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": 182,
    "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": [
        {
            "key": "bfrd_metallurgist",
            "features": [
                {
                    "key": "bfrd_metallurgist_augment-absorbing",
                    "name": "Augment: Absorbing",
                    "desc": "You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table.\n\n### Absorbing\n\n*Item Requirement: Armor or Shield*\n\nYou empower armor or a shield with the ability to absorb and adapt to different damage types. When you take a single instance of acid, cold, fire, force, lightning, poison, or thunder damage while wearing or wielding the item, you can use your reaction to reduce the damage taken by an amount equal to twice your INT modifier. You then gain resistance to the triggering damage type for 1 minute or until you use this feature to absorb a different damage type.\n\nYou can use this feature a number of times equal to your PB, regaining all expended charges when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_metallurgist_mystic-metal",
                    "name": "Mystic Metal",
                    "desc": "You learn to transmute armor into a mystical form. If you spend 1 hour of uninterrupted focus in contact with a nonmagical suit of armor (which can be done as part of a short or long rest), you can transmute that armor into a suit of mystic metal. The transformation lasts until you choose to end it or until you use this feature to transmute a different suit of armor.\n\nAny ongoing effects from your Augment feature on the armor automatically end when the armor reverts to its normal state. If anyone other than you attempts to don the mystic metal, it instantly reverts to its normal state.\n\nOnce transformed, the mystic metal resembles a head-to- toe suit of metallic armor, but you choose its color, style, and other cosmetic details. Regardless of appearance, mystic metal armor is not made of natural materials such as metal or wood. Therefore, it isn’t affected by magic like the heat metal spell or abilities like that of a rust monster. The mystic metal is lightweight and doesn’t hinder movement, and you are considered proficient with it.\n\nYour mystic metal functions as a magic suit of armor with the following properties:\n\n- Each gauntlet of the armor functions as a simple melee weapon with the Light property (which you are proficient with). You can choose whether you use your STR or INT modifier to determine the attack bonus and damage dealt by the gauntlets. On a successful hit, a gauntlet deals 1d6 + your STR or INT modifier (your choice) magical bludgeoning damage.\n- If it is on the same plane as you, you can use a bonus action to summon the armor. When you do so, you choose whether the armor appears in an unoccupied space within 5 feet of you or if it appears on you, fully donned. If you are already wearing armor when you summon the mystic metal armor, it can’t appear on you.\n- While worn, the armor is attached to your body and can’t be removed against your will.\nWhile you wear the armor, your AC equals 13 + your INT modifier.\n\nCreatures who handle or inspect the mystic metal can tell it isn’t a true magic item. Otherwise, it follows the rules of a typical magic item.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_metallurgist_heavy-hitter",
                    "name": "Heavy Hitter",
                    "desc": "You learn to upgrade the offensive capabilities of your Mystic Metal feature. While wearing the armor, you gain the following benefits:\n\n- When you deal damage with a weapon attack, you deal an additional 1d6 force damage. This extra damage increases at higher levels, becoming 1d8 at 9th level and 1d10 at 15th level.\nWhen you make a weapon attack, you score a critical hit on a roll of 19 or 20.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": "d6"
                        },
                        {
                            "level": 9,
                            "detail": "d8"
                        },
                        {
                            "level": 15,
                            "detail": "d10"
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_metallurgist_juggernaut",
                    "name": "Juggernaut",
                    "desc": "While wearing the armor from your Mystic Metal feature, you have proficiency in the Athletics skill, and you have advantage on any check made to initiate a grapple or shove, or to perform any weapon option that requires a STR check.\n\nIn addition, if you move at least 15 feet on your turn before making a melee weapon attack, you have advantage on the attack roll.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_metallurgist_full-metal",
                    "name": "Full Metal",
                    "desc": "While wearing the armor from your Mystic Metal feature, you can use a bonus action to transform it into a nigh-impervious state for 1 minute. If you are reduced to 0 HP, you can choose for the Full Metal feature to automatically activate (no action required).\n\nWhile this state is active, you are immune to bludgeoning, piercing, and slashing damage, and you have resistance to all other damage types.\n\nOnce this state is used, you can’t activate it again until you complete a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Mechanist",
                "key": "bfrd_mechanist"
            },
            "name": "Metallurgist",
            "desc": "Mechanists who pursue the Metallurgist’s craft delight in the thrill of combat and engineered armaments. Metallurgist creations are awesome to behold in battle, though few enemies live to spread tales of their terrifying metal mechanisms.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_open-hand",
            "features": [
                {
                    "key": "bfrd_monk-open-hand_focus-intent",
                    "name": "Focus Intent",
                    "desc": "When you or a creature within 5 feet of you makes an ability check or attack roll, you can use your reaction to roll your martial arts die. The target gains a bonus or a penalty (your choice) to its roll equal to the number you rolled.\n\nYou can use this feature a number of times equal to your WIS modifier. You regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_monk-open-hand_open-hand-technique",
                    "name": "Open Hand Technique",
                    "desc": "You can manipulate your enemy's energy with your own. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target:\n- It can't take reactions until the end of your next turn.\n- It must succeed on a DEX save or be knocked prone.\n- It must succeed on a STR save or be pushed up to 15 feet away from you.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_monk-open-hand_wholeness-of-body",
                    "name": "Wholeness of Body",
                    "desc": "When you roll initiative and have at least 1 hit point, you regain a number of hit points equal to your CON modifier + your monk level.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_monk-open-hand_tranquil-soul",
                    "name": "Tranquil Soul",
                    "desc": "You have learned the way of war, so you may better walk the world in peace. As an action, you can spend 3 technique points to cast the sanctuary spell on yourself. The spell lasts until the end of your next short or long rest (or it can end early as normal).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_monk-open-hand_quivering-palm",
                    "name": "Quivering Palm",
                    "desc": "As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 4 technique points to fill that creature with potentially lethal vibrations that last for a number of days equal to your monk level.\n\nFor the duration, so long as you and the target are on the same plane, you can use an action to end the vibrations, ripping the creature apart. When you do, the target must make a CON save. On a failure, the target takes force damage equal to 5 × your monk level and is paralyzed until the end of your next turn. On a success, the target is stunned for 1 minute, and at the end of each of their turns, and each time they take damage, the target can repeat the save, ending the effect on a success. A target that fails the save by 5 or more instantly dies.\n\nEach time you use this feature after the first, the technique cost to use it increases by 2. When you finish a long rest, the cost resets. This feature can affect only one target at a time.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "bfrd_monk"
            },
            "name": "Open Hand",
            "desc": "Monks of the Open Hand hone their bodies to physical perfection. They learn techniques to push and trip their opponents, practice advanced meditation to protect them from harm, and develop secret techniques to transform their bodies into the ultimate weapon.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_oath-of-devotion",
            "features": [
                {
                    "key": "bfrd_paladin-devotion_channel-divinity",
                    "name": "Channel Divinity",
                    "desc": "You gain the following two Channel Divinity options.\n\n## Channel Divinity: Sacred Weapon\n\nAs an action, you can imbue one weapon you are holding with positive energy. For 1 minute, you add your CHA modifier to attack rolls you make with that weapon (minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the effected weapon isn't already magical, it becomes magical for the duration.\n\nYou can end this effect on your turn (no action required). It ends early if you fall unconscious.\n\n## Channel Divinity: Sanctifying Light\n\nAs an action, you present your holy symbol and speak a prayer to bathe yourself in a flash of holy light. Each Aberration, Fey, Fiend, and Undead of your choice within 30 feet of you that can see you must make a CHA save. If the creature fails its save, it is blinded for 1 minute. At the end of each of its turns, a target can make a CON save, ending the effect for itself on a success.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_paladin-devotion_devotion-oath-spells",
                    "name": "Devotion Oath Spells",
                    "desc": "You gain oath spells at the paladin levels listed in the Devotion Oath Spells table. See the Paladin Subclass class feature for how these spells work.\n\n|Paladin Level|Spells|\n|---|---|\n|3rd|sanctuary|\n|5th|warding bond|\n|9th|protection from energy|\n|13th|stoneskin|\n|17th|mass cure wounds|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_paladin-devotion_aura-of-devotion",
                    "name": "Aura of Devotion",
                    "desc": "You and friendly creatures within 10 feet of you can't be charmed while you are conscious. This aura is enhanced by the 17th-level Aura Improvements class feature.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_paladin-devotion_purity-of-spirit",
                    "name": "Purity of Spirit",
                    "desc": "Your connection to divinity gives you constant protection from the influence of supernatural creatures. You always have the following protections against Aberrations, Celestials, Elementals, Fey, Fiends, Undead, and creatures with the Outsider tag:\n- Listed creatures have disadvantage on attack rolls against you.\n- You can use your Divine Sense feature to detect any listed creatures, not just Celestials, Fiends, and Undead.\n- You can't be charmed, frightened, or possessed by listed creatures.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_paladin-devotion_holy-nimbus",
                    "name": "Holy Nimbus",
                    "desc": "As an action, you can emanate a nimbus of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. This light counts as true sunlight, such as when interacting with Sunlight Hypersensitivity, and it banishes areas of magical darkness created by the darkness spell or similar magic.\n\nWhen an enemy creature starts its turn in the bright light, it takes radiant damage equal to your paladin level. In addition, for the duration, you have advantage on saves.\n\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "bfrd_paladin"
            },
            "name": "Oath of Devotion",
            "desc": "Swearing an oath of Devotion binds a paladin to the principles of duty, honor, justice, and order. These paladins define themselves as holy warriors or knights, pledged to further a righteous cause to which they devote themselves. They typically hold angels, resplendent servants of good, in high regard, often adorning their armor, shield, or weapon with their iconography.\n\n**Tenets of Devotion.** Though the exact words and strictures of the oath of Devotion vary, its paladins share these tenets.\n- *Compassion.* Protect the weak, aid the helpless, and show mercy to your enemies whenever you are able.\n- *Courage.* Though caution is wise, never fear to act.\n- *Duty.* Do always as you have sworn to do. Obey those who have authority over you.\n- *Honesty.* Never tell a lie when the truth will suffice. Your word is your sacred promise.\n- *Honor.* Treat others with fairness. Let your deeds prove your character.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_hunter",
            "features": [
                {
                    "key": "bfrd_ranger-hunter_hunter-calling-spells",
                    "name": "Hunter Calling Spells",
                    "desc": "You gain calling spells at the ranger levels listed in the Hunter Calling Spells table. See the Ranger Subclass class feature for how these spells work.\n\n|Ranger Level|Spells|\n|---|---|\n|3rd|protection from evil and good|\n|5th|misty step|\n|9th|nondetection|\n|13th|banishment|\n|17th|greater hold|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_ranger-hunter_killer-instinct",
                    "name": "Killer Instinct",
                    "desc": "As a bonus action, choose a creature within 60 feet of you that you can see. You immediately learn the creature's immunities, resistances, and vulnerabilities, or you learn if it has none. This feature doesn't function if the target is magically concealed by a nondetection spell or similar effect that counters divination magic.\n\nYou can use this feature a number of times equal to your PB and regain all uses of it when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_ranger-hunter_relentless-pursuit",
                    "name": "Relentless Pursuit",
