Character Class List
list: API endpoint for returning a list of classes.
retrieve: API endpoint for returning a particular class.
GET /v2/classes/?format=api&ordering=primary_abilities&page=3
https://api-beta.open5e.com/v2/classes/?format=api&ordering=primary_abilities&page=2", "results": [ { "url": "https://api-beta.open5e.com/v2/classes/toh_wasteland-strider/?format=api", "key": "toh_wasteland-strider", "features": [ { "key": "toh_wasteland-strider_call-the-otherworldly", "name": "Call the Otherworldly", "desc": "At 11th level, you've gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.\n The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren't attacking a creature, but otherwise takes no actions.\n Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wasteland-strider_chaotic-strikes", "name": "Chaotic Strikes", "desc": "When you choose this archetype at 3rd level, you've learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.\n\n**Chaotic Strikes**\n| d8 | Damage Type | \n|----|-------------| \n| 1 | Fire | \n| 2 | Cold | \n| 3 | Lightning | \n| 4 | Psychic | \n| 5 | Necrotic | \n| 6 | Poison | \n| 7 | Radiant | \n| 8 | Force |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wasteland-strider_dimensional-step", "name": "Dimensional Step", "desc": "At 15th level, you have learned to slip briefly between worlds. You can cast the *dimension door* spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wasteland-strider_stalwart-psyche", "name": "Stalwart Psyche", "desc": "Starting at 7th level, you have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wasteland-strider_wasteland-strider-magic", "name": "Wasteland Strider Magic", "desc": "Also starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Strider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Wasteland Strider Spells**\n| Ranger Level | Spells | \n|---------------|----------------------------| \n| 3rd | *protection from the void* | \n| 5th | *calm emotions* | \n| 9th | *dispel magic* | \n| 13th | *banishment* | \n| 17th | *hold monster* |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Ranger", "key": "srd_ranger", "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api" }, "name": "Wasteland Strider", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_wastelander/?format=api", "key": "toh_wastelander", "features": [ { "key": "toh_wastelander_aberrant-physiology", "name": "Aberrant Physiology", "desc": "Starting at 1st level, when a creature scores a critical hit on you, you can use your reaction to shift the positions of your vital organs and turn the critical hit into a normal hit. Any effects triggered by critical hit are canceled.\n You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wastelander_absorb-arcana", "name": "Absorb Arcana", "desc": "Starting at 14th level, when you succeed on a saving throw against a spell that would deal damage to you, you can use your reaction and spend a number of sorcery points equal to the spell's level to reduce the damage to 0.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wastelander_advanced-transformation", "name": "Advanced Transformation", "desc": "At 6th level, your increase in power also increases the concentration of raw magical energy in your blood, further altering your body. The alteration you chose from your Alien Alteration feature evolves as described below. Alternatively, you can choose a second option from the Alien Alteration feature instead of evolving the alteration you chose.\n\n***Caustic Tentacle (Grasping Tentacle).*** Your tentacle excretes acidic mucus. You can use a bonus action to suppress the mucus until the start of your next turn. While the tentacle excretes acidic mucus, it deals an extra 2d6 acid damage to any target it hits. A creature that is grappled by your tentacle at the start of your turn takes the extra acid damage when it takes the bludgeoning damage.\n\n***Cognitive Split (Binary Mind).*** Your cranium expands even further as your brain swells in size. When you use your action to cast a spell, you can use a bonus action to make one melee or ranged weapon attack against a target in range.\n\n***Fell Sprinter (Digitigrade Legs).*** Your legs elongate and your body sheds some of its weight to allow you to reach greater speeds. You can take the Dash or Disengage action as a bonus action on each of your turns. When you Dash, the extra movement you gain is double your speed instead of equal to your speed.\n\n***Third Arm (Prehensile Tail).*** Your tail extends to a length of 15 feet and the end splits into five fingerlike appendages. You can do anything with your tail you could do with a hand, such as wield a weapon. In addition, you can use your tail to drink a potion as a bonus action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wastelander_alien-alteration", "name": "Alien Alteration", "desc": "At 1st level, the influence of raw magical energy in your bloodline remodeled your form. You choose one of the following features as the alteration from your ancestry.\n\n***Binary Mind.*** Your cranium is larger than most creatures of your type and houses your enlarged brain, which is partitioned in a manner that allows you to work on simultaneous tasks. You can use the Search action or make an Intelligence or Wisdom check as a bonus action on your turn.\n\n***Digitigrade Legs.*** Your legs are similar to the rear legs of a wolf or horse. Your movement speed increases by 10 feet, and you can stand up from prone by spending 5 feet of movement rather than half your speed.\n\n***Grasping Tentacle.*** You can use an action to transform one of your arms into a grotesque tentacle. The tentacle is a natural melee weapon with the reach property, which you can use to make unarmed strikes. When you hit with it, you can use Charisma instead of Strength for the attack, and the tentacle deals bludgeoning damage equal to 1d6 + your Charisma modifier. At the start of your turn, if you are grappling a creature with the tentacle, you can deal 1d6 bludgeoning damage to it. You don't have fine motor control over your tentacle, and you can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of spells. You can revert your tentacle back into an arm as a bonus action.\n\n***Prehensile Tail.*** You have a prehensile tail, which allows you to take the Use an Object action as a bonus action on your turn. Your tail can't wield weapons or shields, but it is capable of some manual precision, allowing you to use your tail to hold material components or perform the somatic components of spells. In addition, you can interact with up to two objects for free during your movement and action, provided you use your tail to interact with one of the objects.