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

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

{
    "count": 129,
    "next": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=subclass_of&page=3",
    "previous": "https://api-beta.open5e.com/v2/classes/?format=api&ordering=subclass_of",
    "results": [
        {
            "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_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/srd_circle-of-the-land/?format=api",
            "key": "srd_circle-of-the-land",
            "features": [
                {
                    "key": "srd_circle-of-the-land_bonus-cantrip",
                    "name": "Bonus Cantrip",
                    "desc": "When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_circle-spells",
                    "name": "Circle Spells",
                    "desc": "Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm  | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk  | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone  | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement  | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste  | \r\n| 7th | divination, freedom of movement  | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth  | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin  | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells  | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        },
                        {
                            "level": 5,
                            "detail": null
                        },
                        {
                            "level": 7,
                            "detail": null
                        },
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_lands-stride",
                    "name": "Land's Stride",
                    "desc": "Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_natural-recovery",
                    "name": "Natural Recovery",
                    "desc": "Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.\r\n\r\nFor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_natures-sanctuary",
                    "name": "Nature's Sanctuary",
                    "desc": "When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.\r\n\r\nThe creature is aware of this effect before it makes its attack against you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_circle-of-the-land_natures-ward",
                    "name": "Nature's Ward",
                    "desc": "When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of the Land",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-ash/?format=api",
            "key": "toh_circle-of-ash",
            "features": [
                {
                    "key": "toh_circle-of-ash_ash-cloud",
                    "name": "Ash Cloud",
                    "desc": "At 2nd level, you can expend one use of your Wild Shape and, rather than assuming a beast form, create a small, brief volcanic eruption beneath the ground, causing it to spew out an ash cloud. As an action, choose a point within 30 feet of you that you can see. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n  This eruption creates a 20-foot-radius sphere of ash centered on the eruption point. The cloud spreads around corners, and its area is heavily obscured. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw against your spell save DC or have disadvantage on ability checks and saving throws until the start of its next turn. Creatures that don't need to breathe or that are immune to poison automatically succeed on this saving throw.\n  You automatically succeed on this saving throw while within the area of your ash cloud, but you don't automatically succeed if you are in another Circle of Ash druid's ash cloud.\n  The cloud lasts for 1 minute, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-ash_feed-the-earth",
                    "name": "Feed the Earth",
                    "desc": "At 10th level, your Ash Cloud feature becomes more potent. Instead of the normal eruption effect, when you first create the ash cloud, each creature within 10 feet of the point you chose must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage and 2d8 fire damage on a failed save, or half as much damage on a successful one.\n  In addition, when a creature enters this more potent ash cloud for the first time on a turn or starts its turn there, that creature has disadvantage on ability checks and saving throws while it remains within the cloud. Creatures are affected even if they hold their breath or don't need to breathe, but creatures that are immune to poison are immune to this effect.\n  If at least one creature takes damage from the ash cloud's eruption, you can use your reaction to siphon that destructive energy into the rapid growth of vegetation. The area within the cloud becomes difficult terrain that lasts while the cloud remains. You can't cause this growth in an area that can't accommodate natural plant growth, such as the deck of a ship or inside a building.\n  The ash cloud now lasts for 10 minutes, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-ash_firesight",
                    "name": "Firesight",
                    "desc": "Starting at 2nd level, your vision can't be obscured by ash, fire, smoke, fog, or the cloud created by your Ash Cloud feature, but it can still be obscured by other effects, such as dim light, dense foliage, or rain. In addition, you have advantage on saving throws against gas or cloud-based effects, such as from the *cloudkill* or *stinking cloud* spells, a gorgon's petrifying breath, or a kraken's ink cloud.\n#### Covered in Ash\nAt 6th level, when a creature within 30 feet of you that you can see (including yourself) takes damage, you can use your reaction to cover the creature in magical ash, giving it temporary hit points equal to twice your proficiency bonus. The target gains the temporary hit points before it takes the damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  In addition, while your Ash Cloud feature is active and you are within 30 feet of it, you can use a bonus action to teleport to an unoccupied space you can see within the cloud. You can use this teleportation no more than once per minute.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-ash_from-the-ashes",
                    "name": "From the Ashes",
                    "desc": "Beginning at 14th level, when you are reduced to 0 hit points, your body is consumed in a fiery explosion. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save DC, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. After the explosion, your body becomes a pile of ashes.\n  At the end of your next turn, you reform from the ashes with all of your equipment and half your maximum hit points. You can choose whether or not you reform prone. If your ashes are moved before you reform, you reform in the space that contains the largest pile of your ashes or in the nearest unoccupied space. After you reform, you suffer one level of exhaustion.\n  Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Ash",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-bees/?format=api",
            "key": "toh_circle-of-bees",
            "features": [
                {
                    "key": "toh_circle-of-bees_bee-bond",
                    "name": "Bee Bond",
                    "desc": "When you choose this circle at 2nd level, you gain proficiency in the Acrobatics or Stealth skill (your choice), and you can speak and understand Bee Dance, a language shared by bees that involves flying in dance-like patterns. Bees refuse to attack you, even with magical coercion.\n  When a beast other than a bee attacks you with a weapon that deals poison damage, such as a giant spider's bite or a scorpion's sting, it must succeed on a Charisma saving throw against your spell save DC or have disadvantage on its attack rolls against you until the start of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_bee-stinger",
                    "name": "Bee Stinger",
                    "desc": "Also at 2nd level, you can use an action and expend one use of your Wild Shape to grow a bee's stinger, typically growing from your wrist, which you can use to make unarmed strikes. When you hit with an unarmed strike while this stinger is active, you use Wisdom instead of Strength for the attack, and your unarmed strike deals piercing damage equal to 1d4 + your Wisdom modifier + poison damage equal to half your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike.\n  The stinger lasts for a number of hours equal to half your druid level (rounded down) or until you use your Wild Shape again.\n  When you reach 6th level in this class, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and the poison damage dealt by your stinger equals your proficiency bonus. In addition, the unarmed strike damage you deal while the stringer is active increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_bumblebee-rush",
                    "name": "Bumblebee Rush",
                    "desc": "At 6th level, you can take the Dash action as a bonus action. When you do so, creatures have disadvantage on attack rolls against you until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_circle-spells",
                    "name": "Circle Spells",
                    "desc": "Your bond with bees and other stinging beasts grants you knowledge of certain spells. At 2nd level, you learn the true strike cantrip. At 3rd, 5th, 7th, and 9th levels, you gain access to the spells listed for those levels in the Circle of Bees Spells table.\n  Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of Bee Spells**\n| Druid Level  | Spells                             | \n|--------------|------------------------------------| \n| 3rd          | *blur*, *bombardment of stings*    | \n| 5th          | *fly*, *haste*                     | \n| 7th          | *giant insect*, *locate creature*  | \n| 9th          | *insect plague*, *telepathic bond* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_hive-mind",
                    "name": "Hive Mind",
                    "desc": "At 10th level, when you cast *telepathic bond*, each creature in the link has advantage on Intelligence, Wisdom, and Charisma checks if at least one creature in the link has proficiency in a skill that applies to that check. In addition, if one creature in the link succeeds on a Wisdom (Perception) check to notice a hidden creature or on a Wisdom (Insight) check, each creature in the link also succeeds on the check. Finally, when a linked creature makes an attack, it has advantage on the attack roll if another linked creature that can see it uses a reaction to assist it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-bees_mantle-of-bees",
                    "name": "Mantle of Bees",
                    "desc": "At 14th level, you can use an action to cover yourself in bees for 1 hour or until you dismiss them (no action required). While you are covered in a mantle of bees, you gain a +2 bonus to AC, and you have advantage on Charisma (Intimidation) checks. In addition, when a creature within 5 feet of you hits you with a melee weapon, it must make a Constitution saving throw against your spell save DC. On a failure, the attacker takes 1d8 piercing damage and 1d8 poison damage and is poisoned until the end of its next turn. On a successful save, the attacker takes half the damage and isn't poisoned.\n  While the mantle is active, you can use an action to direct the bees to swarm a 10-foot-radius sphere within 60 feet of you. Each creature in the area must make a Constitution saving throw against your spell save DC. On a failure, a creature takes 4d6 piercing damage and 4d6 poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The bees then disperse, and your mantle ends.\n  Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 5th level or higher to create the mantle again.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Bees",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-crystals/?format=api",
            "key": "toh_circle-of-crystals",
            "features": [
                {
                    "key": "toh_circle-of-crystals_crystalline-form",
                    "name": "Crystalline Form",
                    "desc": "At 14th level, as a bonus action while wearing or carrying your resonant crystal, you can expend one use of your Wild Shape feature to assume a crystalline form instead of transforming into a beast. You gain the following benefits while in this form: \n* You have resistance to cold damage, radiant damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. \n* You have advantage on saving throws against spells and other magical effects. \n* Your resonant crystal pulses with power, providing you with the benefits of all five harmonic frequencies. When you cast a spell of 1st level or higher, you can choose to activate only the Healing or Vitality harmonic frequencies or both. If you activate both, you can choose two different targets or the same target.\nThis feature lasts 1 minute, or until you dismiss it as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-crystals_crystalline-skin",
                    "name": "Crystalline Skin",
                    "desc": "Starting at 6th level, when you take damage, you can use a reaction to cause your skin to become crystalline until the end of your next turn. While your skin is crystalline, you have resistance to cold damage, radiant damage and bludgeoning, piercing, and slashing damage from nonmagical attacks, including to the triggering damage if it is of the appropriate type. You choose the exact color and appearance of the crystalline skin.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-crystals_magical-resonance",
                    "name": "Magical Resonance",
                    "desc": "At 10th level, you can draw on stored magical energy in your resonant crystal to restore some of your spent magic. While wearing or carrying the crystal, you can use a bonus action to recover one expended spell slot of 3rd level or lower. If you do so, you can't benefit from the resonant crystal's harmonic frequency for 1 minute.\n  Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-crystals_resonant-crystal",
                    "name": "Resonant Crystal",