                    "desc": "Your tenacity wears down even potent foes. When you hit a creature with a weapon attack, you deal extra damage if the target is below its hit point maximum. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_ranger-hunter_favored-foe",
                    "name": "Favored Foe",
                    "desc": "As part of a long rest, you can spend time reviewing your research and preparing to face a specific type of monster. Choose a type of enemy: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, or Undead. For 24 hours, creatures of that type have disadvantage on attack rolls against you. You also have advantage on saves against being charmed, frightened, or possessed by them.\n\nAt the end of your next long rest, you can choose the same type of creature or a different creature type as your Favored Foe.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_ranger-hunter_no-escape",
                    "name": "No Escape",
                    "desc": "When a creature marked by your mystic mark attempts to move, you can use your reaction to magically teleport up to 30 feet. If you teleport to a space within your weapon's reach of the target, you can immediately make an opportunity attack as part of the same reaction.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_ranger-hunter_predators-shield",
                    "name": "Predator's Shield",
                    "desc": "When you take damage from a creature you can see, you can use your reaction to supernaturally ward yourself against that creature for a short time. You have resistance to all damage dealt by the target for 1 minute, including resistance to the damage dealt by the triggering attack. This effect ends early if you become incapacitated.\n\nOnce used, this feature can't be used again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "bfrd_ranger"
            },
            "name": "Hunter",
            "desc": "Rangers who heed the calling of the Hunter are no mere trappers or furriers. They are the last line of defense between the natural and the supernatural world. Hunters seek, stalk, and slay monstrous predators like outsiders, fiends, and undead who devastate populations with their malign magic.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_thief",
            "features": [
                {
                    "key": "bfrd_thief_fast-hands",
                    "name": "Fast Hands",
                    "desc": "Experience has honed your skills, allowing you to accomplish precision work in a flash. In addition to its standard uses, you can now use the bonus action granted by your Cunning Action feature to do any of the following:\n- Make a DEX (Sleight of Hand) check.\n- Take the Use an Object action.\n- Use thieves' tools to attempt to disarm a trap or open a lock.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_thief_second-story-work",
                    "name": "Second-Story Work",
                    "desc": "You've never met a wall you couldn't conquer, and climbing them is second nature. You gain a climbing speed equal to your walking speed. If you already have a climbing speed when you gain this feature, it increases by 10 feet.\n\nIn addition, when you make a long jump, you cover a number of feet equal to your walking speed if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap half your walking speed. Either way, each foot you clear on the jump costs a foot of movement. In the event a STR (Athletics) check is required to clear or extend a jump, you can choose to make a DEX (Acrobatics) check instead.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_thief_appraising-eye",
                    "name": "Appraising Eye",
                    "desc": "You've developed an eye for quality. As an action, you can inspect any object within 10 feet of you that you can see to learn whether it is nonmagical or magical. If the object is nonmagical, you immediately learn its approximate value in gold pieces. You also learn whether the object is fake or could conceal other objects inside it (though you don't learn whether it is currently concealing objects or what those objects are).\n\nIf the object is magical, you can spend 1 minute examining it to learn its type, rarity, whether it is cursed, and if it requires attunement (and any specific attunement requirements it has). After you have examined a magic item in this way, you learn how to use it and can ignore any class or feature requirements that would normally prevent you from using it (though you still must abide by any level restrictions). If a magic item requires the use of a spellcasting ability, use your DEX to determine your spell save DC or spell attack bonus.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_thief_trap-specialist",
                    "name": "Trap Specialist",
                    "desc": "When you or a creature within 5 feet of you triggers a trap, you can use your reaction to roll an ability check to attempt to disarm the trap. If you are successful, the trap is disarmed and not triggered. If you are unsuccessful, the trap is triggered as normal.\n\nIn addition, you can now disarm any magical traps that would typically require the use of the dispel magic spell. When you do so, make an ability check using only your DEX modifier, without adding any other modifiers to the roll. If the result meets or exceeds the trap's DC (your GM has this number), it is disarmed as if you had successfully cast the dispel magic spell.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_thief_thiefs-reflexes",
                    "name": "Thief's Reflexes",
                    "desc": "You have become adept at laying ambushes and quickly escaping danger. Now, 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 if you are surprised.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "bfrd_rogue"
            },
            "name": "Thief",
            "desc": "You have a reputation for quick thinking and quicker fingers. Leave throat-cutting and con-running to lesser scoundrels. You live to liberate treasures held under lock and key. The thrill of bypassing a sealed door, complex trap, or other “impassable” obstacle is the true prize—followed by the payday that comes from whatever you took.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_draconic",
            "features": [
                {
                    "key": "bfrd_draconic_draconic-origin-spells",
                    "name": "Draconic Origin Spells",
                    "desc": "You gain origin spells at the sorcerer levels listed in the Draconic Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.\n\nNote that one of the spells you gain at each listed sorcerer level is determined by the type of dragon you select as your ancestor (see Dragon Ancestor).\n\n|Sorcerer Level|Spells|\n|---|---|\n|3rd|*elemental blade*, dragon ancestor spell|\n|5th|*fear*, dragon ancestor spell|\n|7th|*elemental shield*, dragon ancestor spell|\n|9th|*dominate*, dragon ancestor spell|\n|11th|*mass suggestion*, dragon ancestor spell|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_draconic_draconic-resilience",
                    "name": "Draconic Resilience",
                    "desc": "As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases immediately by 1 and by an additional 1 when you gain a level of sorcerer.\n\nIn addition, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your DEX modifier.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_draconic_dragon-ancestor",
                    "name": "Dragon Ancestor",
                    "desc": "You begin to manifest traits of the type of dragon that instilled you with power. Choose that dragon's type now. This choice also dictates some of your spells gained with your Draconic Origin Spells feature, and the damage type associated with each dragon is used by additional features you gain later.\n\nYou can now speak, read, and write Draconic. In addition, when you make an ability check when interacting with or recalling information about dragons, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level.\n\n|Dragon Ancestor|Damage Type|3rd Level|5th Level|7th Level|9th Level|11th Level|\n|---|---|\n|Black or Copper|Acid|*grease*|*acid arrow*|*stinking cloud*|*stone shape*|*cloudkill*|\n|Blue or Bronze|Lightning|*thunderwave*|*invisibility*|*lightning bolt*|*greater invisibility*|*conjure elemental (air)*|\n|Brass, Gold, or Red|Fire|*burning hands*|*heat metal*|*fireball*|*wall of fire*|*flame strike*|\n|Green|Poison|*entangle*|*barkskin*|*stinking cloud*|*blight*|*contagion*|\n|Silver or White|Cold|*fog cloud*|*hold*|*sleet storm*|*ice storm*|*cone of cold*|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_draconic_elemental-affinity",
                    "name": "Elemental Affinity",
                    "desc": "When you cast a spell that deals damage of the type associated with your draconic ancestry (including spells with a damage type modified by features such as your Flexible Spell metamagic option), you can spend 1 sorcery point to gain one of the following benefits:\n\n- Each target takes additional damage equal to your PB.\n- You gain resistance to that damage type for 1 minute.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_draconic_imperious-wings",
                    "name": "Imperious Wings",
                    "desc": "You gain the ability to sprout a pair of dragon wings from your back, gaining a fly speed equal to your walking speed. You can create these wings as a bonus action on your turn, and they last until you dismiss them (also as a bonus action on your turn). While the wings are manifested creatures that can see you have disadvantage on checks and saves to avoid being frightened or intimidated by you.\n\nYou can’t manifest your wings while wearing armor.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_draconic_draconian-vengeance",
                    "name": "Draconian Vengeance",
                    "desc": "As an action, you can target one creature within 60 feet of you that you can see to brand it with your draconic element. The target must succeed on a CHA save against your spell save DC or become vulnerable to the damage type associated with your draconic ancestry until the end of your next turn. A target resistant to that damage type loses that resistance for the duration, but a target immune to the damage type is still immune to it, even if the target fails the save.\n\nOnce used, you can't use this feature again until you finish a long rest, unless you spend 4 sorcery points to do so.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "bfrd_sorcerer"
            },
            "name": "Draconic",
            "desc": "Through lineage, bargain, or unrequited gift, the origins of your magic lie in the preternatural power of dragons. These beings, monumental in their age, power, and size, possess unshakeable bearing, unstoppable might, and mastery over the elements of the natural world.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_conduit",
            "features": [
                {
                    "key": "bfrd_theurge-conduit_energy-exchange",
                    "name": "Energy Exchange",
                    "desc": "Your mastery of magical power allows you to transfer raw energy in various ways.\n\n**Exchange Life.** You can convert your own life force into raw magical power. As a bonus action, you can expend Hit Dice to recover an expended spell slot. When you do so, expend a number of Hit Dice equal to the circle of the spell slot you are attempting to recover. Roll the expended Hit Dice and add your CON modifier to the roll. You immediately lose hit points equal to the result, and your hit point maximum is reduced by that amount until you finish a long rest. If you have at least 1 HP remaining after losing these hit points, you successfully recover the spell slot.\n\n**Exchange Power.** You can control the energy within magic items. As an action, you can expend a spell slot to restore charges to a magic item you are touching. When you do so, the magic item regains expended charges equal to the circle of the spell slot expended, up to the item's maximum charges. This feature can't restore charges to items that don't have charges, such as a ring of feather falling, and it can't restore charges to consumables or items that cease to be magical once all their charges or uses are expended, such as the gem of brightness or restorative ointment (see Player's Guide for all items).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_theurge-conduit_mystic-vitality",
                    "name": "Mystic Vitality",
                    "desc": "You can convert unspent magical energy into vitality. When you finish a long rest, you regain additional Hit Dice equal to half the number of unspent spell slots (rounded down) you had before finishing the long rest, up to your Hit Dice maximum (minimum of one Hit Die). For example, if you are a 6th-level theurge with three unspent spell slots, you would regain one additional expended Hit Die at the end of the long rest, in addition to the three Hit Dice you would normally recover after a long rest as a 6th-level character.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_theurge-conduit_metabolize",
                    "name": "Metabolize",
                    "desc": "As a reaction when you suffer an instance of damage that isn't bludgeoning, piercing, or slashing, you can make a CON save. The DC for this save equals 10 or half the amount of damage you took, whichever number is higher. On a success, you store that energy potential within your body for up to 1 minute. Before the duration ends, you can expend this stored energy (no action required) as part of casting a 1st-circle or higher spell. When you do so, the spell is cast as if you expended a spell slot one circle higher than the slot used.\n\nYou can attempt to store magical energy in this way a number of times equal to your PB, but you can store only a single instance of energy potential at one time. You regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_theurge-conduit_spell-surge",
                    "name": "Spell Surge",
                    "desc": "When you deal damage to a creature with an Arcane or Divine spell, you can expend one or more of your Hit Dice. Roll the expended dice and add your CON modifier. The creature takes additional damage of the spell's type equal to the result. If multiple creatures are damaged by the triggering spell, you choose which target takes the extra damage.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_theurge-conduit_nullify",
