or desire to spread cold conditions beyond natural confines.\n\n***Bastion of Peace.*** Reach out the hand of friendship when encountering strangers, and advocate for peace at the outset of any meeting. Encourage your companions to do likewise. When it becomes clear your opponents wish for violence, don't shrink away from combat.\n\n ***Beacon in the Dark.*** When winter comes and the nights increasingly lengthen, shine a welcoming light to which all people can rally. No creature shall prey on others under the cover of darkness while you are there.\n\n ***Hospitality of Home.*** Provide the comforts of home to those who meet with you peacefully. Respect others' cultures and traditions, provided they don't espouse aggression and violence toward others.\n\n ***Protection from the Elements.*** Ensure all people have shelter from the weather. Help during spring flooding, wintry blizzards, and when the blistering sun threatens heatstroke in the summer.\n\n ***Repel the Cold.*** Strive against foes that seek to bring eternal winter to the world or expand their icy domains into warmer climates. Understand the necessity of the changing of seasons and seek to banish only cold that is abnormal.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of the Hearth",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-the-plaguetouched/?format=api",
            "key": "toh_oath-of-the-plaguetouched",
            "features": [
                {
                    "key": "toh_oath-of-the-plaguetouched_aura-of-radiant-energy",
                    "name": "Aura of Radiant Energy",
                    "desc": "Beginning at 7th level, you and your allies within 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage. At 18th level, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_bulwark-against-death-and-disease",
                    "name": "Bulwark Against Death and Disease",
                    "desc": "Starting at 15th level, you can expend only 1 hit point from your lay on hands pool to cure the target of a disease. In addition, your hit point maximum can't be reduced, and you have advantage on saving throws against effects from undead creatures that reduce your ability scores, such as a shadow's Strength Drain.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Protective Aura.*** As a bonus action, you summon forth your power into a shining aura around yourself. For 1 minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn't against you. If the hostile creature is undead, it instead has disadvantage on all attack rolls that aren't against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.\n\n ***Turn Undead.*** As an action, you present your holy symbol and call upon your power, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of the Plaguetouched Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Plaguetouched Spells (table)**\n| Paladin Level  | Spells                                  | \n|----------------|-----------------------------------------| \n| 3rd            | *bane*, *protection from evil and good* | \n| 5th            | *enhance ability*, *lesser restoration* | \n| 9th            | *life from death*, *remove curse*       | \n| 13th           | *blight*, *freedom of movement*         | \n| 17th           | *greater restoration*, *hold monster*   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_restriction-non-darakhul",
                    "name": "Restriction: Non-Darakhul",
                    "desc": "You can choose this paladin sacred oath only if you are not a darakhul.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_scourge-of-undeath",
                    "name": "Scourge of Undeath",
                    "desc": "At 20th level, as a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits: \n* The bright light shed by your Protective Aura is sunlight. \n* You have advantage on attack rolls against undead. \n* An undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_tenets-of-the-plaguetouched",
                    "name": "Tenets of the Plaguetouched",
                    "desc": "Paladins following the Oath of the Plaguetouched share these tenets.\n\n ***Bravery.*** In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.\n\n ***Stop the Spread of Undeath.*** Fight to ensure the undead don't snuff out the light of life in the world.\n\n ***Relentless.*** Creatures of undeath never tire; you must remain vigilant.\n\n ***Mercy.*** Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of the Plaguetouched",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_old-wood/?format=api",
            "key": "toh_old-wood",
            "features": [
                {
                    "key": "toh_old-wood_avatar-of-the-wood",
                    "name": "Avatar of the Wood",
                    "desc": "Starting at 14th level, you can channel the power of the forest to physically transform, taking on many of its aspects. Your legs, arms, and torso elongate, your body becomes covered in thick, dark bark, and branches sprout from your head as your hair recedes. You can transform as a bonus action and the transformation lasts 1 minute. While transformed, you gain the following benefits: \n* Your Armor Class is 16 plus your Dexterity modifier. \n* You gain tremorsense with a radius of 30 feet, and your attacks can reach 5 feet further. \n* Your hands become branch-like claws, and you can use the Attack action to attack with the claws. You are proficient with the claws, and the claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You add your Charisma modifier to your attack and damage rolls with the claws. The damage is slashing and the damage die is a d6. If you have the Pact of the Blade feature, your claw attack benefits from your invocations as if it was a pact weapon. \n* Your Sap Magic feature changes to Arcasynthesis: When a spell of 5th level or lower is cast within 60 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 50 percent chance of regaining 1d10 hp per level of the spell cast.\nOnce you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_old-wood_expanded-spell-list",
                    "name": "Expanded Spell List",
                    "desc": "Your connection to the forest allows you to 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**Old Wood Expanded Spells (table)**\n| Spell Level   | Spells                                      | \n|---------------|---------------------------------------------| \n| 1st           | *animal friendship*, *faerie fire*          | \n| 2nd           | *animal messenger*, *spike growth*          | \n| 3rd           | *conjure animals*, *protection from energy* | \n| 4th           | *conjure woodland beings*, *giant insect*   | \n| 5th           | *greater restoration*, *tree stride*        |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_old-wood_forests-defender",
                    "name": "Forest's Defender",
                    "desc": "At 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the *shillelagh* cantrip. *Shillelagh* counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_old-wood_natures-endurance",
                    "name": "Nature's Endurance",
                    "desc": "At 10th level, your patron has suffused your body with a portion of its ability to withstand harmful magic. You gain resistance to damage from spells of a level you can cast or lower.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_old-wood_predatory-grace",
                    "name": "Predatory Grace",
                    "desc": "Starting at 6th level, you are able to cast *pass without trace* without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest. In addition, difficult terrain caused by roots, underbrush, and other natural forest terrain costs you no extra movement. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_old-wood_sap-magic",
                    "name": "Sap Magic",
                    "desc": "At 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 25% chance of regaining hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_old-wood_the-old-wood-and-your-pact-boons",
                    "name": "The Old Wood and Your Pact Boons",
                    "desc": "When you select your pact boon at 3rd level, it is altered by your patron in the following ways:\n\n***Pact of the Chain.*** When you conjure your familiar or change its form, you can choose the form of an awakened shrub or child of the briar (see *Tome of Beasts*) in addition to the usual familiar choices.\n\n***Pact of the Blade.*** The blade of the Old Wood is a weapon made of wood and thorns and grows out of your palm. When you cast *shillelagh*, your Pact Blade is affected by the spell, regardless of the form your Pact Blade takes.\n\n***Pact of the Tome.*** The Old Wood grows a tome for you. The tome's cover is hardened bark from the forest's native trees, and its pages are leaves whose color changes with the seasons. If you want to add a new spell to your book, you must first plant it in the ground. After 1 hour, the book emerges from the soil with the new spell inscribed on its leaves. If your tome is lost or destroyed, you must return to your patron forest for it to grow you a new one.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Warlock",
                "key": "srd_warlock",
                "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api"
            },
            "name": "Old Wood",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        }
    ]
}