                    "desc": "When you choose this circle at 2nd level, you learn to create a special crystal that can take on different harmonic frequencies and properties. It is a Tiny object and can serve as a spellcasting focus for your druid spells. As a bonus action, you can cause the crystal to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the light as a bonus action.\n  Whenever you finish a long rest, you can attune your crystal to one of the following harmonic frequencies. The crystal can have only one harmonic frequency at a time, and you gain the listed benefit while you are wearing or carrying the crystal. The crystal retains the chosen frequency until you finish a long rest. \n* **Clarity.** You have advantage on saving throws against being frightened or charmed. \n* **Cleansing.** You have advantage on saving throws against being poisoned, and you have resistance to poison damage. \n* **Focus.** You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage. \n* **Healing.** When you cast a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to your proficiency bonus. \n* **Vitality.** Whenever you cast a spell of 1st level or higher using the resonant crystal as your focus, one creature of your choice that you can see within 30 feet of you gains temporary hit points equal to twice your proficiency bonus. The temporary hit points last for 1 minute.\nTo create or replace a lost resonant crystal, you must perform a 1-hour ceremony. This ceremony can be performed during a short or long rest, and it destroys the previous crystal, if one existed. If a previous crystal had a harmonic frequency, the new crystal has that frequency, unless you create the new crystal during a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Crystals",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-sand/?format=api",
            "key": "toh_circle-of-sand",
            "features": [
                {
                    "key": "toh_circle-of-sand_diffuse-form",
                    "name": "Diffuse Form",
                    "desc": "Also at 2nd level, when you are hit by a weapon attack while in your Sand Form, you can use your reaction to gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-sand_echo-of-the-dunes",
                    "name": "Echo of the Dunes",
                    "desc": "At 10th level, your connection with sand deepens, and you can call on the power of the deep dunes to do one of the following: \n* **Sand Sphere.** You can use an action to conjure a 20-foot radius sphere of thick, swirling sand at a point you can see within 90 feet. The sphere spreads around corners, and its area is heavily obscured. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. The sphere lasts for 1 minute or until you dismiss it (no action required). \n* **Whirlwind.** You can use an action to transform into a whirlwind of sand until the start of your next turn. While in this form, your movement speed is doubled, and your movement doesn't provoke opportunity attacks. While in whirlwind form, you have resistance to all damage, and you can't be grappled, petrified, knocked prone, restrained, or stunned, but you also can't cast spells, can't make attacks, and can't manipulate objects that require fine dexterity.\nOnce you use one of these options, you can't use this feature again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-sand_sand-dervish",
                    "name": "Sand Dervish",
                    "desc": "Starting at 6th level, you can use a bonus action to create a sand dervish in an unoccupied space you can see within 30 feet of you. The sand dervish is a cylinder of whirling sand that is 10 feet tall and 5 feet wide. A creature that ends its turn within 5 feet of the sand dervish must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 1d8 slashing damage and is pushed 10 feet away from the dervish. On a successful save, the creature takes half as much damage and isn't pushed.\n  As a bonus action on your turn, you can move the sand dervish up to 30 feet in any direction. If you ram the dervish into a creature, that creature must make the saving throw against the dervish's damage, and the dervish stops moving this turn. When you move the dervish, you can direct it over barriers up to 5 feet tall and float it across pits up to 10 feet wide.\nThe sand dervish lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.\nWhen you reach 10th level in this class, the damage dealt by the dervish increases to 2d8.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-sand_sand-form",
                    "name": "Sand Form",
                    "desc": "When you join this circle at 2nd level, you learn to adopt a sandy form. You can use a bonus action to expend one use of your Wild Shape feature and transform yourself into a form made of animated sand rather than transforming into a beast form. While in your sand form, you retain your game statistics. Because your body is mostly sand, you can move through a space as narrow as 1 inch wide without squeezing, and you have advantage on ability checks and saving throws to escape a grapple or the restrained condition.\n\nYou choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.\n\nYou can stay in your sand form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again. While in your sand form, you can use a bonus action to do one of the following: \n* **Abrasive Blast.** You launch a blast of abrasive sand at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the creature takes slashing damage equal to 1d8 + your Wisdom modifier. \n* **Stinging Cloud.** You emit a cloud of fine sand at a creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn.\n\nWhen you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it. In addition, the damage of Abrasive Blast increases to 2d8, and the range of Stinging Cloud increases to 10 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-sand_sandstorm",
                    "name": "Sandstorm",
                    "desc": "At 14th level, you can use an action to create a sandstorm of swirling wind and stinging sand. The storm rages in a cylinder that is 10 feet tall with a 30-foot radius centered on a point you can see within 120 feet. The storm spreads around corners, its area is heavily obscured, and exposed flames in the area are doused. The buffeting winds and sand make the area difficult terrain. The storm lasts for 1 minute or until you dismiss it as a bonus action.\n  When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.\n  You are immune to the effects of the storm, and you can extend that immunity to a number of creatures that you can see within 120 feet of you equal to your proficiency bonus.\n  Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Sand",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-the-green/?format=api",
            "key": "toh_circle-of-the-green",
            "features": [
                {
                    "key": "toh_circle-of-the-green_circle-spells",
                    "name": "Circle Spells",
                    "desc": "When you join this circle at 2nd level, you form a bond with a plant spirit, a creature of the Green. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Green Spells table.\n  Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of the Green Spells**\n| Druid Level  | Spells                               | \n|--------------|--------------------------------------| \n| 2nd          | *entangle*, *goodberry*              | \n| 3rd          | *barkskin*, *spike growth*           | \n| 5th          | *speak with plants*, *vine carpet*   | \n| 7th          | *dreamwine*, *hallucinatory terrain* | \n| 9th          | *enchanted bloom*, *tree stride*     |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-green_gift-of-the-green",
                    "name": "Gift of the Green",
                    "desc": "At 6th level, the bond with your green spirit enhances your restorative spells and gives you the power to cast additional spells. Once before the spirit's duration ends, you can cast one of the following spells without expending a spell slot or material components: *locate animals or plants*, *pass without trace* (only in environments with ample plant life), *plant growth*, or *speak with plants*. You can't cast a spell this way again until the next time you summon your green spirit.\n  Whenever you cast a spell that restores hit points while your green spirit is summoned, roll a d8 and add the result to the total hit points restored.\n  In addition, when you cast a spell with a range other than self, the spell can originate from you or your green spirit.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-green_spirit-symbiosis",
                    "name": "Spirit Symbiosis",
                    "desc": "At 14th level, while your green spirit is within 30 feet of you, you can use an action to join with it, letting its plant matter grow around you. While so joined, you gain the following benefits: \n* You gain temporary hit points equal to your green spirit's current hit points. \n* You gain a climbing speed of 30 feet. \n* You have advantage on Constitution saving throws. \n* The ground within 10 feet of you is difficult terrain for creatures hostile to you. \n* You can use a bonus action on each of your turns to make a tendril attack against one creature within 10 feet of you that you can see. Make a melee spell attack. On a hit, the target takes bludgeoning damage equal to 2d8 + your Wisdom modifier.\nThis feature lasts until the temporary hit points you gained from this feature are reduced to 0, until the spirit's duration ends, or until you use an action to separate. If you separate, the green spirit has as many hit points as you had temporary hit points remaining. If this effect ends because your temporary hit points are reduced to 0, the green spirit disappears until you summon it again.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-green_summon-green-spirit",
                    "name": "Summon Green Spirit",
                    "desc": "Starting at 2nd level, you can summon a spirit of the Green, a manifestation of primordial plant life. As an action, you can expend one use of your Wild Shape feature to summon the Green spirit rather than assuming a beast form.\n  The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. When the spirit appears, the area in a 10-foot radius around it becomes tangled with vines and other plant growth, becoming difficult terrain until the start of your next turn.\n  The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Green Spirit stat block, which uses your proficiency bonus (PB) in several places.\n  You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches and leaves, while others look like creatures with leafy bodies and heads made of gourds or fruit. Some even resemble beasts, only made entirely of plant material.\n  In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The green spirit can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.\n  The spirit remains for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. When it manifests, the spirit bears 10 fruit that are infused with magic. Each fruit works like a berry created by the *goodberry* spell.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-green_verdant-interference",
                    "name": "Verdant Interference",
                    "desc": "Starting at 10th level, when a creature you can see within 30 feet of you or your green spirit is attacked, you can use your reaction to cause vines and vegetation to burst from the ground and grasp at the attacker, giving the attacker disadvantage on attack rolls until the start of your next turn.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of the Green",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-the-shapeless/?format=api",
            "key": "toh_circle-of-the-shapeless",
            "features": [
                {
                    "key": "toh_circle-of-the-shapeless_circle-spells",
                    "name": "Circle Spells",
                    "desc": "When you join this circle at 2nd level, your connection with oozes grants you access to certain spells. At 2nd level, you learn the *acid splash* cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Shapeless Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of the Shapeless Spells**\n| Druid Level  | Spells                           | \n|--------------|----------------------------------| \n| 3rd          | *enlarge/reduce*, *spider climb* | \n| 5th          | *iron gut*, *meld into stone*    | \n| 7th          | *blight*, *freedom of movement*  | \n| 9th          | *contagion*, *seeming*           |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-shapeless_engulfing-embrace",
                    "name": "Engulfing Embrace",
                    "desc": "At 14th level, while in your ooze form, you can use an action to move into the space of a creature within 5 feet of you that is your size or smaller and try to engulf it. The target creature must make a Dexterity saving throw against your spell save DC.\n  On a successful save, the creature can choose to be pushed 5 feet away from you or to an unoccupied space within 5 feet of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n  On a failed save, you enter the creature's space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature is restrained and has total cover against attacks and other effects outside of your body. The engulfed creature takes 4d6 acid damage at the start of each of your subsequent turns. When you move, the engulfed creature moves with you.\n  An engulfed creature can attempt to escape by taking an action to make a Strength (Athletics) check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.\n  Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to try to engulf another creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-shapeless_improved-ooze-form",
                    "name": "Improved Ooze Form",
                    "desc": "At 10th level, your ooze form becomes more powerful. It now lasts 1 hour, and the acid damage dealt by your Acid Weapons and Oozing Form increases to 2d6.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-shapeless_ooze-form",
                    "name": "Ooze Form",
                    "desc": "Starting at 2nd level, you learn to adopt an ooze form. You can use a bonus action to expend one use of your Wild Shape feature to take on an ooze-like form rather than transforming into a beast.\n  While in your ooze form, you retain your game statistics, but your body becomes less substantial and appears wet and slimy. Your skin may change in color and appearance, resembling other forms of ooze like black pudding, ochre jelly, gray ooze, or even translucent, like a gelatinous cube.\n  You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.\n  Your ooze form lasts for 10 minutes or until you dismiss it (no action required), are incapacitated, die, or use this feature again.\nWhile in ooze form, you gain the following benefits: \n* **Acid Weapons.** Your melee weapon attacks deal an extra 1d6 acid damage on a hit. \n* **Amorphous.** You can move through a space as narrow as 1 inch wide without squeezing. \n* **Climber.** You have a climbing speed of 20 feet. \n* **Oozing Form.** When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 1d6 acid damage to that creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-the-shapeless_slimy-pseudopod",
                    "name": "Slimy Pseudopod",