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wastelander_spontaneous-transformation", "name": "Spontaneous Transformation", "desc": "At 18th level, your body becomes more mutable. You can use a bonus action to gain a second option from the Alien Alteration feature and its evolved form from the Advanced Transformation feature for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Wastelander", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-concordant-motion/?format=api", "key": "toh_way-of-concordant-motion", "features": [ { "key": "toh_way-of-concordant-motion_concordant-mind", "name": "Concordant Mind", "desc": "At 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-concordant-motion_cooperative-ki", "name": "Cooperative Ki", "desc": "Starting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-concordant-motion_coordinated-maneuvers", "name": "Coordinated Maneuvers", "desc": "Starting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-concordant-motion_deflect-strike", "name": "Deflect Strike", "desc": "At 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of Concordant Motion", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-dragon/?format=api", "key": "toh_way-of-the-dragon", "features": [ { "key": "toh_way-of-the-dragon_conquering-wyrm", "name": "Conquering Wyrm", "desc": "Beginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-dragon_draconic-affiliation", "name": "Draconic Affiliation", "desc": "Starting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon | Associated Skill | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper | Stealth | Acid | \n| Blue or Bronze | Insight | Lightning | \n| Brass, Gold, or Red | Intimidation | Fire | \n| Green | Deception | Poison | \n| Silver or White | History | Cold |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-dragon_draconic-onslaught", "name": "Draconic Onslaught", "desc": "At 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-dragon_scales-of-the-wyrm", "name": "Scales of the Wyrm", "desc": "At 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-dragon_take-flight", "name": "Take Flight", "desc": "Starting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Dragon", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-humble-elephant/?format=api", "key": "toh_way-of-the-humble-elephant", "features": [ { "key": "toh_way-of-the-humble-elephant_decisive-in-wrath", "name": "Decisive in Wrath", "desc": "At 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-humble-elephant_slow-to-anger", "name": "Slow to Anger", "desc": "Starting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-humble-elephant_thick-hide", "name": "Thick Hide", "desc": "At 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-humble-elephant_unyielding-step", "name": "Unyielding Step", "desc": "Starting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Humble Elephant", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-still-waters/?format=api", "key": "toh_way-of-the-still-waters", "features": [ { "key": "toh_way-of-the-still-waters_duality-of-water", "name": "Duality of Water", "desc": "Beginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-still-waters_perfect-calm", "name": "Perfect Calm", "desc": "Starting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-still-waters_spreading-ripples", "name": "Spreading Ripples", "desc": "At 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-still-waters_tempestuous-waters", "name": "Tempestuous Waters", "desc": "At 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-still-waters_turbulent-waters", "name": "Turbulent Waters", "desc": "Starting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Still Waters", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-tipsy-monkey/?format=api", "key": "toh_way-of-the-tipsy-monkey", "features": [ { "key": "toh_way-of-the-tipsy-monkey_adaptive-fighting", "name": "Adaptive Fighting", "desc": "Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-tipsy-monkey_fortune-favors-the-fool", "name": "Fortune Favors the Fool", "desc": "Starting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-tipsy-monkey_jester-style", "name": "Jester Style", "desc": "Beginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-tipsy-monkey_stumbling-stance", "name": "Stumbling Stance", "desc": "At 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-tipsy-monkey_sway-and-strike", "name": "Sway and Strike", "desc": "At 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Tipsy Monkey", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-unerring-arrow/?format=api", "key": "toh_way-of-the-unerring-arrow", "features": [ { "key": "toh_way-of-the-unerring-arrow_archery-training", "name": "Archery Training", "desc": "When you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-unerring-arrow_flurry-of-deflection", "name": "Flurry of Deflection", "desc": "At 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-unerring-arrow_improbable-shot", "name": "Improbable Shot", "desc": "At 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-unerring-arrow_needle-eye-of-insight", "name": "Needle Eye of Insight", "desc": "At 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-unerring-arrow_steel-rain-blossom", "name": "Steel Rain Blossom", "desc": "At 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Unerring Arrow", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-wildcat/?format=api", "key": "toh_way-of-the-wildcat", "features": [ { "key": "toh_way-of-the-wildcat_enhanced-agility", "name": "Enhanced Agility", "desc": "When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-wildcat_feline-reflexes", "name": "Feline Reflexes", "desc": "Also at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n You can't benefit from this feature if your speed is 0.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-wildcat_hundred-step-strike", "name": "Hundred Step Strike", "desc": "At 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-wildcat_improved-feline-reflexes", "name": "Improved Feline Reflexes", "desc": "Starting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_way-of-the-wildcat_springing-pounce", "name": "Springing Pounce", "desc": "Starting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n You can use this feature only once per turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Wildcat", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_wind-domain/?format=api", "key": "toh_wind-domain", "features": [ { "key": "toh_wind-domain_channel-divinity-grasp-not-the-wind", "name": "Channel Divinity: Grasp Not the Wind", "desc": "At 2nd level, you can use your Channel Divinity to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn. You don't provoke opportunity attacks while flying in this way.