                    "name": "Nullify",
                    "desc": "As an action, you can suppress the magical potential of one creature or magic item within 120 feet of you. The suppression lasts for 1 minute or until you start your turn more than 120 feet away from the target. The effect also ends early if you become incapacitated.\n\nIf the suppressed target is a creature, each time it attempts to cast a spell or make a spell attack, it must make a CON save against your spell save DC. On a success, the spell or attack happens normally. On a failure, the spell or attack fails, expending a spell slot or use of the feature (if limited use).\n\nIf the suppressed target is a magic item, it functions as a nonmagical item of its type for the duration of your suppression. This effect otherwise works like the magic items aspect of the antimagic field spell.\n\nOnce you use this feature, you can't do so again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Theurge",
                "key": "bfrd_theurge"
            },
            "name": "Conduit",
            "desc": "Theurges that embody the Conduit devotion, view all magic—regardless of source—as a natural extension of the life force that resides within all creatures. Conduits perceive the Arcane and Divine within themselves as readily as they feel their blood pumping through their veins, and they believe the deepest reserves of magical power lie within the soul. They translate these beliefs into practical applications, allowing them to exchange vitality for spellcasting potential and disrupt the magical energies within other creatures.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_vanguard-marshal",
            "features": [
                {
                    "key": "bfrd_vanguard-marshal_inspiring-leadership",
                    "name": "Inspiring Leadership",
                    "desc": "When you use your Stratagems feature, you can choose one friendly creature that can see and hear you. That creature has advantage on the next attack roll it makes before the end of its next turn.\n\nThe number of creatures you can affect with this ability increases as you gain levels in the vanguard class. You can choose up to two creatures when you reach 7th level, three at 11th level, and four at 15th level.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": "1 target"
                        },
                        {
                            "level": 7,
                            "detail": "2 targets"
                        },
                        {
                            "level": 11,
                            "detail": "3 targets"
                        },
                        {
                            "level": 15,
                            "detail": "4 targets"
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_vanguard-marshal_war-banner",
                    "name": "War Banner",
                    "desc": "You gain the following War Banner option.\n\n**War Banner: Banner of Coordination.** You create a banner that helps allies coordinate their strikes. A friendly creature that starts its turn within the banner's range gains a +1 bonus to attack rolls for each other friendly creature currently within the banner's range, up to your PB, until the start of its next turn.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_vanguard-marshal_generals-gambit",
                    "name": "General's Gambit",
                    "desc": "When you or a friendly creature that you can see within 30 feet of you fails an ability check, attack roll, or save, you can expend and roll one of your vanguard Hit Dice. Add the number rolled to the check result, potentially turning a failure into a success.\n\nYou can use this feature to modify multiple checks on the same round, but you can't use this feature to modify the same check more than once.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_vanguard-marshal_comrade-in-arms",
                    "name": "Comrade in Arms",
                    "desc": "Whenever you use your Inspiring Leadership feature to give at least one friendly creature advantage, you can also grant yourself advantage on the next attack roll you make before the end of that turn.\n\nIn addition, when a creature hits with an attack that has advantage from your Inspiring Leadership, the attack deals additional damage of the attack's type equal to your PB + your CHA modifier (minimum of 2).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_vanguard-marshal_battlefield-vigor",
                    "name": "Battlefield Vigor",
                    "desc": "You are the paragon of resilience on the battlefield. When you start your turn below half your hit point maximum but have at least 1 HP, you regain hit points equal to your PB + your CON modifier (minimum of 2).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Vanguard",
                "key": "bfrd_vanguard"
            },
            "name": "Marshal",
            "desc": "Marshals are considered by some to be the ultimate vanguards. They hone their martial and leadership skills to become beacons of authority on the battlefield that inspire undying loyalty in those they command. Those that chose this path inevitably leave their mark on history as knights of legend, ruthless conquerors, or brilliant generals.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_fiend",
            "features": [
                {
                    "key": "bfrd_warlock-fiend_dark-ones-blessing",
                    "name": "Dark One's Blessing",
                    "desc": "When you reduce a hostile creature to 0 HP or when a hostile creature within 30 feet of you is reduced to 0 HP, you gain temporary hit points equal to your PB + your warlock level. These hit points last until expended or until you complete a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_warlock-fiend_fiend-pact-spells",
                    "name": "Fiend Pact Spells",
                    "desc": "You gain pact spells at the warlock levels listed in the Fiend Pact Spells table. See the Warlock Subclass class feature for how these spells work.\n\n|Warlock Level|Spells|\n|---|---|\n|3rd|burning hands, command|\n|5th|scorching ray, suggestion|\n|9th|fireball, stinking cloud|\n|13th|blight, wall of fire|\n|17th|dominate, flame strike|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_warlock-fiend_dark-ones-own-luck",
                    "name": "Dark One's Own Luck",
                    "desc": "You can call on your patron to alter fate in your favor. When you make an ability check or a save, you can use this feature to add 1d10 to your roll.\n\nOnce you use this feature, you can't use it again until you finish a short or long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_warlock-fiend_fiendish-resilience",
                    "name": "Fiendish Resilience",
                    "desc": "You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_warlock-fiend_hurl-through-hell",
                    "name": "Hurl Through Hell",
                    "desc": "When you hit a creature with an attack, you can use this feature to instantly transport the target, causing it to disappear and hurtle through a nightmare landscape.\n\nAt the end of your next turn, the target returns to the space it previously occupied or to the nearest unoccupied space. If the target is not a Fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\n\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Warlock",
                "key": "bfrd_warlock"
            },
            "name": "Fiend",
            "desc": "Your patron is a greater fiend who holds dominion over lesser demons or devils. Fiendish patrons are uncontestably bound to the forces of evil—though the warlocks they choose rarely are. These patrons often delight in granting power to mortals, even if those mortals openly strive against their destructive aims. Whether these tendencies are exercises in corruption or serve a more nefarious design, few can say.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_witch-twilight-soul",
            "features": [
                {
                    "key": "bfrd_witch-twilight-soul_obscuring-hex",
                    "name": "Obscuring Hex",
                    "desc": "When you first use your Hex feature to give a creature a Hex die, you become invisible to that creature for up to 1 minute. Whenever you deal damage to it, attack it, or cast a spell targeting the creature, it can attempt a WIS save against your spell save DC. On a success, you are no longer invisible to it.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_witch-twilight-soul_spirit-sentinel",
                    "name": "Spirit Sentinel",
                    "desc": "You request the aid of a spirit that can assume a physical form. Over the course of 10 minutes, you can conduct a special ritual to give this spirit physical form. At the end of the ritual, the spirit appears in an unoccupied space within 10 feet of you. It assumes the appearance and overall characteristics of a Tiny Beast (most commonly a bat, raven, or cat), but its exact features and personality are up to you. While the spirit resembles an animal, it is not a true creature. It doesn't have its own statistics, and it can't act in any way beyond what is described here. The spirit can't be targeted by attacks, spells, or effects.\n\nAs an action while the spirit is active, you can cause it to disappear or reappear in an unoccupied space within 10 feet of you. When the spirit disappears, it takes refuge within you until you command it to appear again.\n\nThe spirit is destroyed if you die or if you move more than 100 feet away from it. If a spirit is destroyed, you must repeat the 10-minute ritual to give it physical form once again.\n\n**Casting.** When you cast a spell, you can choose to cast it from your current space or as if you were in the same space as the spirit. If another creature is in the spirit's space and the spell requires you to not be in the same space as a creature, you can choose one unoccupied space within 5 feet of the spirit instead. Similarly, if you cast a spell that requires you to see your target, you can target a creature the spirit can see, even if you can't see that target.\n\n**Communication.** You can telepathically communicate with the spirit. The spirit can't speak, but it understands all languages you do. The spirit can't write, but it can read all languages you can read.\n\n**Movement.** The spirit has a flying speed equal to your walking speed and can hover. It can move through creatures and objects as if they were difficult terrain, but it must always end its movement in an unoccupied space. If it would end its normal movement on your turn inside an object or creature, the spirit disappears and takes refuge within you until you command it to appear again.\n\n**Physicality.** While it appears to have a physical form, the spirit doesn't occupy its space, and creatures and objects can pass through it and occupy its space.\n\n**Senses.** The spirit has darkvision out to a range of 60 feet, and it can telepathically convey what it sees or senses to you. While the spirit is active, you can't be surprised, and you have advantage on Perception checks.\n\n**Controlling the Spirit.** On your turn, you can command the spirit to perform one of the following tasks (no action required). As a bonus action, you can have the spirit perform a second task (either the same task or a new one) on your turn:\n- Become Invisible. The spirit becomes invisible. This invisibility lasts until you command it to use Hinder or until you cast a spell through the spirit.\n- Hinder. The spirit invokes a minor curse on one hostile creature within 5 feet of it. That creature has disadvantage on the next attack roll or ability check it makes before the end of its next turn.\n- Move. You command the spirit to move up to its speed to an unoccupied space of your choice.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_witch-twilight-soul_coven-spells",
                    "name": "Twilight Soul Coven Spells",
                    "desc": "You gain coven spells at the witch levels listed in the Twilight Soul Coven Spells table. See the Witch Subclass class feature for how these spells work.\n\n|Witch Level|Spells|\n|---|---|\n|3rd|detect evil and good, misty step, protection from evil and good, spirit ward*|\n|5th|blink, spirit guardians|\n|7th|banishment, spirit rend*|\n|9th|dispel evil and good, spirit double*|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_witch-twilight-soul_ephemeral-shroud",
                    "name": "Ephemeral Shroud",
                    "desc": "As a reaction when you would be hit by an attack that targets only you, you can teleport up to 60 feet to an unoccupied space you can see. The triggering attack misses.\n\nYou can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_witch-twilight-soul_welcomed-spirits",
                    "name": "Welcomed Spirits",
                    "desc": "You have cultivated deep bonds with all manner of spirits, and you can call upon this network to aid you—if you pay the price. You can perform a ceremony over the course of 10 minutes, at the end of which you can expend one or more Hit Dice to mimic the effects of one of the following spells without expending a spell slot or material components: augury (1 Hit Die), commune with nature (3 Hit Dice), or speak with dead (2 Hit Dice).\n\nYou can use these spells to speak with spirits specifically bound to your ancestors, your current geographical location, or creatures physically close to you, ignoring any range and target requirements of the spell. There is no guarantee the spirit you wish to speak to will be the spirit available to answer your call, but the ritual always summons the closest available match.\n\nAfter you use this feature to replicate a spell, this feature can't be used to replicate that same spell again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_witch-twilight-soul_soul-sanctum",
                    "name": "Soul Sanctum",
                    "desc": "As an action, you can call nearby spirits to manifest and lend you their power for 1 minute. While the spirits are lending you their power, you gain the following benefits:\n- Each hostile creature that starts its turn within 10 feet of you or your Spirit Sentinel takes force damage equal to twice your PB.\n- Hostile creatures have disadvantage on attack rolls against you.\n- Hostile creatures within 10 feet of either you or the spirit from your Spirit Sentinel feature have disadvantage on saves against your spells.\n\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Witch",