                    "desc": "At 6th level, you can use a bonus action to cause an oozing pseudopod to erupt from your body for 1 minute or until you dismiss it as a bonus action. On the turn you activate this feature, and as a bonus action on each of your subsequent turns, you can make a melee spell attack with the pseudopod against a creature within 5 feet of you. On a hit, the target takes 1d6 acid damage.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the acid damage dealt by your pseudopod increases to 2d6.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of the Shapeless",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_circle-of-wind/?format=api",
            "key": "toh_circle-of-wind",
            "features": [
                {
                    "key": "toh_circle-of-wind_bonus-cantrip",
                    "name": "Bonus Cantrip",
                    "desc": "At 2nd level when you choose this circle, you learn the *message* cantrip.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_circle-spells",
                    "name": "Circle Spells",
                    "desc": "The magic of the wind flows through you, granting access to certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of Wind Spells table.\n  Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\n\n**Circle of Wind Spells**\n| Druid Level  | Spells                                                | \n|--------------|-------------------------------------------------------| \n| 3rd          | *blur*, *gust of wind*                                | \n| 5th          | *fly*, *lightning bolt*                               | \n| 7th          | *conjure minor elementals*, *freedom of movement*     | \n| 9th          | *cloudkill*, *conjure elemental* (air elemental only) |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_comforting-breezes",
                    "name": "Comforting Breezes",
                    "desc": "Beginning at 6th level, as an action, you can summon a gentle breeze that extends in a 30-foot cone from you. Choose a number of targets in the area equal to your Wisdom modifier (minimum of 1). You end one disease or the blinded, deafened, paralyzed, or poisoned condition on each target. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_feathered-form",
                    "name": "Feathered Form",
                    "desc": "Starting at 2nd level, when you use your Wild Shape to magically assume the shape of a beast, it can have a flying speed (you ignore “no flying speed” in the Limitations column of the Beast Shapes table but must abide by the other limitations there).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_hunger-of-storms-fury",
                    "name": "Hunger of Storm's Fury",
                    "desc": "Beginning at 14th level, when you succeed on a saving throw against a spell or effect that deals lightning damage, you take no damage and instead regain a number of hit points equal to the lightning damage dealt. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_updraft",
                    "name": "Updraft",
                    "desc": "Also at 6th level, you can expend one use of Wild Shape as a bonus action to summon a powerful wind. You and each creature of your choice within 10 feet of you end the grappled or restrained conditions. You can fly up to 30 feet as part of this bonus action, and each creature that you affect with this wind can use a reaction to fly up to 30 feet. This movement doesn't provoke opportunity attacks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_circle-of-wind_vizier-of-the-winds",
                    "name": "Vizier of the Winds",
                    "desc": "Starting at 10th level, you can ask the winds one question, and they whisper secrets back to you. You can cast *commune* without preparing the spell or expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd_druid",
                "url": "https://api-beta.open5e.com/v2/classes/srd_druid/?format=api"
            },
            "name": "Circle of Wind",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/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",
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                "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/srd_champion/?format=api",
            "key": "srd_champion",
            "features": [
                {
                    "key": "srd_champion_additional-fighting-style",
                    "name": "Additional Fighting Style",
                    "desc": "At 10th level, you can choose a second option from the Fighting Style class feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_champion_improved-critical",
                    "name": "Improved Critical",
                    "desc": "Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_champion_remarkable-athlete",
                    "name": "Remarkable Athlete",
                    "desc": "Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_champion_superior-critical",
                    "name": "Superior Critical",
                    "desc": "Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_champion_survivor",
                    "name": "Survivor",
                    "desc": "At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Champion",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_chaplain/?format=api",
            "key": "toh_chaplain",
            "features": [
                {
                    "key": "toh_chaplain_field-medic",
                    "name": "Field Medic",
                    "desc": "Beginning at 3rd level, you can use an action to spend one of your Hit Dice and regain hit points. The hit points regained with this feature can be applied to yourself or to another creature you touch. Alternatively, you can heal another creature you touch when you spend Hit Dice to regain hit points during a short rest, instead of applying the regained hit points to yourself. If you are under an effect that increases the amount of healing you receive when spending Hit Dice, such as a spell or feat, that effect applies to the amount of hit points the target regains. Keep in mind, some effects that increase the healing of Hit Dice happen only when those Hit Dice are spent during a short rest, like a bard's Song of Rest.\n  In addition, the number of Hit Dice you regain after a long rest is equal to half your total number of Hit Dice plus one. For example, if you have four Hit Dice, you regain three spent Hit Dice, instead of two, when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_hospitaler",
                    "name": "Hospitaler",
                    "desc": "At 18th level, you recover a number of spent Hit Dice equal to a quarter of your total Hit Dice when you finish a short rest. In addition, you recover all your spent Hit Dice when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_rally-point",
                    "name": "Rally Point",
                    "desc": "Beginning at 15th level, when a friendly creature you can see takes damage, you can use your reaction to move that creature up to its speed toward you. The creature can choose the path traveled, but it must end the movement closer to you than it started. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_rally-the-troops",
                    "name": "Rally the Troops",
                    "desc": "Starting at 7th level, you can use an action to urge your companions to overcome emotional and spiritual obstacles. Each friendly creature of your choice that can see or hear you (which can include yourself) ignores the effects of being charmed and frightened for 1 minute.\n  If a creature affected by this feature is already suffering from one of the conditions it can ignore, that condition is suppressed for the duration and resumes when this feature ends. Once you use this feature, you can't use it again until you finish a short or long rest.\n  Each target can ignore additional conditions when you reach certain levels in this class: one level of exhaustion and incapacitated at 10th level, up to two levels of exhaustion and stunned at 15th level, and up to three levels of exhaustion and paralyzed at 17th level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_student-of-faith",
                    "name": "Student of Faith",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Insight, Medicine, or Religion skill (your choice).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_chaplain_tend-the-injured",
                    "name": "Tend the Injured",
                    "desc": "At 10th level, if you spend Hit Dice to recover hit points during a short rest, any hit points regained that exceed your hit point maximum, or that of the creature being tended to, can be applied to another creature within 5 feet of you. In addition, you regain one spent Hit Die when you finish a short rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Chaplain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_legionary/?format=api",
            "key": "toh_legionary",
            "features": [
                {
                    "key": "toh_legionary_cooperative-strike",
                    "name": "Cooperative Strike",
                    "desc": "Starting at 18th level, when you use the Attack action and attack with a weapon while at least one friendly creature is within 5 feet of you, you can use a bonus action to make one additional attack with that weapon.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_coordinated-fighting",
                    "name": "Coordinated Fighting",
                    "desc": "Starting at 3rd level, you learn techniques and strategies for close-quarter combat. On your first attack each round, you gain a +1 bonus to the attack and damage rolls if at least one friendly creature is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_massed-fighting",
                    "name": "Massed Fighting",
                    "desc": "Starting at 7th level, you learn better techniques and strategies for fighting closely alongside your allies. On your first attack each round, you gain a +1 bonus to the attack and damage rolls for each friendly creature within 5 feet of you, up to a maximum bonus equal to your proficiency bonus.\n  In addition, when you use your Action Surge feature, each friendly creature within 15 feet of you (except you) gains a +2 bonus to AC and to Dexterity saving throws for 1 minute.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_move-as-one",
                    "name": "Move As One",
                    "desc": "At 3rd level, at any point while moving on your turn, you can command a number of willing, friendly creatures within 5 feet of you up to your proficiency bonus to move with you. Each creature that chooses to move with you can use a reaction to move up to its speed alongside you, remaining within 5 feet of you while moving. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_tactical-positioning",
                    "name": "Tactical Positioning",
                    "desc": "At 15th level, moving through a hostile creature's space is not difficult terrain for you, and you can move through a hostile creature's space even if it is only one size larger or smaller than you. As normal, you can't end your move in a hostile creature's space.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_legionary_vigilance",
                    "name": "Vigilance",
                    "desc": "At 10th level, when a friendly creature you can see is reduced to 0 hit points, you can use your reaction to move up to your speed toward it. This movement doesn't provoke opportunity attacks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Legionary",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_pugilist/?format=api",
            "key": "toh_pugilist",
            "features": [
                {
                    "key": "toh_pugilist_debilitating-blow",
                    "name": "Debilitating Blow",
                    "desc": "At 10th level, when you hit one target with two unarmed strikes in the same turn, you can use a bonus action to force the target to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_opportunistic-brawler",
                    "name": "Opportunistic Brawler",
                    "desc": "Starting at 18th level, you might not look for a fight around every corner, but you're ready in case one happens. You have advantage on initiative rolls.\n  In addition, when a creature you can see enters a space within 5 feet of you, you can make one opportunity attack against the creature. This opportunity attack must be made with an unarmed strike. You have a number of reactions each turn equal to your proficiency bonus, but these reactions can be used only to perform opportunity attacks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_resilient-fighter",
                    "name": "Resilient Fighter",
                    "desc": "Starting at 3rd level, you learn to endure great amounts of physical punishment. You add your Constitution modifier (minimum of 1) to any death saving throw you make. In addition, you can use Second Wind a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_unarmed-warrior",
                    "name": "Unarmed Warrior",
                    "desc": "When you choose this archetype at 3rd level, you learn to use your fists, knees, elbows, head, and feet to attack your opponents. You gain the following benefits while you are not wearing heavy armor and while you are not wielding weapons or a shield: \n* Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Your unarmed strike damage increases as you reach higher levels. The d6 becomes a d8 at 10th level and a d10 at 18th level. \n* When you use the Attack action to make one or more unarmed strikes, you can make one unarmed strike as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_uncanny-fortitude",
                    "name": "Uncanny Fortitude",
                    "desc": "Beginning at 7th level, if damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  In addition, when you use Second Wind, you now regain hit points equal to 1d10 + your fighter level + your Constitution modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_withstand-death",
                    "name": "Withstand Death",
                    "desc": "At 15th level, when you are reduced to 0 hit points, you can use Second Wind as a reaction, provided you have uses of Second Wind remaining. You can decide to use this reaction before or after your Uncanny Fortitude feature triggers.\n  In addition, when you make a death saving throw and roll a 1 on the d20, it counts as one failure instead of two.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Pugilist",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_radiant-pikeman/?format=api",
            "key": "toh_radiant-pikeman",
            "features": [
                {
                    "key": "toh_radiant-pikeman_foe-of-darkness",