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wind-domain_dire-tempest", "name": "Dire Tempest", "desc": "At 17th level, you can create a 20-foot-radius tornado of swirling wind and debris at a point you can see within 120 feet. The storm lasts until the start of your next turn. All Huge or smaller creatures within the area must make a Strength saving throw against your spell save DC. On a failure, a creature takes 8d6 bludgeoning damage and is thrown 1d4 *x* 10 feet into the air. On a success, a creature takes half the damage and isn't thrown into the air. Creatures thrown into the air take falling damage as normal and land prone.\n In addition, each creature that starts its turn within 15 feet of the tornado must succeed on a Strength saving throw against your spell save DC or be dragged into the tornado's area. A creature that enters the tornado's area is thrown 1d4 *x* 10 feet into the air, taking falling damage as normal and landing prone.\nOnce you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wind-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wind-domain_stormshield", "name": "Stormshield", "desc": "At 6th level, when you take lightning or thunder damage, you can use your reaction to gain resistance to lightning and thunder damage, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wind-domain_winds-chosen", "name": "Wind's Chosen", "desc": "When you choose this domain at 1st level, you learn the *mage hand* cantrip and gain proficiency in the Nature skill. When you cast *mage hand*, you can make the hand invisible, and you can control the hand as a bonus action.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric", "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api" }, "name": "Wind Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/toh_wyrdweaver/?format=api", "key": "toh_wyrdweaver", "features": [ { "key": "toh_wyrdweaver_appropriate-advantage", "name": "Appropriate Advantage", "desc": "At 1st level, you learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save DC, adding the probability die to the DC. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw).", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_expanded-spell-list", "name": "Expanded Spell List", "desc": "The Wyrdweaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.\n\n**Wyrdweaver Expanded Spells (table)**\n| Spell Level | Spells | \n|---------------|------------------------------------| \n| 1st | *bane*, *faerie fire* | \n| 2nd | *blur*, *frenzied bolt* | \n| 3rd | *bestow curse*, *hypnotic pattern* | \n| 4th | *compulsion*, *reset* | \n| 5th | *battle mind*, *mislead* |", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_favored-soul", "name": "Favored Soul", "desc": "Starting at 14th level, your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature loses advantage on the roll and has disadvantage on it, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_improbable-duplicate", "name": "Improbable Duplicate", "desc": "At 6th level, you can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack's damage roll.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_inconceivable-channeling", "name": "Inconceivable Channeling", "desc": "At 10th level, you learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can't regain more than half your maximum probability dice from this feature. Once you use this feature, you can't use it again until you finish a short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "toh_wyrdweaver_probability-wellspring", "name": "Probability Wellspring", "desc": "Starting at 1st level, you gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level.\n You can use these dice to turn the odds in your or your ally's favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a long rest.\n When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tome of Heroes", "key": "toh", "display_name": "Tome of Heroes", "publisher": { "name": "Kobold Press", "key": "kobold-press", "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock", "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api" }, "name": "Wyrdweaver", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/tdcs_blood-domain/?format=api", "key": "tdcs_blood-domain", "features": [ { "key": "tdcs_blood-domain_bloodletting-focus", "name": "Bloodletting Focus", "desc": "From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_blood-domain_bonus-proficiencies", "name": "Bonus Proficiencies", "desc": "At 1st Level, you gain proficiency with martial weapons.", "feature_type": "PROFICIENCIES", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_blood-domain_channel-divinity-blood-puppet", "name": "Channel Divinity: Blood Puppet", "desc": "Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_blood-domain_channel-divinity-crimson-bond", "name": "Channel Divinity: Crimson Bond", "desc": "Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain Concentration on this bond for up to 1 hour.\nDuring your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.\n\n **Health State Examples**\n | 100% | Untouched | \n | 99%-50% | Injured | \n | 49%-1% | Heavily Wounded | \n | 0% | Unconscious or Dying | \n | – | Dead |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_blood-domain_sanguine-recall", "name": "Sanguine Recall", "desc": "At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.\nFor example, if you’re a 4th-level Cleric, you can recover up to two levels of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You then suffer 2d6 damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_blood-domain_vascular-corruption-aura", "name": "Vascular Corruption Aura", "desc": "At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).