                "key": "bfrd_witch"
            },
            "name": "Twilight Soul",
            "desc": "Witches aligned with the coven of the Twilight Soul are the ultimate emissaries to the spirit realms, often compelled to serve as guardians and diplomats in matters where the physical and mystical worlds collide. Such witches are typically drawn to the Wyrd forces early in life through accident, magical circumstance, or tragedy that leaves an indelible stain upon their mortal spirit. Their craft is simply a realization of this natural affinity, learning to communicate and align with the spirits already drawn to their supernatural magnetism.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "bfrd_battle-mage",
            "features": [
                {
                    "key": "bfrd_wizard-battle-mage_expanded-talent-list",
                    "name": "Expanded Talent List",
                    "desc": "When your gain a new talent, you can select it from either the magic or the martial talents list.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_wizard-battle-mage_spell-ward",
                    "name": "Spell Ward",
                    "desc": "You can redirect a portion of your spellcasting energy into a defensive shield. When you cast an Arcane spell of 1st circle or higher, you can simultaneously weave a protective ward around yourself.\n\nWhile the ward is active, you gain the following benefits if you aren't wearing medium or heavy armor:\n- You gain a bonus to your armor class (AC) equal to your PB.\n- You have resistance to bludgeoning, piercing, and slashing damage.\n\nThe ward lasts for 1 minute, but ends early if you are knocked unconscious or if your turn ends and you haven't cast an Arcane spell of 1st circle or higher since your last turn. You can also choose to dismiss your ward at any time (no action required by you).\n\nYou can use this feature a number of times equal to your PB, and you regain all uses of it when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_wizard-battle-mage_tactical-caster",
                    "name": "Tactical Caster",
                    "desc": "When you cast an Arcane spell that causes damage, you can choose yourself and any number of allies you can see to be immune to the damage caused by the spell. You can use this feature a number of times equal to your PB, and you regain all uses of it when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_wizard-battle-mage_contingency-plan",
                    "name": "Contingency Plan",
                    "desc": "When you fail to hit a creature with a spell attack, you can use your reaction to redirect the spell toward a different target within the spell's range. You must make a new spell attack roll for the new target. If you miss the new target, you can't redirect again with the same spell attack.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_wizard-battle-mage_blasting-power",
                    "name": "Blasting Power",
                    "desc": "When you deal damage with an Arcane spell, you can reroll any 1s you roll on any number of the damage dice. You must take the new result for any dice rerolled in this way (even if the new result is also a 1).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "bfrd_wizard-battle-mage_counterstrike",
                    "name": "Counterstrike",
                    "desc": "When a creature succeeds on a save against an Arcane spell you cast and would take no damage or otherwise suffer no effects from the spell, it instead takes force damage equal to a number of d6 dice equal to the spell's circle + your INT modifier. For example, if you have an INT modifier of +4 and a creature succeeds and takes no damage from your 4th-circle spell, the creature still takes 4d6 + 4 force damage.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Black Flag SRD",
                "key": "bfrd",
                "type": "SOURCE",
                "display_name": "Black Flag SRD",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/black-flag-reference-document/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "bfrd_wizard"
            },
            "name": "Battle Mage",
            "desc": "Wizards who follow the Battle Mage tradition aren't interested in theoretical musings or tedious experiments. Instead, they pursue new ways to enhance their power so that they can destroy their foes (and defend their allies) with ever-greater efficiency.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_path-of-the-berserker",
            "features": [
                {
                    "key": "srd-2024_path-of-the-berserker_frenzy",
                    "name": "Frenzy",
                    "desc": "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_path-of-the-berserker_intimidating-presence",
                    "name": "Intimidating Presence",
                    "desc": "As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_path-of-the-berserker_mindless-rage",
                    "name": "Mindless Rage",
                    "desc": "You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_path-of-the-berserker_retaliation",
                    "name": "Retaliation",
                    "desc": "When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "hit_points": {
                "hit_dice": "D12",
                "hit_dice_name": "1D12 per Path of the Berserker level",
                "hit_points_at_1st_level": "12 + your Constitution modifier",
                "hit_points_at_higher_levels": "1D12 (or 7) + your Constitution modifier per path of the berserker level after 1st"
            },
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd-2024_barbarian"
            },
            "name": "Path of the Berserker",
            "desc": "*Channel Rage into Violent Fury*\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.",
            "hit_dice": "D12",
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_college-of-lore",
            "features": [
                {
                    "key": "srd-2024_college-of-lore_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "You gain proficiency with three skills of your choice.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_college-of-lore_cutting-words",
                    "name": "Cutting Words",
                    "desc": "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_college-of-lore_magical-discoveries",
                    "name": "Magical Discoveries",
                    "desc": "You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.\n\nYou always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_college-of-lore_peerless-skill",
                    "name": "Peerless Skill",
                    "desc": "When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "hit_points": {
                "hit_dice": "D8",
                "hit_dice_name": "1D8 per College of Lore level",
                "hit_points_at_1st_level": "8 + your Constitution modifier",
                "hit_points_at_higher_levels": "1D8 (or 5) + your Constitution modifier per college of lore level after 1st"
            },
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd-2024_bard"
            },
            "name": "College of Lore",
            "desc": "*Plumb the Depths of Magical Knowledge*\n\nBards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.",
            "hit_dice": "D8",
            "caster_type": "FULL",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_life-domain",
            "features": [
                {
                    "key": "srd-2024_cleric_life-domain_blessed-healer",
                    "name": "Blessed Healer",
                    "desc": "The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_cleric_life-domain_disciple-of-life",
                    "name": "Disciple of Life",
                    "desc": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_cleric_life-domain_life-domain-spells",
                    "name": "Life Domain Spells",
                    "desc": "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\n\nTable: Life Domain Spells\n\n|Cleric Level|Prepared Spells|\n|---|---|\n|3|Aid, Bless, Cure Wounds, Lesser Restoration|\n|5|Mass Healing Word, Revivify|\n|7|Aura of Life, Death Ward|\n|9|Greater Restoration, Mass Cure Wounds|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_cleric_life-domain_preserve-life",
                    "name": "Preserve Life",
                    "desc": "As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_cleric_life-domain_supreme-healing",
                    "name": "Supreme Healing",
                    "desc": "When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd-2024_cleric"
            },
            "name": "Life Domain",
            "desc": "*Soothe the Hurts of the World*\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\n\nExistence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_circle-of-the-land",
            "features": [
                {
                    "key": "srd-2024_druid_circle-of-the-land_spell-list",
                    "name": "Circle of the Land Spells",
                    "desc": "Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\n\nTable: Arid Land\n\n|Druid Level|Circle Spells|\n|---|---|\n|3|Blur, Burning Hands, Fire Bolt|\n|5|Fireball|\n|7|Blight|\n|9|Wall of Stone|\n\nTable: Polar Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Fog Cloud, Hold Person, Ray of Frost|\n|5|Sleet Storm|\n|7|Ice Storm|\n|9|Cone of Cold|\n\nTable: Temperate Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Misty Step, Shocking Grasp, Sleep|\n|5|Lightning Bolt|\n|7|Freedom of Movement|\n|9|Tree Stride|\n\nTable: Tropical Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Acid Splash, Ray of Sickness, Web|\n|5|Stinking Cloud|\n|7|Polymorph|\n|9|Insect Plague|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_druid_circle-of-the-land_lands-aid",
                    "name": "Land's Aid",
                    "desc": "As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\n\nThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_druid_circle-of-the-land_natural-recovery",
                    "name": "Natural Recovery",
                    "desc": "You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_druid_circle-of-the-land_natures-sanctuary",
                    "name": "Nature's Sanctuary",
                    "desc": "You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_druid_circle-of-the-land_natures-ward",
                    "name": "Nature's Ward",
                    "desc": "As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.\n\nAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Druid",
                "key": "srd-2024_druid"
            },
            "name": "Circle of the Land",
            "desc": "*Celebrate Connection to the Natural World*\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_champion",
            "features": [
                {
                    "key": "srd-2024_fighter_champion_additional-fighting-style",
                    "name": "Additional Fighting Style",
                    "desc": "You gain another Fighting Style feat of your choice.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_fighter_champion_heroic-warrior",
                    "name": "Heroic Warrior",
                    "desc": "The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_fighter_champion_improved-critical",
                    "name": "Improved Critical",
                    "desc": "Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_fighter_champion_remarkable-athlete",
                    "name": "Remarkable Athlete",
                    "desc": "Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_fighter_champion_superior-critical",
                    "name": "Superior Critical",
                    "desc": "Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_fighter_champion_survivor",
                    "name": "Survivor",
                    "desc": "You attain the pinnacle of resilience in battle, giving you these benefits.\n\n**Defy Death**. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.\n\n**Heroic Rally**. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd-2024_fighter"
            },
            "name": "Champion",
            "desc": "*Pursue Physical Excellence in Combat*\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_warrior-of-the-open-hand",
            "features": [
                {
                    "key": "srd-2024_monk_warrior-of-the-open-hand_fleet-step",
                    "name": "Fleet Step",
                    "desc": "When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_monk_warrior-of-the-open-hand_open-hand-technique",
                    "name": "Open Hand Technique",
                    "desc": "Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.\n\n**Addle.** The target can't make Opportunity Attacks until the start of its next turn.\n\n**Push.** The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.\n\n**Topple.** The target must succeed on a Dexterity saving throw or have the Prone condition.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_monk_warrior-of-the-open-hand_quivering-palm",
                    "name": "Quivering Palm",
                    "desc": "You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.\n\nYou can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_monk_warrior-of-the-open-hand_wholeness-of-body",
                    "name": "Wholeness of Body",
                    "desc": "You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd-2024_monk"
            },
            "name": "Warrior of the Open Hand",
            "desc": "*Master Unarmed Combat Techniques*\n\nWarriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_oath-of-devotion",
            "features": [
                {
                    "key": "srd-2024_paladin_oath-of-devotion_aura-of-devotion",
                    "name": "Aura of Devotion",
                    "desc": "You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_paladin_oath-of-devotion_holy-nimbus",
                    "name": "Holy Nimbus",
                    "desc": "As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\n**Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\n**Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\n**Sunlight.** The aura is filled with Bright Light that is sunlight.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 20,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_paladin_oath-of-devotion_sacred-weapon",