                    "name": "Foe of Darkness",
                    "desc": "Beginning at 10th level, your faith and training make you a daunting foe of dark creatures. Once per turn, you can have advantage on an attack roll or ability check made against a fiend, undead, or creature of shadow.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_formation-tactics",
                    "name": "Formation Tactics",
                    "desc": "At 7th level, you bolster your allies when fighting shoulder to shoulder. While you have an ally within 5 feet of you who isn't incapacitated, you can use a bonus action to take the Help action to assist that ally's attack roll or their next Strength (Athletics) or Dexterity (Acrobatics) check.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_give-ground",
                    "name": "Give Ground",
                    "desc": "Starting at 15th level, once per turn when you are hit by a melee attack, you can choose to move 5 feet away from the attacker without provoking opportunity attacks. If you do, the attacker takes 1d6 radiant damage. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_harassing-strike",
                    "name": "Harassing Strike",
                    "desc": "Beginning when you choose this archetype at 3rd level, when a creature you can see enters your reach, you can use your reaction to Shove the creature. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_radiant-fighting",
                    "name": "Radiant Fighting",
                    "desc": "Starting at 3rd level, when you deal damage with a glaive, halberd, lance, pike, or spear, you can choose for the damage to be radiant instead of its normal damage type.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_the-suns-protection",
                    "name": "The Sun's Protection",
                    "desc": "At 18th level, you have advantage on saving throws against spells. If you fail a saving throw against being charmed or frightened, you can choose to succeed instead. You can use this feature a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Radiant Pikeman",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_timeblade/?format=api",
            "key": "toh_timeblade",
            "features": [
                {
                    "key": "toh_timeblade_chronologic-echo",
                    "name": "Chronologic Echo",
                    "desc": "At 7th level, immediately after you use your Second Wind feature, you can trigger an echo in time, allowing you to use it twice. Roll separately for each use of Second Wind. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_timeblade_continuity-rift",
                    "name": "Continuity Rift",
                    "desc": "At 15th level, when you hit a creature with a weapon attack, you can instantly open a rupture in spacetime to swallow the target. The creature disappears and falls through a realm outside of reality.\n  At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 8d8 psychic damage as it grapples with the mind-breaking experience. The target must succeed on an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or it acts randomly for 1 minute as if under the effects of the *confusion* spell. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n  Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_timeblade_improved-temporal-strike",
                    "name": "Improved Temporal Strike",
                    "desc": "At 10th level, when you use your Temporal Strike feature, you can choose one of the following additional options: \n* **Chronal Cleave.** You immediately make a weapon attack against a different target within range. \n* **Chronal Shield.** You add your proficiency bonus to your Armor Class until the beginning of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_timeblade_temporal-strike",
                    "name": "Temporal Strike",
                    "desc": "Starting at 3rd level, when you hit a creature with a weapon attack, you can use a bonus action to trigger one of the following effects: \n* **Dislocative Step.** You step outside of time and move to an unoccupied space you can see within 15 feet of you. This movement doesn't provoke opportunity attacks. At 10th level, you can move up to 30 feet. \n* **Dislocative Shove.** You push the target of your attack to an unoccupied space you can see within 15 feet of you. You can move the target only horizontally, and before moving into damaging terrain, such as lava or a pit, the target can make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), ending the movement in an unoccupied space next to the damaging terrain on a success. At 10th level, you can move the target up to 30 feet.\nYou can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_timeblade_temporal-warrior",
                    "name": "Temporal Warrior",
                    "desc": "Starting at 18th level, you can momentarily step outside of time to attack your foes. As an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect works like the *time stop* spell, except you can make one attack on each of your turns without ending the effect. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Timeblade",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_tunnel-watcher/?format=api",
            "key": "toh_tunnel-watcher",
            "features": [
                {
                    "key": "toh_tunnel-watcher_against-the-tide",
                    "name": "Against the Tide",
                    "desc": "Beginning at 18th level, when you use the Attack action and hit more than one creature with a weapon on your turn, you can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you shove more than one creature on your turn, you can use a bonus action to shove one creature within 5 feet of a creature you successfully shoved.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "At 3rd level, you gain proficiency with thieves' tools and mason's tools.",
                    "feature_type": "PROFICIENCIES",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_cave-in",
                    "name": "Cave-In",
                    "desc": "Starting at 15th level, once on each of your turns when you use the Attack action, you can replace one of your attacks with a strike against a wall or ceiling within your weapon's reach or range. Creatures other than you within 5 feet of the section of wall or the floor below the ceiling where you strike must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\n  A creature that fails this saving throw takes 2d10 bludgeoning damage and is restrained until the end of its next turn. A creature that succeeds on the saving throw takes half the damage and isn't restrained. While restrained in this way, a creature has three-quarters cover against creatures other than you. When the effect ends, the creature's space becomes difficult terrain.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_fight-for-every-step",
                    "name": "Fight for Every Step",
                    "desc": "At 3rd level, when you take damage from a melee attack, you can use your reaction to move 5 feet away from the attacker, reducing the damage you take from the attack by 1d6 + the number of hostile creatures within 5 feet of the space you left. This movement doesn't provoke opportunity attacks.\n  The attacker can immediately move into the space you left. This movement doesn't cost the attacker's reaction and doesn't provoke opportunity attacks, but a creature can move this way only once each turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_first-line-of-defense",
                    "name": "First Line of Defense",
                    "desc": "Starting at 3rd level, a creature that you hit with a melee weapon attack has its speed reduced by 5 feet and can't use the Disengage action until the start of your next turn. You can't reduce a creature's speed by more than 10 feet with this feature.\n  In addition, when you hit a creature with an opportunity attack, you deal an extra 1d8 damage of the weapon's type.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_safe-passage",
                    "name": "Safe Passage",
                    "desc": "Starting at 7th level, you have advantage on saving throws against traps, natural hazards, and lair actions. Traps, natural hazards, and lair actions have disadvantage when they make attack rolls against you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_steadfast",
                    "name": "Steadfast",
                    "desc": "At 10th level, you have advantage on saving throws against effects that cause the frightened condition and effects that would move you against your will, including teleportation effects. When a hostile creature forces you to make a Strength saving throw and you succeed, you deal an extra 1d8 damage of the weapon's type the next time you hit with a weapon attack before the end of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Tunnel Watcher",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/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/srd_way-of-the-open-hand/?format=api",
            "key": "srd_way-of-the-open-hand",
            "features": [
                {
                    "key": "srd_way-of-the-open-hand_open-hand-technique",
                    "name": "Open Hand Technique",
                    "desc": "Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:\r\n\r\n* It must succeed on a Dexterity saving throw or be knocked prone.\r\n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.\r\n* It can't take reactions until the end of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_way-of-the-open-hand_quivering-palm",
                    "name": "Quivering Palm",
                    "desc": "At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.\r\n\r\nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_way-of-the-open-hand_tranquility",
                    "name": "Tranquility",
                    "desc": "Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_way-of-the-open-hand_wholeness-of-body",
                    "name": "Wholeness of Body",
                    "desc": "At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Open Hand",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-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/tdcs_way-of-the-cerulean-spirit/?format=api",
            "key": "tdcs_way-of-the-cerulean-spirit",
            "features": [
                {
                    "key": "tdcs_way-of-the-cerulean-spirit_debilitating-barrage",
                    "name": "Debilitating Barrage",
                    "desc": "Upon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_way-of-the-cerulean-spirit_extort-truth",
                    "name": "Extort Truth",
                    "desc": "At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_way-of-the-cerulean-spirit_extract-aspects",
                    "name": "Extract Aspects",
                    "desc": "Beginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_way-of-the-cerulean-spirit_mind-of-mercury",
                    "name": "Mind of Mercury",
                    "desc": "Starting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_way-of-the-cerulean-spirit_mystical-erudition",
                    "name": "Mystical Erudition",
                    "desc": "Upon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_way-of-the-cerulean-spirit_preternatural-counter",
                    "name": "Preternatural Counter",
                    "desc": "Beginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tal'dorei Campaign Setting",
                "key": "tdcs",
                "display_name": "Tal'dorei Campaign Setting",
                "publisher": {
                    "name": "Green Ronin Publishing",
                    "key": "green-ronin",
                    "url": "https://api-beta.open5e.com/v2/publishers/green-ronin/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Cerulean Spirit",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/open5e_way-of-shadowdancing/?format=api",
            "key": "open5e_way-of-shadowdancing",
            "features": [],
            "document": {
                "name": "Open5e Originals",
                "key": "open5e",
                "display_name": "Open5e Originals",
                "publisher": {
                    "name": "Open5e",
                    "key": "open5e",
                    "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://open5e.com/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of Shadowdancing",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_oath-of-devotion/?format=api",
            "key": "srd_oath-of-devotion",
            "features": [
                {
                    "key": "srd_oath-of-devotion_aura-of-devotion",
                    "name": "Aura of Devotion",
                    "desc": "Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        },
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n**Sacred Weapon.** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.\r\n\r\nYou can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.\r\n\r\n**Turn the Unholy.** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_holy-nimbus",
                    "name": "Holy Nimbus",
                    "desc": "At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.\r\n\r\nWhenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\r\n\r\nIn addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        },
                        {
                            "level": 17,
                            "detail": null
                        },
                        {
                            "level": 3,
                            "detail": null
                        },
                        {
                            "level": 5,
                            "detail": null
                        },
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_purity-of-spirit",
                    "name": "Purity of Spirit",
                    "desc": "Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_oath-of-devotion_tenets-of-devotion",
                    "name": "Tenets of Devotion",
                    "desc": "Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\r\n\r\n*Honesty.* Don't lie or cheat. Let your word be your promise.\r\n\r\n*Courage.* Never fear to act, though caution is wise.\r\n\r\n*Compassion.* Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\r\n\r\n*Honor.* Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.\r\n\r\n*Duty.* Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of Devotion",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-justice/?format=api",
            "key": "toh_oath-of-justice",
            "features": [
                {
                    "key": "toh_oath-of-justice_avatar-of-perfect-order",