\nOnce you use this feature, you can’t use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tal'dorei Campaign Setting", "key": "tdcs", "display_name": "Tal'dorei Campaign Setting", "publisher": { "name": "Green Ronin Publishing", "key": "green-ronin", "url": "https://api-beta.open5e.com/v2/publishers/green-ronin/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric", "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api" }, "name": "Blood Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/tdcs_path-of-the-juggernaut/?format=api", "key": "tdcs_path-of-the-juggernaut", "features": [ { "key": "tdcs_path-of-the-juggernaut_demolishing-might", "name": "Demolishing Might", "desc": "Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_path-of-the-juggernaut_overwhelming-cleave", "name": "Overwhelming Cleave", "desc": "Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking many who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action 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": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_path-of-the-juggernaut_stance-of-the-mountain", "name": "Stance of the Mountain", "desc": "You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_path-of-the-juggernaut_thunderous-blows", "name": "Thunderous Blows", "desc": "Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_path-of-the-juggernaut_unstoppable", "name": "Unstoppable", "desc": "Starting at 14th level, you can become “unstoppable” when you rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion (as described in appendix A, PHB).", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tal'dorei Campaign Setting", "key": "tdcs", "display_name": "Tal'dorei Campaign Setting", "publisher": { "name": "Green Ronin Publishing", "key": "green-ronin", "url": "https://api-beta.open5e.com/v2/publishers/green-ronin/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting" }, "saving_throws": [], "subclass_of": { "name": "Barbarian", "key": "srd_barbarian", "url": "https://api-beta.open5e.com/v2/classes/srd_barbarian/?format=api" }, "name": "Path of the Juggernaut", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/tdcs_runechild/?format=api", "key": "tdcs_runechild", "features": [ { "key": "tdcs_runechild_arcane-exemplar-form", "name": "Arcane Exemplar Form", "desc": "Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits: \n* You have a flying speed of 40 feet. \n* Your spell save DC is increased by 2. \n* You have resistance to damage from spells. \n* When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level. When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_essence-runes", "name": "Essence Runes", "desc": "At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an addi- tional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.\nAt the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.\nAs a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action\nIf you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_glyphs-of-aegis", "name": "Glyphs of Aegis", "desc": "Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.\nAt 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_manifest-inscriptions", "name": "Manifest Inscriptions", "desc": "At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_runic-torrent", "name": "Runic Torrent", "desc": "Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_runechild_sigilic-augmentation", "name": "Sigilic Augmentation", "desc": "Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to main- tain this benefit additional rounds by expending a charged rune at the start of each of your following turns.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tal'dorei Campaign Setting", "key": "tdcs", "display_name": "Tal'dorei Campaign Setting", "publisher": { "name": "Green Ronin Publishing", "key": "green-ronin", "url": "https://api-beta.open5e.com/v2/publishers/green-ronin/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Runechild", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/tdcs_way-of-the-cerulean-spirit/?format=api", "key": "tdcs_way-of-the-cerulean-spirit", "features": [ { "key": "tdcs_way-of-the-cerulean-spirit_debilitating-barrage", "name": "Debilitating Barrage", "desc": "Upon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_extort-truth", "name": "Extort Truth", "desc": "At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_extract-aspects", "name": "Extract Aspects", "desc": "Beginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_mind-of-mercury", "name": "Mind of Mercury", "desc": "Starting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_mystical-erudition", "name": "Mystical Erudition", "desc": "Upon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "tdcs_way-of-the-cerulean-spirit_preternatural-counter", "name": "Preternatural Counter", "desc": "Beginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 11, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Tal'dorei Campaign Setting", "key": "tdcs", "display_name": "Tal'dorei Campaign Setting", "publisher": { "name": "Green Ronin Publishing", "key": "green-ronin", "url": "https://api-beta.open5e.com/v2/publishers/green-ronin/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of the Cerulean Spirit", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_arcane-warrior/?format=api", "key": "open5e_arcane-warrior", "features": [ { "key": "open5e_arcane-warrior_arcane-strike", "name": "Arcane Strike", "desc": "Starting at 10th level, foes you strike in combat become more susceptible to your magical offensives as well. Creatures suffer disadvantage on a saving throw against your spells if you have hit them with a weapon attack. This effect only lasts until the end of your next turn after hitting the creature, and only applies to the first saving throw they make against one of your spells during this time.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_arcane-warrior_battle-magic", "name": "Battle Magic", "desc": "At 7th level, you can use your bonus action to make a weapon attack on a turn that you use an action to cast a cantrip.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_arcane-warrior_bonded-weapon", "name": "Bonded Weapon", "desc": "Starting at 3rd level, you can create a magical bond between you and a particular weapon of your choice. This weapon becomes almost like a part of you, and unless you are incapacitated, no one can disarm it from you. If you are not holding the weapon, you can use a bonus action to summon it instantly into your hand via teleportation unless it is on another plane of existence.