                    "name": "Sacred Weapon",
                    "desc": "When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\nThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\nYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_paladin_oath-of-devotion_smite-of-protection",
                    "name": "Smite of Protection",
                    "desc": "Your magical smite now radiates protective energy. Whenever you cast *Divine Smite*, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_paladin_oath-of-devotion_spells",
                    "name": "Oath of Devotion Spells",
                    "desc": "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nTable: Oath of Devotion Spells\n\n|Paladin Level|Spells|\n|---|---|\n|3|Protection from Evil and Good, Shield of Faith|\n|5|Aid, Zone of Truth|\n|9|Beacon of Hope, Dispel Magic|\n|13|Freedom of Movement, Guardian of Faith|\n|17|Commune, Flame Strike|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Paladin",
                "key": "srd-2024_paladin"
            },
            "name": "Oath of Devotion",
            "desc": "*Uphold the Ideals of Justice and Order*\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.\n\nMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\nThese paladins share the following tenets:\n\n- Let your word be your promise.\n- Protect the weak and never fear to act.\n- Let your honorable deeds be an example.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_hunter",
            "features": [
                {
                    "key": "srd-2024_ranger_hunter_defensive-tactics",
                    "name": "Defensive Tactics",
                    "desc": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Escape the Horde.** Opportunity Attacks have Disadvantage against you.\n\n**Multiattack Defense.** When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_ranger_hunter_hunters-lore",
                    "name": "Hunter's Lore",
                    "desc": "You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your *Hunter's Mark*, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_ranger_hunter_hunters-prey",
                    "name": "Hunter's Prey",
                    "desc": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Colossus Slayer.** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.\n\n**Horde Breaker.** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_ranger_hunter_superior-hunters-defense",
                    "name": "Superior Hunter's Defense",
                    "desc": "When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_ranger_hunter_superior-hunters-prey",
                    "name": "Superior Hunter's Prey",
                    "desc": "Once per turn when you deal damage to a creature marked by your *Hunter's Mark*, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd-2024_ranger"
            },
            "name": "Hunter",
            "desc": "*Protect Nature and People from Destruction*\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_thief",
            "features": [
                {
                    "key": "srd-2024_rogue_thief_fast-hands",
                    "name": "Fast Hands",
                    "desc": "As a Bonus Action, you can do one of the following.\n\n**Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.\n\n**Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_rogue_thief_second-story-work",
                    "name": "Second-Story Work",
                    "desc": "You've trained to get into especially hard-to-reach places, granting you these benefits.\n\n**Climber.** You gain a Climb Speed equal to your Speed.\n\n**Jumper.** You can determine your jump distance using your Dexterity rather than your Strength.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_rogue_thief_supreme-sneak",
                    "name": "Supreme Sneak",
                    "desc": "You gain the following Cunning Strike option. *Stealth Attack (Cost: 1d6).* If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_rogue_thief_thiefs-reflexes",
                    "name": "Thief's Reflexes",
                    "desc": "You are 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.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_rogue_thief_use-magic-device",
                    "name": "Use Magic Device",
                    "desc": "You've learned how to maximize use of magic items, granting you the following benefits.\n\n**Attunement.** You can attune to up to four magic items at once.\n\n**Charges.** Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.\n\n**Scrolls.** You can use any *Spell Scroll*, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd-2024_rogue"
            },
            "name": "Thief",
            "desc": "*Hunt for Treasure as a Classic Adventurer*\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_draconic-sorcery",
            "features": [
                {
                    "key": "srd-2024_sorcerer_draconic-sorcery_draconic-resilience",
                    "name": "Draconic Resilience",
                    "desc": "The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.\n\nParts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_sorcerer_draconic-sorcery_draconic-spells",
                    "name": "Draconic Spells",
                    "desc": "When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\n\nTable: Draconic Spells\n\n|Sorcerer Level|Spells|\n|---|---|\n|3|Alter Self, Chromatic Orb, Command, Dragon's Breath|\n|5|Fear, Fly|\n|7|Arcane Eye, Charm Monster|\n|9|Legend Lore, Summon Dragon|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_sorcerer_draconic-sorcery_dragon-companion",
                    "name": "Dragon Companion",
                    "desc": "You can cast *Summon Dragon* without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\nWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 19,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_sorcerer_draconic-sorcery_dragon-wings",
                    "name": "Dragon Wings",
                    "desc": "As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_sorcerer_draconic-sorcery_elemental-affinity",
                    "name": "Elemental Affinity",
                    "desc": "Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\n\nYou have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "srd-2024_sorcerer"
            },
            "name": "Draconic Sorcery",
            "desc": "*Breathe the Magic of Dragons*\n\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_fiend-patron",
            "features": [
                {
                    "key": "srd-2024_warlock_fiend-patron_dark-ones-blessing",
                    "name": "Dark One's Blessing",
                    "desc": "When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_warlock_fiend-patron_dark-ones-own-luck",
                    "name": "Dark One's Own Luck",
                    "desc": "You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.\n\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_warlock_fiend-patron_fiend-spells",
                    "name": "Fiend Spells",
                    "desc": "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.\n\nTable: Fiend Spells\n\n|Warlock Level|Spells|\n|---|---|\n|3|Burning Hands, Command, Scorching Ray, Suggestion|\n|5|Fireball, Stinking Cloud|\n|7|Fire Shield, Wall of Fire|\n|9|Geas, Insect Plague|",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_warlock_fiend-patron_fiendish-resilience",
                    "name": "Fiendish Resilience",
                    "desc": "Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_warlock_fiend-patron_hurl-through-hell",
                    "name": "Hurl Through Hell",
                    "desc": "Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Warlock",
                "key": "srd-2024_warlock"
            },
            "name": "Fiend Patron",
            "desc": "*Make a Deal with the Lower Planes*\n\nYour pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_evoker",
            "features": [
                {
                    "key": "srd-2024_wizard_evoker_empowered-evocation",
                    "name": "Empowered Evocation",
                    "desc": "Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_wizard_evoker_evocation-savant",
                    "name": "Evocation Savant",
                    "desc": "Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\nIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_wizard_evoker_overchannel",
                    "name": "Overchannel",
                    "desc": "You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.\n\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.\n\nEach time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_wizard_evoker_potent-cantrip",
                    "name": "Potent Cantrip",
                    "desc": "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd-2024_wizard_evoker_sculpt-spells",
                    "name": "Sculpt Spells",
                    "desc": "You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd-2024_wizard"
            },
            "name": "Evoker",
            "desc": "*Create Explosive Elemental Effects*\n\nYour studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.",
            "hit_dice": null,
            "caster_type": "NONE",
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "open5e_abjurationist",
            "features": [
                {
                    "key": "open5e_abjurationist_aegis-extension",
                    "name": "Aegis Extension",
                    "desc": "You may use your Reaction to have your Arcane Aegis take the damage dealt to a creature up to 30 feet from you that you can see. If the damage sustained exceeds the current Hit Points of the aegis, the creature takes any further damage once the aegis reaches 0 hit points.  If the creature has Vulnerabilities or Resistances to the type of damage being taken, apply these when calculating the damage taken by the aegis.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_abjurationist_anti-magician",
                    "name": "Anti-Magician",
                    "desc": "You always have the spells *Dispel Magic* and *Counterspell* prepared. When you use a spell slot to cast one of these spells, if you fail to stop an opposing spell, then you do not expend the spell slot.\n\nYou can also cast *Dispel Magic* as a Bonus Action, adding your Proficiency Bonus to the spell’s ability check.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_abjurationist_arcane-aegis",
                    "name": "Arcane Aegis",
                    "desc": "You can use the power of your school’s spells to ward yourself against damage. When you cast an Abjuration spell of at least 1st level, you may siphon a portion of the spell’s magic to create an Arcane Aegis. The aegis lasts until the next time you finish a Long Rest and takes damage that would be directed at you. The aegis has a Hit Point maximum of two times your Wizard level + your Intelligence modifier; if the damage sustained exceeds the current Hit Points of the aegis, then you suffer any further damage once the aegis reaches 0 Hit Points, but the aegis still exists. If you have Vulnerabilities or Resistances to the type of damage being taken, apply these when calculating the damage taken by the aegis.\n\nAny time you use a spell slot to cast another Abjuration spell of at least 1st level, the aegis regains Hit Points equal to the spell’s level times two, up to its Hit Point maximum. You may also use a Bonus Action to expend a spell slot and your aegis regains Hit Points equal to twice the level of the slot, up to its Hit Point maximum.\n\nOnce it has been created, you cannot create a new aegis until after you finish a Long Rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_abjurationist_expert-abjurer",
                    "name": "Expert Abjurer",
                    "desc": "When you choose this subclass at 3rd level, add two Abjuration spells from the Wizard spell list to your spellbook for free. Both spells must be level 2 or lower.\n\nAt every level thereafter in this class when you gain a new level of spell slots, you may add one more Abjuration spell from the Wizard spell list to your spellbook for free. You may not choose a spell of a level for which you do not have spell slots.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_abjurationist_resistance-to-magic",
                    "name": "Resistance to Magic",
                    "desc": "You have Resistance to all damage from spells and you gain Advantage on any saving throw to resist a spell’s effects.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Open5e Originals",
                "key": "open5e",
                "type": "SOURCE",
                "display_name": "Open5e Originals",
                "publisher": {
                    "name": "Open5e",
                    "key": "open5e"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://open5e.com/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd-2024_wizard"
            },
            "name": "Abjurationist",
            "desc": "*Defend Allies and Disable Enemy Magic. Compare to the core book’s Abjurer.*\n\nCommon folk often distrust wizards as reckless due to their penchant for exploring matters that mortals should best leave alone. Rogues and warriors may cause trouble now and again, but it takes a spellcaster to summon rampaging fiends from another dimension. Practitioners of the school of abjuring and warding can be called many things, but reckless is not one of them. Known as Abjurationists, these wizards pride themselves on preparing for the worst case in any magical situation, and they wouldn’t dare summon an extraplanar horror until they have triple checked their salt circles and set up various contingencies to banish the beast before it can go on a rampage. When a baleful spirit needs exorcizing or a vault needs protection from sorcerous snooping, an Abjurationist will be at the ready to proclaim: \"But this rough magic I here abjure!\"",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_path-of-the-berserker",
            "features": [
                {
                    "key": "srd_path-of-the-berserker_frenzy",
                    "name": "Frenzy",
                    "desc": "Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_path-of-the-berserker_intimidating-presence",
                    "name": "Intimidating Presence",