                    "name": "Avatar of Perfect Order",
                    "desc": "At 20th level, you can take on the appearance of justice itself. As an action, you become wreathed in a garment of cold light. For 1 minute, you benefit from the following effects: \n* You are immune to bludgeoning, piercing, and slashing damage. \n* You can use your Justicar's Celerity feature without expending a use of Channel Divinity. \n* When a creature you can see takes the Attack or Cast a Spell action, you can use your reaction to force it to make a Wisdom saving throw. On a failure, it must take a different action of your choice instead.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-justice_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Tether of Righteousness.*** You can use your Channel Divinity to bind your target to you. As an action, you extend a line of energy toward a creature you can see within 30 feet of you. That creature must make a Dexterity saving throw. On a failure, it is tethered and can't move more than 30 feet away from you for 1 minute. While tethered, the target takes lightning damage equal to your Charisma modifier (minimum of 1) at the end of each of its turns. You can use an action to make a Strength (Athletics) check opposed by the tethered creature's Strength (Athletics) or Dexterity (Acrobatics) check (the creature's choice). On a success, you can pull the creature up to 15 feet in a straight line toward you. As an action, the tethered creature can make a Strength check against your spell save DC. On a success, it breaks the tether.\n\n***Justicar's Celerity.*** You can use your Channel Divinity to respond to danger with lightning speed. When a creature that you can see is attacked, you can move up to your speed as a reaction. If you end your movement within 5 feet of the attacker, you can make one melee attack against it as part of this reaction. If you end your movement within 5 feet of the target of the attack, you can become the target of the attack instead as part of this reaction.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-justice_disciplined-pursuant",
                    "name": "Disciplined Pursuant",
                    "desc": "At 7th level, you can bend the laws of magic to parallel the laws of civilization. When you reduce a creature to 0 hit points with a spell or Divine Smite, you can choose to knock out the creature instead of killing it. The creature falls unconscious and is stable.\n  In addition, once per turn when you deal radiant damage to a creature, you can force it to make a Constitution saving throw. On a failure, its speed is halved until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one creature to be affected by this feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-justice_shackles-of-light",
                    "name": "Shackles of Light",
                    "desc": "Starting at 15th level, once per turn when you deal radiant damage to a creature, it must make a Constitution saving throw. On a failure, it is restrained by golden, spectral chains until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one such creature to be affected by this feature. The target of this feature can be different from the target of your Disciplined Pursuant feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-justice_tenets-of-justice",
                    "name": "Tenets of Justice",
                    "desc": "All paladins of justice uphold the law in some capacity, but their oath differs depending on their station. A paladin who serves a queen upholds slightly different tenets than one who serves a small town.\n\n***Uphold the Law.*** The law represents the triumph of civilization over the untamed wilds. It must be preserved at all costs.\n\n***Punishment Fits the Crime.*** The severity of justice acts in equal measure to the severity of a wrongdoer's transgressions. Oath Spells You gain oath spells at the paladin levels listed in the Oath of Justice Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of Justice Spells (table)**\n| Paladin Level  | Spells                              | \n|----------------|-------------------------------------| \n| 3rd            | *color spray*, *guiding bolt*       | \n| 5th            | *guiding bolt*, *zone of truth*     | \n| 9th            | *lightning bolt*, *slow*            | \n| 13th           | *faithful hound*, *locate creature* | \n| 17th           | *arcane hand*, *hold monster*       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of Justice",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-safeguarding/?format=api",
            "key": "toh_oath-of-safeguarding",
            "features": [
                {
                    "key": "toh_oath-of-safeguarding_aura-of-preservation",
                    "name": "Aura of Preservation",
                    "desc": "Beginning at 7th level, you emit an aura of safety while you're not incapacitated. The aura extends 10 feet from you in every direction. The first time you or a friendly creature within the aura would take damage from a weapon attack between the end of your previous turn and the start of your next turn, the target of the attack has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, each friendly creature within the aura has advantage on death saving throws.\n  When you reach 18th level in this class, the range of this aura increases to 30 feet, and friendly creatures within 10 feet of you have resistance to all bludgeoning, piercing, and slashing damage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_battlefield-controller",
                    "name": "Battlefield Controller",
                    "desc": "Starting at 15th level, you can't be shoved. When a hostile creature within 10 feet of you moves more than 10 feet away from you, you can use your reaction to move up to 10 feet and make an attack against that creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Insurmountable Passage.*** As an action, you can use your Channel Divinity and stamp one foot on the ground. The ground within 60 feet of you magically becomes difficult terrain for 1 minute. When you use this feature, you can designate up to 10 creatures that can ignore the difficult terrain.\n\n***Protect from Harm.*** As an action, you can use your Channel Divinity and speak reassuring words. For 1 minute, each friendly creature within 30 feet of you that can see or hear you has advantage on saving throws against spells and abilities that deal damage. In addition, each hostile creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or have disadvantage on its attack rolls until the end of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of Safeguarding Spells table. See the Sacred Oath class feature for how oath spells work.\n\n **Oath of Safeguarding Spells (table)**\n| Paladin Level  | Spells                                 | \n|----------------|----------------------------------------| \n| 3rd            | *longstrider,*, *shield of faith*      | \n| 5th            | *hold person*, *spike growth*          | \n| 9th            | *beacon of hope*, *spirit guardians*   | \n| 13th           | *dimension door*, *stoneskin*          | \n| 17th           | *greater restoration*, *wall of stone* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_redoubtable-defender",
                    "name": "Redoubtable Defender",
                    "desc": "At 20th level, as an action, you can touch your charge, typically a creature or structure, and create a magical link between you, which appears as a razor-thin, ghostly silver tether. For 1 hour, you gain the following benefits: \n* You know the general status and well-being of your charge, such as if your charge is wounded or experiencing a particularly strong emotion, or, in the case of an object or structure, if it is damaged. \n* As an action, you can teleport to an unoccupied space within 5 feet of your charge, if it is a person or object. If the charge is a structure, you can choose to teleport to any unoccupied space within the structure. \n* You are immune to spells and effects that cause you to be charmed or might otherwise influence you to harm your charge. \n* If your charge is a creature and within 5 feet of you, the charge is immune to nonmagical bludgeoning, piercing, and slashing damage, and it has advantage on all saving throws. \n* You can use an action to erect a barrier for 1 minute, similar to a *wall of force*, to protect your charge. The wall can be a hemispherical dome or a sphere with a radius of up to 5 feet, or four contiguous 10-foot-by-10-foot panels. If your charge is a structure, the barrier can cut through portions of the structure without harming it.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-safeguarding_tenets-of-safeguarding",
                    "name": "Tenets of Safeguarding",
                    "desc": "Paladins undertaking the Oath of Safeguarding take their responsibilities seriously and are most likely to seek atonement should they fail in their duties. However, they have no qualms about terminating their protection when their charges prove nefarious. In these cases, they won't leave people stranded in a hostile environment or situation, but they also focus their efforts on their allies over unworthy, former charges. Even when these paladins serve no charge, they seek opportunities to shield others from harm. In combat, they rush to aid their allies and stand alone to allow others to flee from battle.\n\n***Last Line of Defense.*** When your allies must retreat or regroup, you remain to ensure they have ample time to withdraw before withdrawing yourself. If your mission requires you to guard a building, you are the final obstacle the attackers face before breaching the building.\n\n***Protect the Charge.*** You pledge to preserve the lives of people you protect and the sanctity of all structures you guard, even if it means endangering yourself. When you must rest, you ensure your charge is as safe as possible, turning to trusted allies to aid you.\n\n***Shield All Innocents.*** In the absence of a sacred charge to protect, you endeavor to keep all those who can't defend themselves safe from harm. In cases where your charge must take priority, you do what you can to defend the helpless.\n\n***Uphold the Vow.*** You acknowledge the person you protect may reveal themselves as unworthy, such as by committing nefarious acts or exploiting your protection and fidelity, or the location you guard may become a site of terrible acts. When you witness this, you are free to terminate your guardianship. However, you don't leave your now-former charge in any present danger, if only for the possibility of future atonement.\n\n ***Unwavering.*** Nothing shall distract you from your mission. If you are magically compelled to desert your post, you do your utmost to resume your duty. Failing that, you take out your vengeance on the party responsible for your dereliction.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of Safeguarding",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-the-elements/?format=api",
            "key": "toh_oath-of-the-elements",
            "features": [
                {
                    "key": "toh_oath-of-the-elements_aura-of-resistance",
                    "name": "Aura of Resistance",
                    "desc": "Beginning at 7th level, your power over the elements forms a magical ward around you. Choose acid, cold, fire, lightning, or thunder damage when you finish a short or long rest. You and friendly creatures within 10 feet of you have resistance to damage of this type. When you reach 18th level in this class, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Abjure the Otherworldly.*** You can use your Channel Divinity to rebuke elementals and fiends. As an action, you present your holy symbol and recite ancient edicts from when the elements ruled the world. Each elemental or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_elemental-champion",
                    "name": "Elemental Champion",
                    "desc": "At 20th level, you can use a bonus action to manifest the unchained power of the elements. Your eyes glow with fire, your hair and clothes move as if blown by a strong wind, droplets of rain float in a watery halo around you, and the ground trembles with your every step. For 1 minute, you gain the following benefits: \n* You gain the flying speed of an air elemental (90 feet with hover), the Earth Glide trait and burrowing speed of an earth elemental (30 feet), or the swimming speed of a water elemental (90 feet). \n* You have resistance to acid, cold, fire, lightning, and thunder damage. \n* Any weapon you hold is imbued with the power of the elements. Choose an element, as with Elemental Strike. Your weapon deals an extra 3d6 damage to any creature you hit. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type in place of radiant damage when you use your Divine Smite.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_elemental-companion",
                    "name": "Elemental Companion",
                    "desc": "At 15th level, you can call upon the service of an elemental companion to aid you on your quests. As an action, you can summon an elemental of challenge rating 2 or lower, which appears in an unoccupied space you can see within 30 feet of you. The elemental is friendly to you and your companions, and it obeys any verbal commands you issue to it. If you don't issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. It rolls its own initiative and has its own turns in combat.\n  You can have only one elemental companion at a time. If you summon a new one, the previous one disappears. In addition, you can't have a creature magically bound to you or your service, such as through the *conjure elemental* or *dominate person* spells or similar magic, while you have an elemental companion, but you can still have the willing service of a creature that isn't magically bound to you.\n  The elemental continues to serve you until you dismiss it as a bonus action or it is reduced to 0 hit points, which causes it to disappear. Once you summon an elemental companion, you can't summon another one until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_elemental-language",
                    "name": "Elemental Language",
                    "desc": "When you take this oath at 3rd level, you learn to speak, read, and write Primordial.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_elemental-strike",
                    "name": "Elemental Strike.",