\n\nTo create the magical bond with your weapon, you must perform a ritual that takes 1 hour. During the ritual, the weapon you are attempting to bond with must always be at your side, but you can otherwise complete the ritual over the course of a short rest. You can perform the ritual multiple times, but you can only remain bonded to two particular weapons at any given time. Bonding with a third weapon will break the bond with one of your other weapons that you choose. Furthermore, you can only use your bonus action to summon one bonded weapon per turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_arcane-warrior_eldritch-charge", "name": "Eldritch Charge", "desc": "Starting at 15th level, your ferocious charges let you briefly plunge through the ethereal plane. When you use an Action Surge, in addition to gaining an additional action, you can teleport to any unoccupied space that you can see within 30 feet. This teleportation and your extra action can be used in either order.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_arcane-warrior_improved-battle-magic", "name": "Improved Battle Magic", "desc": "At 18th level, your ability to use spells in combat further improves. You can use your bonus action to make an attack after using your action to cast a spell of any level, not just cantrips.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_arcane-warrior_spellcasting", "name": "Spellcasting", "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** Choose two cantrips from the wizard spell list to learn. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Arcane Warrior Spells table.\nFor example, if you are a 7th-level Arcane Warrior who knows the 1st-level spell _magic missile_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _shatter_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the abjuration or evocation schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Arcane Warrior Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the evocation and abjuration schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Arcane Warrior could learn a new spell of either 1st or 2nd-level, but it must be from either the abjuration or evocation schools. At 8th level, the Arcane Warrior learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Arcane Warrior, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Arcane Warrior level is 7th or lower, you can only know one spell of 1st level or higher from a school other than abjuration or evocation. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Arcane Warrior Spells (table)**\n\n| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\n|---------------|----------------|--------------|-----|-----|-----|-----|\n| 3rd | 2 | 3 | 2 | - | - | - |\n| 4th | 2 | 4 | 3 | - | - | - |\n| 5th | 2 | 4 | 3 | - | - | - |\n| 6th | 2 | 4 | 3 | - | - | - |\n| 7th | 2 | 5 | 4 | 2 | - | - |\n| 8th | 2 | 6 | 4 | 2 | - | - |\n| 9th | 2 | 6 | 4 | 2 | - | - |\n| 10th | 3 | 7 | 4 | 3 | - | - |\n| 11th | 3 | 8 | 4 | 3 | - | - |\n| 12th | 3 | 8 | 4 | 3 | - | - |\n| 13th | 3 | 9 | 4 | 3 | 2 | - |\n| 14th | 3 | 10 | 4 | 3 | 2 | - |\n| 15th | 3 | 10 | 4 | 3 | 2 | - |\n| 16th | 3 | 11 | 4 | 3 | 3 | - |\n| 17th | 3 | 11 | 4 | 3 | 3 | - |\n| 18th | 3 | 11 | 4 | 3 | 3 | - |\n| 19th | 3 | 12 | 4 | 3 | 3 | 1 |\n| 20th | 3 | 13 | 4 | 3 | 3 | 1 |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Fighter", "key": "srd_fighter", "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api" }, "name": "Arcane Warrior", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_circle-of-the-many/?format=api", "key": "open5e_circle-of-the-many", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Druid", "key": "srd_druid", "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api" }, "name": "Circle of the Many", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_college-of-skalds/?format=api", "key": "open5e_college-of-skalds", "features": [ { "key": "open5e_college-of-skalds_battle-fury", "name": "Battle Fury", "desc": "At 6th level, you can unleash even more fury in combat. When you use the attack action, you can make two attacks instead of one.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_college-of-skalds_combat-aptitude", "name": "Combat Aptitude", "desc": "When you choose the College of Skalds at 3rd level, you become proficient in all martial weapons, as well as in the use of medium armor and shields.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_college-of-skalds_saga-of-deeds", "name": "Saga of Deeds", "desc": "Starting at 3rd level, you can use your stories of the great battles of legend to inspire your allies in combat. The dice gained from your Bardic Inspiration feature can be used in the following ways:\n\n* After rolling damage for a successful weapon attack, a creature can choose to roll a Bardic Inspiration die and add the result to the damage dealt.\n* When a creature is the target of an attack roll, before knowing whether the rolled number is a hit or a miss, it may roll a Bardic Inspiration die as a reaction, adding the result to its armor class for this specific attack only.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_college-of-skalds_song-and-strike", "name": "Song and Strike", "desc": "Starting at 14th level, you can wade into combat even as you wield your bardic magic. Any time you cast a bard spell as an action, you can use your bonus action to make a single weapon attack.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Bard", "key": "srd_bard", "url": "https://api-beta.open5e.com/v2/classes/srd_bard/?format=api" }, "name": "College of Skalds", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_demise-domain/?format=api", "key": "open5e_demise-domain", "features": [ { "key": "open5e_demise-domain_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this domain at 1st level, you gain the martial weapon proficiency.\n\n#### Death’s Cut\n\nYour connection to death means that your necromantic powers can cut through more foes. You learn an additional cantrip of the necromancy school from any class spell list. When you cast any necromancy cantrip that targets a single creature, you can target a second creature within the spell’s range if it is within 5 feet of the first target.\n\n#### Channel Divinity: Killing Touch\n\nBeginning at 2nd level, when one of your melee attacks hit a creature, you can make use of your Channel Divinity to add necrotic damage equal to your cleric level times two, plus 5.\n\n#### Death Comes for All\n\nJust as death comes for all creatures, at 6th level your deathly powers affect even those who could normally withstand them. You ignore a creature’s necrotic resistance when you deal damage via spells or your Channel Divinity.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_demise-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.