                    "desc": "Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.\r\n\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_path-of-the-berserker_mindless-rage",
                    "name": "Mindless Rage",
                    "desc": "Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_path-of-the-berserker_retaliation",
                    "name": "Retaliation",
                    "desc": "Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of the Berserker",
            "desc": "",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_path-of-booming-magnificence",
            "features": [
                {
                    "key": "toh_path-of-booming-magnificence_lions-glory",
                    "name": "Lion's Glory",
                    "desc": "Starting at 6th level, when you enter your rage, you can choose a number of allies that can see you equal to your Charisma modifier (minimum 1). Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you can't use this feature again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-booming-magnificence_resonant-bellow",
                    "name": "Resonant Bellow",
                    "desc": "At 10th level, your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 feet of you and who can hear you. Each creature that ceases to be frightened gains 1d12 + your Charisma modifier (minimum +1) temporary hit points for 1 hour. Once used, you can't use this feature again until you finish a short or long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-booming-magnificence_roar-of-defiance",
                    "name": "Roar of Defiance",
                    "desc": "Beginning at 3rd level, you can announce your presence by unleashing a thunderous roar as part of the bonus action you take to enter your rage. Until the beginning of your next turn, each creature of your choice within 30 feet of you that can hear you has disadvantage on any attack roll that doesn't target you.\n  Until the rage ends, if a creature within 5 feet of you that heard your Roar of Defiance deals damage to you, you can use your reaction to bellow at them. Your attacker must succeed on a Constitution saving throw or take 1d6 thunder damage. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. The damage you deal with this feature increases to 2d6 at 10th level. Once a creature takes damage from this feature, you can't use this feature on that creature again during this rage.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-booming-magnificence_running-leap",
                    "name": "Running Leap",
                    "desc": "At 3rd level, while you are raging, you can leap further. When you make a standing long jump, you can leap a number of feet equal to your Strength score. With a 10-foot running start, you can long jump a number of feet equal to twice your Strength score.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-booming-magnificence_victorious-roar",
                    "name": "Victorious Roar",
                    "desc": "At 14th level, you exult in your victories. When you hit with at least two attacks on the same turn, you can use a bonus action to unleash a victorious roar. One creature you can see within 30 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature takes psychic damage equal to your barbarian level and is frightened until the end of its next turn. On a success, it takes half the damage and isn't frightened.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of Booming Magnificence",
            "desc": "Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents' attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_path-of-hellfire",
            "features": [],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of Hellfire",
            "desc": "Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines.\n\nWhile some of these barbarians are enlisted to support the devils' interests as soldiers or enforcers, some escape their devilish fates, while others still are released after their term of service.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_path-of-mistwood",
            "features": [
                {
                    "key": "toh_path-of-mistwood_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "At 3rd level, you gain proficiency in the Stealth skill. If you are already proficient in Stealth, you gain proficiency in another barbarian class skill of your choice.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-mistwood_from-the-mist",
                    "name": "From the Mist",
                    "desc": "Beginning at 6th level, mist and fog don't hinder your vision. In addition, you can cast the misty step spell, and you can make one attack with a thrown weapon as part of the same bonus action immediately before or immediately after you cast the spell. You can cast this spell while raging. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-mistwood_mist-dance",
                    "name": "Mist Dance",
                    "desc": "Starting at 10th level, when you use the Attack action while raging, you can make one attack against each creature within 5 feet of you in place of one of your attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-mistwood_mistwood-defender",
                    "name": "Mistwood Defender",
                    "desc": "Starting at 3rd level, you can use the Reckless Attack feature on ranged weapon attacks with thrown weapons, and, while you aren't within melee range of a hostile creature that isn't incapacitated, you can draw and throw a thrown weapon as a bonus action.\n  In addition, when you make a ranged weapon attack with a thrown weapon using Strength while raging, you can add your Rage Damage bonus to the damage you deal with the thrown weapon.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-mistwood_war-bands-passage",
                    "name": "War Band's Passage",
                    "desc": "Starting at 14th level, when you use your From the Mist feature to cast misty step, you can bring up to two willing creatures within 5 feet of you along with you, as long as each creature isn't carrying more than its carrying capacity. Attacks against you and any creatures you bring with you have disadvantage until the start of your next turn.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of Mistwood",
            "desc": "The first barbarians that traveled the path of mistwood were elves who expanded upon their natural gifts to become masters of the forests. Over time, members of other races who saw the need to protect and cherish the green places of the world joined and learned from them. Often these warriors haunt the woods alone, only seen when called to action by something that would despoil their home.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_path-of-the-dragon",
            "features": [
                {
                    "key": "toh_path-of-the-dragon_aspect-of-the-dragon",
                    "name": "Aspect of the Dragon",
                    "desc": "At 10th level, you take on additional draconic features while raging. When you enter your rage, choose one of the following aspects to manifest.\n\n***Dragon Heart.*** You gain temporary hit points equal to 1d12 + your barbarian level. Once you manifest this aspect, you must finish a short or long rest before you can manifest it again.\n\n***Dragon Hide.*** Scales sprout across your skin. Your Armor Class increases by 2.\n\n***Dragon Sight.*** Your senses become those of a dragon. You have blindsight out to a range of 60 feet.\n\n***Dragon Wings.*** You sprout a pair of wings that resemble those of your totem dragon. While the wings are present, you have a flying speed of 30 feet. You can't manifest your wings while wearing armor unless it is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-dragon_legendary-might",
                    "name": "Legendary Might",
                    "desc": "Starting at 6th level, if you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest. When you reach 14th level in this class, you can use this feature twice between long rests.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-dragon_totem-dragon",
                    "name": "Totem Dragon",
                    "desc": "Starting when you choose this path at 3rd level, you choose which type of dragon you seek to emulate. You can speak and read Draconic, and you are resistant to the damage type of your chosen dragon.\n\n| Dragon | Damage Type | \n|---------------------|-------------| \n| Black or Copper | Acid | \n| Blue or Bronze | Lightning | \n| Brass, Gold, or Red | Fire | \n| Green | Poison | \n| Silver or White | Cold |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-dragon_wyrm-lungs",
                    "name": "Wyrm Lungs",
                    "desc": "At 14th level, while raging, you can use an action to make a breath weapon attack. You exhale your breath in a 60-foot cone. Each creature in the area must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), taking 12d8 damage of the type associated with your totem dragon on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-dragon_wyrm-teeth",
                    "name": "Wyrm Teeth",
                    "desc": "At 3rd level, your jaws extend and become dragon-like when you enter your rage. While raging, you can use a bonus action to make a melee attack with your bite against one creature you can see within 5 feet of you. You are proficient with the bite. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier + damage of the type associated with your totem dragon equal to your proficiency bonus.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of the Dragon",
            "desc": "Few creatures embody the power and majesty of dragons. By walking the path of the dragon, you don't solely aspire to emulate these creatures—you seek to become one. The barbarians who follow this path often do so after surviving a dragon encounter or are raised in a culture that worships them. Dragons tend to have a mixed view of the barbarians who choose this path. Some dragons, in particular the metallic dragons, view such a transformation as a flattering act of admiration. Others may recognize or even fully embrace them as useful to their own ambitions. Still others view this path as embarrassing at best and insulting at worst, for what puny, two-legged creature can ever hope to come close to the natural ferocity of a dragon? When choosing this path, consider what experiences drove you to such a course. These experiences will help inform how you deal with the judgment of dragons you encounter in the world.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_path-of-the-herald",
            "features": [
                {
                    "key": "toh_path-of-the-herald_battle-fervor",
                    "name": "Battle Fervor",
                    "desc": "Starting when you choose this path at 3rd level, when you enter a rage, you can expend one additional daily use of rage to allow a number of willing creatures equal to half your proficiency bonus (minimum of 1) within 30 feet of you to enter a rage as well. A target must be able to see and hear you to enter this rage. Each target gains the benefits and restrictions of the barbarian Rage class feature. In addition, the rage ends early on a target if it can no longer see or hear you.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-herald_bolstering-chant",
                    "name": "Bolstering Chant",
                    "desc": "At 10th level, when you end your rage as a bonus action, you regain a number of hit points equal to your barbarian level *x* 3. Alternatively, if you end your rage and other creatures are also raging due to your Battle Fervor feature, you and each creature affected by your Battle Fervor regains a number of hit points equal to your barbarian level + your Charisma modifier.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-herald_lorekeeper",
                    "name": "Lorekeeper",
                    "desc": "As a historian, you know how much impact the past has on the present. At 6th level, you can enter a trance and explore your people's sagas to cast the augury, comprehend languages, or identify spell, but only as a ritual. After you cast a spell in this way, you can't use this feature again until you finish a short or long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-herald_oral-tradition",
                    "name": "Oral Tradition",
                    "desc": "When you adopt this path at 3rd level, you gain proficiency in History and Performance. If you already have proficiency in one of these skills, your proficiency bonus is doubled for ability checks you make using that skill.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-herald_thunderous-oratory",
                    "name": "Thunderous Oratory",
                    "desc": "At 14th level, while you are raging, your attacks deal an extra 2d6 thunder damage. If a creature is raging due to your Battle Fervor feature, its weapon attacks deal an extra 1d6 thunder damage. In addition, when you or a creature affected by your Battle Fervor scores a critical hit with a melee weapon attack, the target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be pushed up to 10 feet away and knocked prone in addition to any extra damage from the critical hit.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of the Herald",
            "desc": "In northern lands, the savage warriors charge into battle behind chanting warrior-poets. These wise men and women collect the histories, traditions, and accumulated knowledge of the people to preserve and pass on. Barbarians who follow the Path of the Herald lead their people into battle, chanting the tribe's sagas and spurring them on to new victories while honoring the glory of the past.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_path-of-the-inner-eye",
            "features": [
                {
                    "key": "toh_path-of-the-inner-eye_anticipatory-stance",
                    "name": "Anticipatory Stance",
                    "desc": "When you choose this path at 3rd level, you can't be surprised unless you are incapacitated, and attacks against you before your first turn have disadvantage. If you take damage before your first turn, you can enter a rage as a reaction, gaining resistance to bludgeoning, piercing, and slashing damage from the triggering attack.\n  When you reach 8th level in this class, you get 1 extra reaction on each of your turns. This extra reaction can be used only for features granted by the Path of the Inner Eye, such as Insightful Dodge or Preemptive Parry. When you reach 18th level in this class, this increases to 2 extra reactions on each of your turns.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-inner-eye_foretelling-tactics",