                    "desc": "As a bonus action, you can use your Channel Divinity to magically imbue one weapon you are holding with the power of the elements. Choose air, earth, fire, or water. For 1 minute, you gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1) on attacks made with the weapon. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type instead of radiant damage when you use your Divine Smite.\n  You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of the Elements Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Elements Spells (table)**\n| Paladin Level  | Spells                                     | \n|----------------|--------------------------------------------| \n| 3rd            | *burning hands*, *thunderwave*            | \n| 5th            | *acid arrow*, *flaming sphere*             | \n| 9th            | *call lightning*, *protection from energy* | \n| 13th           | *conjure minor elementals*, *ice storm*    | \n| 17th           | *conjure elemental*, *wall of stone*       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-elements_tenets-of-the-elements",
                    "name": "Tenets of the Elements",
                    "desc": "Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.\n\n***Defend the Natural World.*** Every mountaintop, valley, cave, stream, and spring is sacred. You would fight to your last breath to protect natural places from harm.\n\n***Lead the Line.*** You stand at the forefront of every battle as a beacon of hope to lead your allies to victory.\n\n ***Act Wisely, Act Decisively.*** You weigh your actions carefully and offer counsel to those who would behave impulsively. When the time is right, you unleash the fury of the elements upon your enemies.\n\n ***Integrity.*** Your word is your bond. You don't lie or deceive others and always treat them with fairness.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of the Elements",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-the-guardian/?format=api",
            "key": "toh_oath-of-the-guardian",
            "features": [
                {
                    "key": "toh_oath-of-the-guardian_aura-of-awareness",
                    "name": "Aura of Awareness",
                    "desc": "Starting at 7th level, allies around you are more alert and ready to act. You and friendly creatures within 10 feet of you have advantage on initiative rolls. In addition, you and any of your companions within 10 feet of you can't be surprised except when incapacitated. When you reach 18th level in this class, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_band-of-heroes",
                    "name": "Band of Heroes",
                    "desc": "At 20th level, you can charge your allies with divine heroism. As an action, you can choose a number of creatures you can see equal to your proficiency bonus, which can include yourself. Each target gains the following benefits for 1 minute: \n* The target is cured of all disease and poison and can't be frightened or poisoned. \n* The target has advantage on Wisdom and Constitution saving throws. \n* The target gains temporary hit points equal to your level.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n***Inspired Leadership.*** You can use your Channel Divinity to inspire your allies with your faith. As an action, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one). For 1 minute, each target has advantage on Strength, Constitution, and Charisma saving throws.\n\n ***Turn the Wild.*** As an action, you can cause wild creatures to flee from your presence using your Channel Divinity. Each creature within 30 feet of you with an Intelligence score of 4 or less that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_hold-the-line",
                    "name": "Hold the Line",
                    "desc": "At 15th level, you can turn an ally's success into an opportunity. When a friendly creature you can see within 20 feet of you is forced to make a saving throw, you can use your reaction to grant a bonus equal to your Charisma modifier (minimum of +1) to the target's saving throw. If the saving throw is successful, the target can make one weapon attack against the attacker as a reaction, provided the attacker is within the weapon's range.\n  You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of the Guardian Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Guardian Spells (table)**\n| Paladin Level  | Spells                                    | \n|----------------|-------------------------------------------| \n| 3rd            | *litany of sure hands*, *shield of faith* | \n| 5th            | *mantle of the brave*, *spiritual weapon* | \n| 9th            | *beacon of hope*, *invested champion*     | \n| 13th           | *banishment*, *inspiring speech*          | \n| 17th           | *creation*, *hallow*                      |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-guardian_tenets-of-the-guardian",
                    "name": "Tenets of the Guardian",
                    "desc": "When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.\n\n***Encourage Prosperity.*** You must work hard to bring joy and prosperity to all around you.\n\n***Preserve Order.*** Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.\n\n***Decisive Action.*** Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of the Guardian",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-the-hearth/?format=api",
            "key": "toh_oath-of-the-hearth",
            "features": [
                {
                    "key": "toh_oath-of-the-hearth_aura-of-the-hearth",
                    "name": "Aura of the Hearth",
                    "desc": "Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells and effects that deal cold damage. If such a creature succeeds on a saving throw against a spell or effect that allows the creature to take only half the cold damage on a successful save, the creature instead takes no damage. In addition, you and friendly creatures within 10 feet of you have advantage on saving throws against the longterm effects of exposure to cold weather. When you reach 18th level in this class, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Cease Hostility.*** As an action, you can use your Channel Divinity and speak soothing words. For 1 minute, each creature within 60 feet of you that can see or hear you must succeed on a Charisma saving throw to attack another creature. A creature hostile to you has disadvantage on the saving throw. This effect ends on a creature if it is attacked or harmed by a spell.\n\n ***Turn Boreal Creatures.*** As an action, you can use your Channel Divinity and speak a prayer against unnatural cold. Each cold creature within 30 feet of you and that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_divine-sense",
                    "name": "Divine Sense",
                    "desc": "In addition to knowing the location of any celestial, fiend, or undead, your Divine Sense feature allows you to know the location of any cold creature within 60 feet of you that is not behind total cover.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_fiery-smite",
                    "name": "Fiery Smite",
                    "desc": "When you use your Divine Smite feature, you can choose for the extra damage you deal to be fire or radiant, and the extra damage increases to 1d8 only if the target is an undead or a cold creature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_icewalker",
                    "name": "Icewalker",
                    "desc": "Starting at 15th level, you have resistance to cold damage, and you can't be restrained or petrified by cold or ice. In addition, you can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of the Hearth Spells table. See the Sacred Oath class feature for how oath spells work.\n\n **Oath of the Hearth Spells (table)**\n| Paladin Level  | Spells                               | \n|----------------|--------------------------------------| \n| 3rd            | *burning hands*, *sanctuary*         | \n| 5th            | *calm emotions*, *flame blade*       | \n| 9th            | *protection from energy*, *tiny hut* | \n| 13th           | *guardian of faith*, *wall of fire*  | \n| 17th           | *flame strike*, *hallow*             |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_roaring-fire",
                    "name": "Roaring Fire",
                    "desc": "At 20th level, you can take on the aspects of a healthy, tended fire, radiating heat and light. For 1 minute, you gain the following benefits: \n* You shed bright light in a 20-foot radius and dim light for an additional 20 feet. \n* Whenever a cold creature starts its turn within 20 feet of you, the creature takes 2d8 fire damage, which ignores resistance and immunity to fire damage. \n* Whenever you cast a paladin spell that deals fire damage and has a casting time of 1 action, you can cast it as a bonus action instead. \n* Your weapon attacks deal an extra 1d6 fire damage on a hit. If you deal fire damage to a cold creature, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute, or until it takes any damage.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-hearth_tenets-of-the-hearth",
                    "name": "Tenets of the Hearth",
                    "desc": "Paladins who take the Oath of the Hearth accommodate all creatures and attempt to find diplomatic solutions to conflicts. Once engaged in battle, though, these paladins fight until they defeat their enemies, or their enemies surrender. They rarely extend this peaceful stance to creatures who attack with cold or desire to spread cold conditions beyond natural confines.\n\n***Bastion of Peace.*** Reach out the hand of friendship when encountering strangers, and advocate for peace at the outset of any meeting. Encourage your companions to do likewise. When it becomes clear your opponents wish for violence, don't shrink away from combat.\n\n ***Beacon in the Dark.*** When winter comes and the nights increasingly lengthen, shine a welcoming light to which all people can rally. No creature shall prey on others under the cover of darkness while you are there.\n\n ***Hospitality of Home.*** Provide the comforts of home to those who meet with you peacefully. Respect others' cultures and traditions, provided they don't espouse aggression and violence toward others.\n\n ***Protection from the Elements.*** Ensure all people have shelter from the weather. Help during spring flooding, wintry blizzards, and when the blistering sun threatens heatstroke in the summer.\n\n ***Repel the Cold.*** Strive against foes that seek to bring eternal winter to the world or expand their icy domains into warmer climates. Understand the necessity of the changing of seasons and seek to banish only cold that is abnormal.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of the Hearth",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_oath-of-the-plaguetouched/?format=api",
            "key": "toh_oath-of-the-plaguetouched",
            "features": [
                {
                    "key": "toh_oath-of-the-plaguetouched_aura-of-radiant-energy",
                    "name": "Aura of Radiant Energy",
                    "desc": "Beginning at 7th level, you and your allies within 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage. At 18th level, the range of this aura increases to 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_bulwark-against-death-and-disease",
                    "name": "Bulwark Against Death and Disease",
                    "desc": "Starting at 15th level, you can expend only 1 hit point from your lay on hands pool to cure the target of a disease. In addition, your hit point maximum can't be reduced, and you have advantage on saving throws against effects from undead creatures that reduce your ability scores, such as a shadow's Strength Drain.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\n\n ***Protective Aura.*** As a bonus action, you summon forth your power into a shining aura around yourself. For 1 minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn't against you. If the hostile creature is undead, it instead has disadvantage on all attack rolls that aren't against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.\n\n ***Turn Undead.*** As an action, you present your holy symbol and call upon your power, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\n  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_oath-spells",
                    "name": "Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Oath of the Plaguetouched Spells table. See the Sacred Oath class feature for how oath spells work.\n\n**Oath of the Plaguetouched Spells (table)**\n| Paladin Level  | Spells                                  | \n|----------------|-----------------------------------------| \n| 3rd            | *bane*, *protection from evil and good* | \n| 5th            | *enhance ability*, *lesser restoration* | \n| 9th            | *life from death*, *remove curse*       | \n| 13th           | *blight*, *freedom of movement*         | \n| 17th           | *greater restoration*, *hold monster*   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_restriction-non-darakhul",
                    "name": "Restriction: Non-Darakhul",
                    "desc": "You can choose this paladin sacred oath only if you are not a darakhul.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_scourge-of-undeath",
                    "name": "Scourge of Undeath",
                    "desc": "At 20th level, as a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits: \n* The bright light shed by your Protective Aura is sunlight. \n* You have advantage on attack rolls against undead. \n* An undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_oath-of-the-plaguetouched_tenets-of-the-plaguetouched",
                    "name": "Tenets of the Plaguetouched",
                    "desc": "Paladins following the Oath of the Plaguetouched share these tenets.\n\n ***Bravery.*** In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.\n\n ***Stop the Spread of Undeath.*** Fight to ensure the undead don't snuff out the light of life in the world.\n\n ***Relentless.*** Creatures of undeath never tire; you must remain vigilant.\n\n ***Mercy.*** Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd_paladin",
                "url": "https://api-beta.open5e.com/v2/classes/srd_paladin/?format=api"
            },
            "name": "Oath of the Plaguetouched",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/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/srd_hunter/?format=api",
            "key": "srd_hunter",
            "features": [
                {
                    "key": "srd_hunter_defensive-tactics",
                    "name": "Defensive Tactics",
                    "desc": "At 7th level, you gain one of the following features of your choice.\r\n\r\n***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.\r\n\r\n***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.\r\n\r\n***Steel Will.*** You have advantage on saving throws against being frightened.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_hunter_hunters-prey",
                    "name": "Hunter's Prey",