\n\n#### Improved Death’s Cut\n\nBeginning at 17th level, your Death’s Cut feature can apply to spells of the necromancy school of up to 5th-level in addition to cantrips. However, you must double the amount of material components used if the spell calls for them.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric", "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api" }, "name": "Demise Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_eldritch-trickster/?format=api", "key": "open5e_eldritch-trickster", "features": [ { "key": "open5e_eldritch-trickster_arcane-ambuscade", "name": "Arcane Ambuscade", "desc": "At 9th level, you can set potent magical ambushes. Creatures have disadvantage on saving throws against your spells if you are hidden during casting. If the spell allows multiple saving throws, this effect only applies to the turn when you cast the spell.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_eldritch-grift", "name": "Eldritch Grift", "desc": "Starting at 17th level, your thieving cunning combined with your magical skill allow you to steal another spellcaster’s spell, temporarily granting you the knowledge to cast it while also depriving them of the ability to do so.\n\nAs a reaction when a creature targets you with a spell, or when you are in the area of effect of a spell cast by another creature, you force the creature to make a saving throw with a DC equal to your spell save DC, adding their spellcasting ability modifier to the check. If the creature fails this saving throw, not only are you unaffected by the spell, but you can cast the spell for the next 8 hours as long as you have spell slots to do so. During the same period, the original caster is unable to cast the spell.\n\nYou can only use this ability if the spell is 1st level or higher. You cannot steal a spell if it is of a higher level than you are able to cast with your spell slots, but you can steal a spell even if it is not on the wizard spell list. After you use this feature, you lose the ability to use it again until you have finished a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_magical-misdirection", "name": "Magical Misdirection", "desc": "Starting at 13th level, you can use the spell _mage hand_ to create distractions. You may choose one creature within 5 feet spectral, floating hand you create with the spell and use a bonus action on your turn to divert the creature’s attention away from yourself. Until the end of the turn, you gain advantage on attack rolls against the distracted creature.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_sleight-of-mage-hand", "name": "Sleight of Mage Hand", "desc": "If you cast the cantrip _mage hand_, you may cause the spectral, floating hand created by the spell to be invisible to observers. In addition to the functions described in the spell’s description, you may carry out the following tasks:\n\n* You can disarm traps and pick locks using thieves’ tools at the range of the spell.\n* You can pick a creature’s pocket, retrieving an object in a container that is being carried or worn by that creature.\n* You can also plant an object being held by the hand into a container that is being carried or worn by another creature.\n\nIn order to complete any of these tasks without being noticed, you must contest the target creature’s Wisdom (Perception) with a successful Dexterity (Sleight of Hand) check. Rather than controlling the spectral hand with an action, you may use the bonus action from your Cunning Action feature.", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_eldritch-trickster_spellcasting", "name": "Spellcasting", "desc": "Beginning at 3rd level, you can cast spells from the wizard spell list.\n\n**_Cantrips._** You learn the cantrip _mage hand_ and two additional cantrips of your choice, picking from the wizard spell list. At 10th level, you learn one additional cantrip from the same list.\n\n**_Spell Slots._** You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Eldritch Prankster Spells table.\nFor example, if you are a 7th-level Eldritch Prankster who knows the 1st-level spell _disguise self_, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell _invisibility_, you would need to expend a 2nd-level spell slot in order to cast it.\n\n**_1st-Level and Higher Spells Known._** Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the enchantment or illusion schools.\n\nYou automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Eldritch Prankster Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the illusion and enchantment schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.\n\nFor instance, upon reaching 7th level in this class, an Eldritch Prankster could learn a new spell of either 1st or 2nd-level, but it must be from either the enchantment or illusion schools. At 8th level, the Eldritch Prankster learns another spell of 1st or 2nd-level, which can be chosen from any spell school.\n\nEvery time you gain a new level of Eldritch Prankster, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Eldritch Prankster level is 7th or lower, you can only know one spell of 1st level or higher from a school other than enchantment or illusion. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.\n\n**_Spellcasting Ability._** You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.\n\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\n\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\n\n**Eldritch Prankster Spells (table)**\n\n| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |\n|---------------|----------------|--------------|-----|-----|-----|-----|\n| 3rd | 3 | 3 | 2 | - | - | - |\n| 4th | 3 | 4 | 3 | - | - | - |\n| 5th | 3 | 4 | 3 | - | - | - |\n| 6th | 3 | 4 | 3 | - | - | - |\n| 7th | 3 | 5 | 4 | 2 | - | - |\n| 8th | 3 | 6 | 4 | 2 | - | - |\n| 9th | 3 | 6 | 4 | 2 | - | - |\n| 10th | 4 | 7 | 4 | 3 | - | - |\n| 11th | 4 | 8 | 4 | 3 | - | - |\n| 12th | 4 | 8 | 4 | 3 | - | - |\n| 13th | 4 | 9 | 4 | 3 | 2 | - |\n| 14th | 4 | 10 | 4 | 3 | 2 | - |\n| 15th | 4 | 10 | 4 | 3 | 2 | - |\n| 16th | 4 | 11 | 4 | 3 | 3 | - |\n| 17th | 4 | 11 | 4 | 3 | 3 | - |\n| 18th | 4 | 11 | 4 | 3 | 3 | - |\n| 19th | 4 | 12 | 4 | 3 | 3 | 1 |\n| 20th | 4 | 13 | 4 | 3 | 3 | 1 |", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Rogue", "key": "srd_rogue", "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api" }, "name": "Eldritch Trickster", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_mischief-domain/?format=api", "key": "open5e_mischief-domain", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric", "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api" }, "name": "Mischief Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_oathless-betrayer/?format=api", "key": "open5e_oathless-betrayer", "features": [ { "key": "open5e_oathless-betrayer_aura-of-loathing", "name": "Aura of Loathing", "desc": "Starting at 7th level, you add your Charisma modifier to damage rolls from melee weapons (with a minimum bonus of +1). Creatures of the fiend or undead type within 10 feet of you also gain this bonus, but the bonus does not stack with the same bonus from another paladin.