                    "name": "Foretelling Tactics",
                    "desc": "Starting at 10th level, when you hit a creature with a weapon attack while raging, up to two creatures of your choice who can see and hear you can each use a reaction to immediately move up to half its speed toward the creature you hit and make a single melee or ranged weapon attack against that creature. This movement doesn't provoke opportunity attacks. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-inner-eye_insightful-dodge",
                    "name": "Insightful Dodge",
                    "desc": "Beginning at 6th level, when you are hit by an attack while raging, you can use your reaction to move 5 feet. If this movement takes you beyond the range of the attack, the attack misses 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.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-the-inner-eye_preemptive-parry",
                    "name": "Preemptive Parry",
                    "desc": "At 14th level, if you are raging and a creature you can see within your reach hits another creature with a weapon attack, you can use your reaction to force the attacker to reroll the attack and use the lower of the two rolls. If the result is still a hit, reduce the damage dealt by your weapon damage die + your Strength modifier.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of the Inner Eye",
            "desc": "The barbarians who follow the Path of the Inner Eye elevate their rage beyond anger to glimpse premonitions of the future.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_path-of-thorns",
            "features": [
                {
                    "key": "toh_path-of-thorns_blossoming-thorns",
                    "name": "Blossoming Thorns",
                    "desc": "Beginning at 3rd level, when you enter your rage, hard, sharp thorns emerge over your whole body, turning your unarmed strikes into dangerous weapons. When you hit with an unarmed strike while raging, your unarmed strike deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, while raging, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.\n  The unarmed strike damage you deal while raging increases when you reach certain levels in this class: to 1d6 at 8th level and to 1d8 at 14th level.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-thorns_natures-blessing",
                    "name": "Nature's Blessing",
                    "desc": "At 6th level, the thorns you grow while raging become more powerful and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you are hit by a melee weapon attack by a creature within 5 feet of you while raging, that creature takes 1d4 piercing damage. When you reach 10th level in this class, this damage increases to 2d4.\n  Alternatively, while raging, you can use your reaction to disarm a creature that hits you with a melee weapon while within 5 feet of you by catching its weapon in your thorns instead of the attacker taking damage from your thorns. The attacker must succeed on a Strength saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or drop the weapon it used to attack you. The weapon lands at its feet. The attacker must be wielding a weapon for you to use this reaction.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-thorns_thorn-barrage",
                    "name": "Thorn Barrage",
                    "desc": "At 14th level, you can use an action to shoot the thorns from your body while raging. Each creature within 10 feet of you must make a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus), taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.\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.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-thorns_thorned-grasp",
                    "name": "Thorned Grasp",
                    "desc": "Also at 3rd level, when you use the Attack action to grapple a creature while raging, the target takes 1d4 piercing damage if your grapple check succeeds, and it takes 1d4 piercing damage at the start of each of your turns, provided you continue to grapple the creature and are raging. When you reach 10th level in this class, this damage increases to 2d4.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_path-of-thorns_toxic-infusion",
                    "name": "Toxic Infusion",
                    "desc": "Starting at 10th level, when you enter your rage or as a bonus action while raging, you can infuse your thorns with toxins for 1 minute. While your thorns are infused with toxins, the first creature you hit on each of your turns with an unarmed strike must succeed on a Constitution saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its 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.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of Thorns",
            "desc": "Path of Thorns barbarians use ancient techniques developed by the druids of old that enable them to grow thorns all over their body. The first barbarians of this path fought alongside these druids to defend the natural order. In the centuries since, the knowledge of these techniques has spread, allowing others access to this power.\n\nThough named for the thorns that covered the first barbarians to walk this path, current followers of this path can display thorns, spines, or boney growths while raging.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "tdcs_path-of-the-juggernaut",
            "features": [
                {
                    "key": "tdcs_path-of-the-juggernaut_demolishing-might",
                    "name": "Demolishing Might",
                    "desc": "Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_path-of-the-juggernaut_overwhelming-cleave",
                    "name": "Overwhelming Cleave",
                    "desc": "Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking many who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_path-of-the-juggernaut_stance-of-the-mountain",
                    "name": "Stance of the Mountain",
                    "desc": "You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_path-of-the-juggernaut_thunderous-blows",
                    "name": "Thunderous Blows",
                    "desc": "Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_path-of-the-juggernaut_unstoppable",
                    "name": "Unstoppable",
                    "desc": "Starting at 14th level, you can become “unstoppable” when you rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion (as described in appendix A, PHB).",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tal'dorei Campaign Setting",
                "key": "tdcs",
                "type": "SOURCE",
                "display_name": "Tal'dorei Campaign Setting",
                "publisher": {
                    "name": "Green Ronin Publishing",
                    "key": "green-ronin"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Barbarian",
                "key": "srd_barbarian"
            },
            "name": "Path of the Juggernaut",
            "desc": "Honed to assault the lairs of powerful threats to their way of life, or defend against armed hordes of snarling goblinoids, the juggernauts represent the finest of frontline destroyers within the primal lands and beyond.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_college-of-lore",
            "features": [
                {
                    "key": "srd_college-of-lore_additional-magical-secrets",
                    "name": "Additional Magical Secrets",
                    "desc": "At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_college-of-lore_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_college-of-lore_cutting-words",
                    "name": "Cutting Words",
                    "desc": "Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_college-of-lore_peerless-skill",
                    "name": "Peerless Skill",
                    "desc": "Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard"
            },
            "name": "College of Lore",
            "desc": "",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_college-of-echoes",
            "features": [
                {
                    "key": "toh_college-of-echoes_alter-sound",
                    "name": "Alter Sound",
                    "desc": "At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you've heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.\n  In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects. \n\n***Enhance.*** You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.\n\n***Dampen.*** You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.\n\n**Distort.** You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM's discretion, this effect can alter sounds that aren't words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.\n\n***Disrupt.*** When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-echoes_echolocation",
                    "name": "Echolocation",
                    "desc": "When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you. At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-echoes_resounding-strikes",
                    "name": "Resounding Strikes",
                    "desc": "Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is made of inorganic material such as stone, crystal, or metal.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-echoes_reverberating-strikes",
                    "name": "Reverberating Strikes",
                    "desc": "At 14th level, your Bardic Inspiration infuses your allies' weapon attacks with sonic power. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made, and all of the damage from that attack becomes thunder damage. The target of the attack must succeed on a Strength saving throw against your spell save DC or be knocked prone.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard"
            },
            "name": "College of Echoes",
            "desc": "In the caverns beneath the surface of the world, sound works differently. Your exposure to echoes has taught you about how sound changes as it moves and encounters obstacles. Inspired by the effect caves and tunnels have on sounds, you have learned to manipulate sound with your magic, curving it and altering it as it moves. You can silence the most violent explosions, you can make whispers seem to reverberate forever, and you can even change the sounds of music and words as they are created.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_college-of-investigation",
            "features": [
                {
                    "key": "toh_college-of-investigation_bardic-instinct",
                    "name": "Bardic Instinct",
                    "desc": "Starting at 6th level, you can extend your knowledge of criminal behavior to your companions. When a creature that has a Bardic Inspiration die from you is damaged by a hostile creature's attack, it can use its reaction to roll that die and reduce the damage by twice the number rolled. If this reduces the damage of the attack to 0, the creature you inspired can make one melee attack against its attacker as part of the same reaction.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-investigation_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you join the College of Investigation at 3rd level, you gain proficiency in the Insight skill and in two of the following skills of your choice: Acrobatics, Deception, Investigation, Performance, Sleight of Hand, or Stealth.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-investigation_hot-pursuit",
                    "name": "Hot Pursuit",
                    "desc": "Starting at 14th level, when a creature fails a saving throw against one of your bard spells, you can designate it as your mark for 24 hours. You know the direction to your mark at all times unless it is within an antimagic field, it is protected by an effect that prevents scrying such as nondetection, or there is a barrier of lead at least 1 inch thick between you.\n  In addition, whenever your mark makes an attack roll, you can expend one use of Bardic Inspiration to subtract the number rolled from the mark's attack roll. Alternatively, whenever you make a saving throw against a spell or magical effect from your mark, you can expend one use of Bardic Inspiration to add the number rolled to your saving throw. You can choose to expend the Bardic Inspiration after the attack or saving throw is rolled but before the outcome is determined.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-investigation_quick-read",
                    "name": "Quick Read",
                    "desc": "At 3rd level, your knowledge of underhanded tactics allows you to gain insight into your foes' strategies. As a bonus action, you can expend one use of Bardic Inspiration to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by the creature's Charisma (Deception) check. Add the number you roll on the Bardic Inspiration die to the result of your check. You have disadvantage on this check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits: \n* The target has disadvantage on attack rolls against you for 1 minute. \n* You have advantage on saving throws against the target's spells and magical effects for 1 minute. \n* You have advantage on attack rolls against the target for 1 minute.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard"
            },
            "name": "College of Investigation",
            "desc": "Bards pick up all sorts of information as they travel the land. Some bards focus on a certain type of information, like epic poetry, love ballads, or bawdy drinking songs. Others, however, turn to the shadowy occupation of investigating crimes. These bards use their knack for gathering information to learn about criminals and vigilantes, their tactics, and their weaknesses. Some work with agents of the law to catch criminals, but shadier members of this college use their dark knowledge to emulate the malefactors they have studied for so long.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_college-of-shadows",
            "features": [
                {
                    "key": "toh_college-of-shadows_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you join the College of Shadows at 3rd level, you gain proficiency in Stealth and in two other skills of your choice.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-shadows_cunning-insight",