                    "desc": "At 3rd level, you gain one of the following features of your choice.\r\n\r\n***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.\r\n\r\n***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.\r\n\r\n***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_hunter_multiattack",
                    "name": "Multiattack",
                    "desc": "At 11th level, you gain one of the following features of your choice.\r\n\r\n***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.\r\n\r\n***Whirlwind Attack.*** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_hunter_superior-hunters-defense",
                    "name": "Superior Hunter's Defense",
                    "desc": "At 15th level, you gain one of the following features of your choice.\r\n\r\n***Evasion.*** When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.\r\n\r\n***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Hunter",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_beast-trainer/?format=api",
            "key": "toh_beast-trainer",
            "features": [
                {
                    "key": "toh_beast-trainer_beast-whisperer",
                    "name": "Beast Whisperer",
                    "desc": "Starting at 3rd level, you gain proficiency in Animal Handling. If you already have proficiency in this skill, your proficiency bonus is doubled for any ability check you make with it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_beast-trainer_bestial-flanker",
                    "name": "Bestial Flanker",
                    "desc": "At 7th level, when you hit a creature, you can choose one of your trained animals you can see within 30 feet of you. If that trained animal attacks the creature you hit before your next turn, it has advantage on its first attack roll.\n\nYou can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_beast-trainer_bred-for-battle",
                    "name": "Bred for Battle",
                    "desc": "Starting at 11th level, add half your proficiency bonus to each trained animal's AC, attack rolls, damage rolls, saving throws, and to any skills in which it is proficient, and increase each trained animal's hit point maximum by twice your proficiency bonus. In addition, you can choose Large and smaller beasts when you select trained animals.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_beast-trainer_primal-whirlwind",
                    "name": "Primal Whirlwind",
                    "desc": "At 15th level, when you command your trained animals to use the Attack action, you can choose for one trained animal to attack all creatures within 5 feet of it, making one attack against each creature.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_beast-trainer_trained-animals",
                    "name": "Trained Animals",
                    "desc": "Beginning when you take this archetype at 3rd level, you gain a beast companion. Choose a beast that is Medium or smaller and has a challenge rating of 1/4 or lower. The beast is friendly to you and your companions, and it obeys any commands that you issue to it. In combat, it shares your initiative and takes its turn immediately after yours. The beast can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics.\n\nIf you are knocked unconscious, killed, or otherwise unable to command your trained animal, one of your allies can use a bonus action to command it by succeeding on a DC 10 Wisdom (Animal Handling) check.\n\nWhen you reach 7th level, you can have more than one trained animal at a time. All your trained animals can have a total challenge rating equal to a quarter of your level, rounded down. A beast with a challenge rating of 0 is considered to have a challenge rating of 1/8 for the purpose of determining the number of trained animals you can have. You can use a bonus action to direct all your trained animals to take the same action, or you can use an action to command all of them to take different actions.\n\nTo have one or more trained animals, you must spend at least one hour each day practicing commands and playing with your animals, which you can do during a long rest.\n\nIf a trained animal dies, you can use an action to touch the animal and expend a spell slot of 1st level or higher. The animal returns to life after 1 minute with all its hit points restored.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Beast Trainer",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_grove-warden/?format=api",
            "key": "toh_grove-warden",
            "features": [
                {
                    "key": "toh_grove-warden_forests-will",
                    "name": "Forest's Will",
                    "desc": "At 3rd level, you can magically draw on the living essence of the land to hamper your foes. As a bonus action, choose one creature you can see within 60 feet of you. Your next weapon attack against that creature has advantage. If that attack hits, the creature's speed is reduced by 10 feet until the start of your next turn. When you reach 11th level in this class, if that attack hits, the creature's speed is instead halved until the start of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_grove-warden-magic",
                    "name": "Grove Warden Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grove Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Grove Warden Spells**\n| Ranger Level  | Spells                  | \n|---------------|-------------------------| \n| 3rd           | *entangle*              | \n| 5th           | *branding smite*        | \n| 9th           | *speak with plants*     | \n| 13th          | *hallucinatory terrain* | \n| 17th          | *animate objects*       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_intruders-bane",
                    "name": "Intruder's Bane",
                    "desc": "At 7th level, you can command the land around you to come to your aid. As a bonus action, choose a point you can see on the ground within 60 feet. You cause the area within 15 feet of that point to undulate and warp. Each creature in the area must make a Dexterity saving throw against your spell save DC. On a failure, a creature is pushed up to 15 feet in a direction of your choice and knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_living-bulwark",
                    "name": "Living Bulwark",
                    "desc": "Starting at 15th level, the land around you comes to your aid when you are in danger, interposing rocks, branches, vines, roots, or even the ground itself between you and your foes. When a creature you can see targets you with an attack, you can use your reaction to roll a d8 and add it to your AC against the attack.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_whispers-of-the-forest",
                    "name": "Whispers of the Forest",
                    "desc": "At 3rd level, when you use your Primeval Awareness feature while within a forest, you add humanoids to the list of creature types you can sense. When sensing humanoids, you know the general direction of the creatures, and you know if a humanoid is solitary, in a small group of up to 5 humanoids, or a pack of more than 5 humanoids.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_grove-warden_wrath-of-the-forest",
                    "name": "Wrath of the Forest",
                    "desc": "At 11th level, you can call on the land in your vicinity to strike at your enemies. When you take the Attack action, you can use a bonus action to make a rock, branch, root, or other small natural object attack a creature within 30 feet of you. You are proficient with the attack, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you add your Dexterity modifier to the attack and damage rolls. The damage is of a type appropriate to the object, such as piercing for a thorny branch or bludgeoning for a rock, and the damage die is a d8.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Grove Warden",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_haunted-warden/?format=api",
            "key": "toh_haunted-warden",
            "features": [
                {
                    "key": "toh_haunted-warden_beyond-the-pale",
                    "name": "Beyond the Pale",
                    "desc": "Starting when you choose this archetype at 3rd level, you can use a bonus action to see into the Ethereal Plane for 1 minute. Ethereal creatures and objects appear ghostly and translucent.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_guardian-geist",
                    "name": "Guardian Geist",
                    "desc": "At 11th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to call out to your spirit usher. If you do, your spirit usher teleports to an unoccupied space within 5 feet of you and takes half the damage dealt to you, potentially preventing your death.\n  In addition, when your spirit usher dies, you have advantage on attack rolls until the end of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_haunted-warden-magic",
                    "name": "Haunted Warden Magic",
                    "desc": "You learn an additional spell when you reach certain levels in this class, as shown in the Haunted Warden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Haunted Warden Spells**\n| Ranger Level  | Spells                 | \n|---------------|------------------------| \n| 3rd           | *false life*           | \n| 5th           | *invisibility*         | \n| 9th           | *speak with dead*      | \n| 13th          | *death ward*           | \n| 17th          | *dispel evil and good* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_merge-spirit",
                    "name": "Merge Spirit",
                    "desc": "Starting at 7th level, you can use an action to cause your spirit usher to join its essence with you for 1 minute. While merged, you gain the spirit usher's Ethereal Sight trait and can interact with creatures and objects on both the Ethereal and Material Planes. In addition, while you are merged, you become less substantial and gain the spirit usher's damage resistances and damage immunities.\n  Once you use this feature, you shouldn't use it again until you finish a short or long rest. Each time you use it again, you suffer one level of exhaustion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_spirit-usher",
                    "name": "Spirit Usher",
                    "desc": "At 3rd level, you gain an undead spirit that anchors itself to you and accompanies you on your journeys. The spirit is friendly to you and your companions and obeys your commands. See the spirit's game statistics in the Spirit Usher stat block, which uses your proficiency bonus (PB) in several places.\n\nYou determine the spirit's appearance, name, and personality. You should choose a personality trait, ideal, bond, and flaw for it, and you should work with your GM to decide on a background story for the spirit that fits the campaign.\n  In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.\n  When it joins with you, the spirit learns three cantrips it can cast at will, which you select from the following lists. At the end of a long rest, you can change which cantrips the spirit knows. \n* Choose one of *chill touch*, *ray of frost*, *sacred flame*, or *vicious mockery*. Use your level when determining the damage of the chosen cantrip. \n* Choose one of *druidcraft*, *prestidigitation*, or *thaumaturgy*. \n* Choose one of *dancing lights*, *message*, or *minor illusion*.\nThe spirit is bonded to you. It can't be turned or destroyed, such as with the cleric's Turn Undead feature. When the spirit usher dies, it retreats to the Ethereal Plane to restore itself and returns to an unoccupied space within 5 feet of you when you finish a long rest. If the spirit usher died within the last hour, you can use your action to expend a spell slot of 1st level or higher to return it to life after 1 minute with all its hit points restored.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_haunted-warden_true-psychopomp",
                    "name": "True Psychopomp",
                    "desc": "At 15th level, you can use your Merge Sprit feature as a bonus action instead of an action. When you and your spirit usher merge forms, you gain its Incorporeal Movement trait and Etherealness action, and you are considered to be undead for the purposes of determining whether or not spells or other magical effects can affect you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Haunted Warden",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api",
            "key": "toh_snake-speaker",
            "features": [
                {
                    "key": "toh_snake-speaker_decoy-skin",
                    "name": "Decoy Skin",
                    "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_scaly-transition",
                    "name": "Scaly Transition",
                    "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_serpent-shape",
                    "name": "Serpent Shape",
                    "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_sinuous-dance",
                    "name": "Sinuous Dance",
                    "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_snake-speaker-magic",
                    "name": "Snake Speaker Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_speak-with-snakes",
                    "name": "Speak with Snakes",
                    "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Snake Speaker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_spear-of-the-weald/?format=api",
            "key": "toh_spear-of-the-weald",
            "features": [
                {
                    "key": "toh_spear-of-the-weald_canopy",
                    "name": "Canopy",
                    "desc": "Beginning at 7th level, when a creature within 30 feet of you, including yourself, is targeted by a ranged weapon attack, you can use your reaction to summon a magical canopy of glowing leaves and branches over the target. The target has resistance to the damage dealt by the attack, and the canopy bursts into shredded leaves afterwards. You must then finish a short or long rest to use your Canopy again.\n  When you reach 11th level in this class, you can use your Canopy twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all expended uses.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_overwhelm",
                    "name": "Overwhelm",
                    "desc": "At 15th level, after you make a successful melee weapon attack with your weald spear against a creature, you can use a bonus action to make one ranged weapon attack with it against a different creature. You don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature you hit, however, you can still have disadvantage on the attack roll from being within 5 feet of other creatures.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_restriction-alseid",