\n\nAt 18th level, the range of this aura increases to 30 feet.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 7, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_channel-divinity", "name": "Channel Divinity", "desc": "As an Oathless Betrayer paladin of 3rd level or higher, you gain the following two Channel Divinity options.\n\n**_Command the Undead._** As an action, you may target one undead creature within 30 feet that you can see. If the target creature fails a Wisdom saving throw against your spellcasting DC, it is compelled to obey you for the next 24 hours. The effect ends on the target creature if you use this ability on a different target, and you cannot use this ability on an undead creature if its challenge rating exceeds or is equal to your paladin class level.\n\n**_Frightful Bearing._** As an action, you take on a menacing aspect to terrify your enemies. You target any number of creatures within 30 feet that can see you to make a Wisdom saving throw. Each target that fails its save becomes frightened of you. The creature remains frightened for 1 minute, but it may make a new Wisdom saving throw to end the effect if it is more than 30 feet away from you at the end of its turn.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_master-of-doom", "name": "Master of Doom", "desc": "At 20th level, as an action, you can cloak yourself and any allied creatures of your choice within 30-feet in an aura of darkness. For 1 minute, bright light in this radius becomes dim light, and any creatures that use primarily sight suffer disadvantage on attack rolls against you and the others cloaked by you.\n\nIf an enemy that starts its turn in the aura is frightened of you, it suffers 4d10 psychic damage. You may also use a bonus action to lash out with malicious energy against one creature on your turn during the duration of the aura. If you succeed on a melee spell attack against the target, you deal 3d10 + your Charisma modifier in necrotic damage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_oath-spells", "name": "Oath Spells", "desc": "You gain oath spells at the paladin levels listed.\n\n| Level | Paladin Spells |\n|-------|--------------------------------|\n| 3rd | hellish rebuke, inflict wounds |\n| 5th | crown of madness, darkness |\n| 9th | animate dead, bestow curse |\n| 13th | blight, confusion |\n| 17th | contagion, dominate person |", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_tenets-of-the-betrayer", "name": "Tenets of the Betrayer", "desc": "By their very nature, Oathless Betrayers do not share any common ideals, but may hold to one of the following tenets.\n\n**_Twisted Honor._** You still cling to your former oath, but distorted to serve your new purpose. For instance, you may still demand a fair fight against a worthy adversary, but show only contempt to those you deem weak.\n\n**_Utter Depravity._** You follow some part of your former oath to the opposite extreme. If you were once honest to a fault, you might now tell lies for the simple pleasure of causing others pain.\n\n**_Misguided Revenge._** You blame your fall not on your own failings but on the actions of another, possibly one who remained righteous where you wavered. Your all-consuming hate clouds your reason, and you’ve dedicated yourself to revenge at any cost for imagined wrongs.", "feature_type": "CLASS_FEATURE", "gained_at": [], "data_for_class_table": [] }, { "key": "open5e_oathless-betrayer_unearthly-barrier", "name": "Unearthly Barrier", "desc": "Beginning at 15th level, you receive resistance to nonmagical bludgeoning, piercing, and slashing damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 15, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Paladin", "key": "srd_paladin", "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api" }, "name": "Oathless Betrayer", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_school-of-divining-and-soothsaying/?format=api", "key": "open5e_school-of-divining-and-soothsaying", "features": [ { "key": "open5e_school-of-divining-and-soothsaying_expert-diviner", "name": "Expert Diviner", "desc": "Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the divination school.\n\n#### Premonition\n\nAlso at 2nd level, you begin to see in your dreams brief images of events yet to unfold. After finishing a long rest, you can make two d20 rolls and keep track of the results for later. Any time before the next time you complete a long rest, when you or a creature visible to you is about to make an ability check, attack roll, or saving throw, you can choose to stop the roll from happening and instead use one of the results from your premonition.\n\nYou can only use this feature once per turn, and after you have used a result from your premonition, you cannot use it again. Any result not used before your next long rest are lost as false premonitions and cannot be used either.\n\n#### Soothing Savant\n\nStarting at 6th level, you are so skilled at soothsaying that you gain more spellcasting power when you use your divinations. Any time you use a spell slot to cast a divination spell of at least 2nd level, you regain one of your spell slots that you’ve expended for the day. A spell slot regained in this way must be lower than 6th level as well as lower than the spell level you used to activate the feature.\n\n#### Extrasensory Perception\n\nBeginning at 10th level, you can extend your senses beyond their normal capabilities. At any time, you may choose one of the following options and gain the associated benefit until you take a short or a long rest or are incapacitated. You can only use this feature once per short or long rest.\n\n***Ether Sight.*** You can see creatures and objects on the Ethereal Plane up to 60 feet away.\n\n***Script Sight.*** You can comprehend writing in any language as if it were written in your native tongue.\n\n***Shadow Sight.*** You get darkvision with a range up to 60 feet, or increase the range of your darkvision to 60 feet if you already have it.\n\n***Unseen Sight.