                    "name": "Restriction: Alseid",
                    "desc": "You can choose this archetype only if you are an alseid.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_steps-of-the-forest-god",
                    "name": "Steps of the Forest God",
                    "desc": "Starting at 11th level, after you make a successful ranged weapon attack with your weald spear, you can use a bonus action to teleport to an unoccupied space within 10 feet of your target.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_touch-of-the-fey-land",
                    "name": "Touch of the Fey Land",
                    "desc": "The touch of the land of the fey is always on your spear, hinting at its otherworldly ties. Beginning at 3rd level, when you summon your weald spear, choose one of the following effects.\n\n***Aflame.*** Your spear is ensorcelled in heatless, white, magical flames whose intensity rise and fall to reflect your mood. When you are at your happiest, your spear sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\n\n***Entwined.*** Your spear appears to be wrapped in writhing green vines which occasionally coalesce into the shape of a slender, grasping hand. The hand always points in the direction of your home forest.\n\n***Everblooming.*** Your spear is covered in small wildflowers that bloom, die, bud, and bloom again within minutes. Pollinating insects are often drawn to your spear as the spear constantly exudes a pleasant, floral fragrance.\n\n***Moonlit.*** Your spear appears as a pale length of wooden moonlight. A trail of star-like motes travels behind the spear's point.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_weald-spear",
                    "name": "Weald Spear",
                    "desc": "When you choose this archetype at 3rd level, you gain the ability to call forth a magical, wooden spear from the land of fey into your empty hand as a bonus action. The spear disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You are proficient with the weapon while you wield it. The spear's range is 20/60 feet, and, when you throw the spear, it reappears in your hand after the attack. The spear's damage die is a d8, and it has the finesse and reach properties.\n  At 7th level, your weald spear attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and your weald spear's damage die is a d10. At 11th level, your weald spear's damage die is a d12.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Spear of the Weald",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_wasteland-strider/?format=api",
            "key": "toh_wasteland-strider",
            "features": [
                {
                    "key": "toh_wasteland-strider_call-the-otherworldly",
                    "name": "Call the Otherworldly",
                    "desc": "At 11th level, you've gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.\n  The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren't attacking a creature, but otherwise takes no actions.\n  Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wasteland-strider_chaotic-strikes",
                    "name": "Chaotic Strikes",
                    "desc": "When you choose this archetype at 3rd level, you've learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.\n\n**Chaotic Strikes**\n| d8 | Damage Type | \n|----|-------------| \n| 1  | Fire        | \n| 2  | Cold        | \n| 3  | Lightning   | \n| 4  | Psychic     | \n| 5  | Necrotic    | \n| 6  | Poison      | \n| 7  | Radiant     | \n| 8  | Force       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wasteland-strider_dimensional-step",
                    "name": "Dimensional Step",
                    "desc": "At 15th level, you have learned to slip briefly between worlds. You can cast the *dimension door* spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wasteland-strider_stalwart-psyche",
                    "name": "Stalwart Psyche",
                    "desc": "Starting at 7th level, you have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wasteland-strider_wasteland-strider-magic",
                    "name": "Wasteland Strider Magic",
                    "desc": "Also starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Strider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Wasteland Strider Spells**\n| Ranger Level  | Spells                     | \n|---------------|----------------------------| \n| 3rd           | *protection from the void* | \n| 5th           | *calm emotions*            | \n| 9th           | *dispel magic*             | \n| 13th          | *banishment*               | \n| 17th          | *hold monster*             |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Wasteland Strider",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/srd_thief/?format=api",
            "key": "srd_thief",
            "features": [
                {
                    "key": "srd_thief_fast-hands",
                    "name": "Fast Hands",
                    "desc": "Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_thief_second-story-work",
                    "name": "Second-Story Work",
                    "desc": "When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\r\n\r\nIn addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_thief_supreme-sneak",
                    "name": "Supreme Sneak",
                    "desc": "Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_thief_thiefs-reflexes",
                    "name": "Thief's Reflexes",
                    "desc": "When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_thief_use-magic-device",
                    "name": "Use Magic Device",
                    "desc": "By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Thief",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_cat-burglar/?format=api",
            "key": "toh_cat-burglar",
            "features": [
                {
                    "key": "toh_cat-burglar_artful-dodger",
                    "name": "Artful Dodger",
                    "desc": "At 3rd level, alert to the dangers posed by hidden traps and wards, you have advantage on saving throws made to avoid or resist a trap or a magic effect with a trigger, such as the *glyph of warding* spell, and you have resistance to the damage dealt by such effects.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cat-burglar_breaking-and-entering",
                    "name": "Breaking and Entering",
                    "desc": "At 13th level, when you make an attack against a door, gate, window, shutters, bars, or similar object or structure that is blocking or barring an egress, you have advantage on the attack roll, and you can add your Sneak Attack damage on a hit. You can choose for this damage to be audible out to a range of 100 feet or to be audible only within 5 feet of the point where you hit the object or structure. Similarly, you can choose for this damage to appear more or less impactful than it actually is, such as neatly carving a hole for you to squeeze through a wall or window or bursting a door off its hinges.\n\nYour expertise at deftly dismantling crafted works extends to constructs and undead. You don't need advantage on the attack roll to use your Sneak Attack feature against constructs and undead. As normal, you can't use Sneak Attack if you have disadvantage on the attack roll.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cat-burglar_cats-eye",
                    "name": "Cat's Eye",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) or Intelligence (Investigation) checks made to find or disarm traps, locate secret or hidden doors, discern the existence of an illusion, or spot a *glyph of warding*. You can also search for traps while traveling at a normal pace, instead of only while at a slow pace.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cat-burglar_master-burglar",
                    "name": "Master Burglar",
                    "desc": "At 17th level, you can slip past a fire-breathing statue unscathed or tread lightly enough to not set off a pressure plate. The first time on each of your turns 118 that you would trigger a trap or magic effect with a trigger, such as the *glyph of warding* spell, you can choose to not trigger it.\n  As a bonus action, you can choose a number of creatures equal to your proficiency bonus that you can see within 30 feet of you and grant them the effects of this feature for 1 hour. Once you grant this feature to others, you can't do so again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_cat-burglar_up-over-and-in",
                    "name": "Up, Over, and In",
                    "desc": "Beginning when you choose this archetype at 3rd level, you have a climbing speed equal to your walking speed. If you already have a climbing speed equal to or greater than your walking speed, it increases by 5 feet. In addition, when you are falling, you can use your reaction to soften the fall. You reduce the falling damage you take by an amount equal to your proficiency bonus + your rogue level. You don't land prone, unless the damage you take from the fall would reduce you to less than half your hit point maximum.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Cat Burglar",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_dawn-blade/?format=api",
            "key": "toh_dawn-blade",
            "features": [
                {
                    "key": "toh_dawn-blade_bolstering-light",
                    "name": "Bolstering Light",
                    "desc": "Starting at 9th level, when you reduce a creature to 0 hit points with radiant damage, choose one of the following: \n* Gain temporary hit points equal to twice your rogue level for 1 hour. \n* End one condition affecting you. The condition can be blinded, deafened, or poisoned. \n* End one curse affecting you. \n* End one disease affecting you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_dawn-flare",
                    "name": "Dawn Flare",
                    "desc": "At 17th level, when you use your Dawn Strike feature to deal radiant damage to a creature that can't see you, the creature must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 10d6 radiant damage and can't regain hit points until the start of your next turn. Once a creature takes damage from this feature, it is immune to your Dawn Flare for 24 hours.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_dawn-strike",
                    "name": "Dawn Strike",
                    "desc": "Starting at 3rd level, when you deal damage with your Sneak Attack feature, you can magically change the extra damage dealt to radiant damage. When you hit an undead or a creature of shadow with such a Sneak Attack, you deal an extra 1d6 radiant damage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_eyes-of-the-dawn",
                    "name": "Eyes of the Dawn",
                    "desc": "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_radiant-beam",
                    "name": "Radiant Beam",
                    "desc": "Beginning at 3rd level, when you deal radiant damage to a creature with a melee weapon attack, you can use a bonus action to throw a portion of that radiant energy at a different creature you can see within 30 feet of you. Make a ranged weapon attack against the second creature. You are proficient with this beam, and you don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature (though you can still have disadvantage from other sources). On a hit, the beam deals 1d6 radiant damage.\n  When you reach 10th level in this class, the beam's damage increases to 2d6.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_dawn-blade_sudden-illumination",
                    "name": "Sudden Illumination",
                    "desc": "At 13th level, when you hit a creature with your Radiant Beam, it must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Dawn Blade",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_sapper/?format=api",
            "key": "toh_sapper",
            "features": [
                {
                    "key": "toh_sapper_all-clear",
                    "name": "All Clear",
                    "desc": "Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_sapper_breach-defenses",
                    "name": "Breach Defenses",
                    "desc": "Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n  When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_sapper_clear-the-path",
                    "name": "Clear the Path",
                    "desc": "At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_sapper_combat-engineer",
                    "name": "Combat Engineer",
                    "desc": "When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n  If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n  When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap        | Time Required to Build Trap                             | Time Required to Set Trap              | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section             | When you finish building this trap, it is considered set. | \n| **Falling Net**     | 1 minute                                                | 1 action                               | \n| **Hunting Trap**    | 1 minute                                                | 1 bonus action                         | \n| **Pit**             | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute.     | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_sapper_sculpt-terrain",
                    "name": "Sculpt Terrain",
                    "desc": "At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Sapper",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_smuggler/?format=api",
            "key": "toh_smuggler",
            "features": [
                {
                    "key": "toh_smuggler_dab-handed-dealer",
                    "name": "Dab-handed Dealer",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n  Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_hypervigilance",
                    "name": "Hypervigilance",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_improved-smuggler-s-legerdemain",
                    "name": "Improved Smuggler-s Legerdemain",
                    "desc": "At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n  In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_slippery-as-an-eel",
                    "name": "Slippery as an Eel",
                    "desc": "Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_smuggler-s-legerdemain",
                    "name": "Smuggler-s Legerdemain",
                    "desc": "Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n  You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n  Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Smuggler",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        }
    ]
}