*** You gain the power to see invisible creatures and objects as if they were visible at a range of 10 feet within your line of sight.\n\n#### Premonition Addition\n\nBeginning at 14th level, when you use your Premonition feature, you may roll and record the results of three d20s as your resting hours fill with further visions.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Divining and Soothsaying", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_school-of-illusions-and-phantasms/?format=api", "key": "open5e_school-of-illusions-and-phantasms", "features": [ { "key": "open5e_school-of-illusions-and-phantasms_enhanced-cantrip", "name": "Enhanced Cantrip", "desc": "At 2nd level, you gain one additional cantrip, either _minor illusion_ or, if you already knew this spell, then another that you choose. Your mastery of this spell is such that, when you cast it, you can create an illusory image and a sound with the same casting. When calculating your cantrips known per level, this spell does not count against your total.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_expert-illusionist", "name": "Expert Illusionist", "desc": "Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the illusion school.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_mutable-mirage", "name": "Mutable Mirage", "desc": "At 6th level, you can use your action to alter the illusion created by a spell you previously cast. You can only use this feature on spells with a duration of at least 1 minute, and you must be able to see the illusion when you alter it. You cannot change the illusion in a way not allowed by the initial casting of the spell.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_phantasmagoria", "name": "Phantasmagoria", "desc": "Starting at 14th level, you can draw energy from the plane of shadow to give parts of your illusions a temporary physical essence. Any time after you cast an illusion spell of at least 1st level, while the spell is in effect, you can use a bonus action to apply this power to a single nonmagical, inanimate object within the illusion of the spell. For 1 minute, this object can be physically interacted with, but it can’t be used to deal damage.\n\nAs an example, you could create an illusory staircase and scale it, or create an illusory portcullis to bar a pursuer, but you could not dispatch an enemy by dropping an illusory boulder on them.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_school-of-illusions-and-phantasms_second-semblance", "name": "Second Semblance", "desc": "Starting at 10th level, if you are the target of an attack roll by another creature, you can substitute an illusion of yourself between you and your attacker. You use your reaction, causing the attack to miss you and hit the illusion, and your illusion vanishes afterwards. You can use this feature once per short or long rest.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Wizard", "key": "srd_wizard", "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api" }, "name": "School of Illusions and Phantasms", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_storm-domain/?format=api", "key": "open5e_storm-domain", "features": [ { "key": "open5e_storm-domain_bonus-proficiency", "name": "Bonus Proficiency", "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor as well as with martial weapons.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_channel-divinity-full-fury", "name": "Channel Divinity: Full Fury", "desc": "Starting at 2nd level, you can use your Channel Divinity to increase the fury of your storm based attacks. Whenever you would deal lightning or thunder damage from an attack, rather than roll damage, you can use the Channel Divinity feature to deal the maximum possible damage.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_divine-strike", "name": "Divine Strike", "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 8, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_skys-blessing", "name": "Sky’s Blessing", "desc": "Starting at 17th level, you gain a flying speed whenever you are outdoors. Your flying speed is equal to your present walking speed.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_storm-blast", "name": "Storm Blast", "desc": "Beginning at 6th level, you can choose to push a Large or smaller creature up to 10 feet away from you any time you deal lightning damage to it.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_storm-domain_tempests-rebuke", "name": "Tempest’s Rebuke", "desc": "Also starting at 1st level, you can strike back at your adversaries with thunder and lightning. If a creature hits you with an attack, you can use your reaction to target it with this ability. The creature must be within 5 feet of you, and you must be able to see it. The creature must make a Dexterity saving throw, taking 2d8 damage on a failure. On a success, the creature takes only half damage. You may choose to deal either lightning or thunder damage with this ability.\n\nYou may use this feature a number of times equal to your Wisdom modifier (at least once). When you finish a long rest, you regain your expended uses.", "feature_type": "CLASS_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Cleric", "key": "srd_cleric", "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api" }, "name": "Storm Domain", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_the-ancient-fey-court/?format=api", "key": "open5e_the-ancient-fey-court", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock", "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api" }, "name": "The Ancient Fey Court", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_the-great-elder-thing/?format=api", "key": "open5e_the-great-elder-thing", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Warlock", "key": "srd_warlock", "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api" }, "name": "The Great Elder Thing", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_way-of-shadowdancing/?format=api", "key": "open5e_way-of-shadowdancing", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Monk", "key": "srd_monk", "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api" }, "name": "Way of Shadowdancing", "hit_dice": null, "caster_type": null, "primary_abilities": [] }, { "url": "https://api-beta.open5e.com/v2/classes/open5e_wyrd-magic/?format=api", "key": "open5e_wyrd-magic", "features": [], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Wyrd Magic", "hit_dice": null, "caster_type": null, "primary_abilities": [] } ] }{ "count": 129, "next": null, "previous": "