                    "name": "Cunning Insight",
                    "desc": "Starting at 6th level, you know exactly where to hit your enemies. You can use an action to focus on a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. You can use this feature as a bonus action if you expend a Bardic Inspiration die. If you do, roll the die and subtract the number rolled from the target's saving throw roll. If the target fails the saving throw, choose one of the following: \n* You have advantage on your next attack roll against the target. \n* You know the target's damage vulnerabilities. \n* You know the target's damage resistances and damage immunities. \n* You know the target's condition immunities. \n* You see through any illusions obscuring or affecting the target for 1 minute.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-shadows_mantle-of-shadows",
                    "name": "Mantle of Shadows",
                    "desc": "Starting at 3rd level, while you are in dim light or darkness, you can use an action to twist the shadows around you for 1 minute or until your concentration ends. For the duration, you have advantage on Dexterity (Stealth) checks, and you can take the Dash action as a bonus action on each of your turns.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-shadows_shadowed-performance",
                    "name": "Shadowed Performance",
                    "desc": "Starting at 14th level, you are a master at weaving stories and influencing the minds of your audience. If you perform for at least 1 minute, you can attempt to make or break a creature's reputation by relaying a tale to an audience through song, poetry, play, or other medium. At the end of the performance, choose a number of humanoids who witnessed the entire performance, up to a number equal to 1 plus your Charisma modifier. Each target must make a Wisdom saving throw against your spell save DC. On a failed save, a target suffers one of the following (your choice): \n* For 24 hours, the target believes the tale you told is true and will tell others the tale as if it were truth. \n* For 1 hour, the target believes *someone* nearby knows their darkest secret, and they have disadvantage on Charisma, Wisdom, and Intelligence ability checks and saving throws as they are distracted and overcome with paranoia. \n* The target becomes convinced that you (or one of your allies if you choose to sing the praises of another) are a fearsome opponent. For 1 minute, the target is frightened of you (or your ally), and you (or your ally) have advantage on attack rolls against the target. A *remove curse* or *greater restoration* spell ends this effect early. You can't use this feature again until you finish a short or long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard"
            },
            "name": "College of Shadows",
            "desc": "Some bards are as proficient in the art of espionage as they are in poetry and song. Their primary medium is information and secrets, though they are known to slip a dagger between ribs when necessary. Masters of insight and manipulation, these bards use every tool at their disposal in pursuit of their goals, and they value knowledge above all else. The more buried a secret, the deeper they delve to uncover it. Knowledge is power; it can cement empires or topple dynasties.\n\nCollege of Shadows bards undergo careful training before they're sent out into the world. Skilled in both music and manipulation, they're the perfect blend of charm and cunning. The tricks they learn in their tutelage make them ideal for the subtle work of coaxing out secrets, entrancing audiences, and dazzling the minds of their chosen targets.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_college-of-sincerity",
            "features": [
                {
                    "key": "toh_college-of-sincerity_artist-of-renown",
                    "name": "Artist of Renown",
                    "desc": "At 14th level, you can expend a Bardic Inspiration die to cast an enchantment spell you don't know using one of your spell slots. When you do so, you must be able to meet all of the spell's requirements, and you must have an available spell slot of sufficient level.\n  You can't use your Font of Inspiration feature to regain Bardic Inspiration dice expended to cast spells with this feature after a short rest. Bardic Inspiration dice expended by this feature are regained only after you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-sincerity_entourage",
                    "name": "Entourage",
                    "desc": "When you join the College of Sincerity at 3rd level, you gain the service of two commoners. Your entourage is considered charmed by you and travels with you to see to your mundane needs, such as making your meals and doing your laundry. If you are in an urban area, they act as your messengers and gofers. When you put on a performance, they speak your praises and rouse the crowd to applause. In exchange for their service, you must provide your entourage a place to live and pay the costs for them to share the same lifestyle as you.\n  Your entourage doesn't join combat or venture into obviously dangerous areas or situations. If you or your companions abuse or mistreat your entourage, they leave your service immediately. If this occurs, you can gain the service of a new entourage by traveling to a different urban area where you must perform at least 1 hour each day for one week.\n  You gain another commoner at 6th level, and a final one at 14th level. If you prefer, instead of gaining a new commoner at 6th level, one member of your entourage can become a guard. At 14th level, if you have a guard, it can become your choice of a spy or veteran, instead of taking on a new commoner. If one member of your entourage becomes a guard, spy, or veteran, that person accompanies you into dangerous situations, but they only use the Help action to aid you, unless you use a bonus action to direct them to take a specific action. At the GM's discretion, you can replace the guard with another humanoid of CR 1/8 or lower, the spy with another humanoid of CR 1 or lower, and the veteran with another humanoid of CR 3 or lower.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-sincerity_kind-eyed-smile",
                    "name": "Kind-Eyed Smile",
                    "desc": "Also at 3rd level, when you cast an enchantment spell, such as *charm person*, your target remains unaware of your attempt to affect its mind, regardless of the result of its saving throw. When the duration of an enchantment spell you cast ends, your target remains unaware that you enchanted it. If the description of the spell you cast states the creature is aware you influenced it with magic, it isn't aware you enchanted it unless it succeeds on a Charisma saving throw against your spell save DC.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-sincerity_lingering-presence",
                    "name": "Lingering Presence",
                    "desc": "Starting at 6th level, if a creature fails a saving throw against an enchantment or illusion spell you cast, it has disadvantage on subsequent saving throws it makes to overcome the effects of your spell. For example, a creature affected by your *hold person* spell has disadvantage on the saving throw it makes at the end of each of its turns to end the paralyzed effect.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard"
            },
            "name": "College of Sincerity",
            "desc": "Bards of the College of Sincerity know it is easier for someone to get what they want when they mask their true intentions behind a pleasant façade. These minstrels gain a devoted following and rarely lack for company. Some of their devotees go so far as to put themselves at the service of the bard they admire. Though members of the college can be found as traveling minstrels and adventuring troubadours, they gravitate to large urban areas where their silver tongues and mind-bending performances have the greatest influence. Devious rulers sometimes seek out members of the college as counsellors, but the rulers must be wary lest they become a mere pawn of their new aide.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_college-of-tactics",
            "features": [
                {
                    "key": "toh_college-of-tactics_ablative-inspiration",
                    "name": "Ablative Inspiration",
                    "desc": "Starting at 14th level, when you take damage from a spell or effect that affects an area, such as the *fireball* spell or a dragon's breath weapon, you can expend one use of your Bardic Inspiration as a reaction to redirect and dissipate some of the spell's power. Roll the Bardic Inspiration die and add the number rolled to your saving throw against the spell. If you succeed on the saving throw, each friendly creature within 10 feet of you is also treated as if it succeeded on the saving throw.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-tactics_combat-tactician",
                    "name": "Combat Tactician",
                    "desc": "When you join the College of Tactics at 3rd level, you gain proficiency with medium armor, shields, and one martial weapon of your choice. In addition, you can use Bardic Inspiration a number of times equal to your Charisma modifier (a minimum of 1) + your proficiency bonus. You regain expended uses when you finish a long rest (or short rest if you have the Font of Inspiration feature), as normal.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-tactics_setting-the-board",
                    "name": "Setting the Board",
                    "desc": "Also at 3rd level, you can move your allies into more advantageous positions, just as a general moves troop markers on a map. As a bonus action, you can command up to three willing allies who can see or hear you to use a reaction to move. Each target can move up to half its speed. This movement doesn't provoke opportunity attacks.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-tactics_song-of-strategy",
                    "name": "Song of Strategy",
                    "desc": "Beginning at 6th level, you can share your tactical knowledge with your allies in the heat of battle. A creature that has a Bardic Inspiration die from you can roll that die and perform one of the following strategies. For the purpose of these strategies, “you” refers to the creature with the Bardic Inspiration die.\n\n***Bait and Bleed.*** If you take the Dodge action, you can make one melee attack against a creature that is within 5 feet of you, adding the number rolled to your attack roll.\n\n***Counter Offensive.*** If you take damage from a creature, you can use your reaction to make one attack against your attacker, adding the number rolled to your attack roll. You can't use this strategy if the attacker is outside your weapon's normal range or reach.\n\n***Distraction.*** You can take the Disengage action as a bonus action, increasing your speed by 5 feet *x* the number rolled.\n\n***Frightening Charge.*** If you take the Dash action, you can make one melee attack at the end of the movement, adding the number rolled to your attack roll. If the attack is a critical hit, the target is frightened until the start of your next turn.\n\n***Hold Steady.*** If you take the Ready action and the trigger for the readied action doesn't occur, you can make one weapon or spell attack roll after all other creatures have acted in the round, adding the number rolled to the attack roll.\n\n***Indirect Approach.*** If you take the Help action to aid a friendly creature in attacking a creature within 5 feet of you, the friendly creature can add the number rolled to their attack roll against the target, and each other friendly creature within 5 feet of you has advantage on its first attack roll against the target.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard"
            },
            "name": "College of Tactics",
            "desc": "Bards of the College of Tactics are calculating strategists who scour historical records of famous battles for tricks they can use to give their own troops, and those of their patrons, an edge on the battlefield. Members of this college travel from war zone to combat site and interview the veterans of those engagements, trying to discern how the victors won the day and leveraging that information for their personal glory.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_college-of-the-cat",
            "features": [
                {
                    "key": "toh_college-of-the-cat_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you join the College of the Cat at 3rd level, you gain proficiency with the Acrobatics and Stealth skills and with thieves' tools if you don't already have them. In addition, if you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-the-cat_catlike-tread",
                    "name": "Catlike Tread",
                    "desc": "Starting at 14th level, while a creature has one of your Bardic Inspiration dice, it has advantage on Dexterity (Stealth) checks. When you have no uses of Bardic Inspiration left, you have advantage on Dexterity (Stealth) checks.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-the-cat_inspired-pounce",
                    "name": "Inspired Pounce",
                    "desc": "Also at 3rd level, you learn to stalk unsuspecting foes engaged in combat with your allies. When an ally you can see uses one of your Bardic Inspiration dice on a weapon attack roll against a creature, you can use your reaction to move up to half your speed and make one melee weapon attack against that creature. You gain a bonus on your attack roll equal to the result of the spent Bardic Inspiration die.\n  When you reach 6th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_college-of-the-cat_my-claws-are-sharp",
                    "name": "My Claws Are Sharp",
                    "desc": "Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you as part of that same bonus action.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard"
            },
            "name": "College of the Cat",
            "desc": "Scholars and spies, heroes and hunters: whether wooing an admirer in the bright sunlight or stalking prey under the gentle rays of the moon, bards of the College of the Cat excel at diverse skills and exhibit contrary tendencies. The adventurous spirits who favor the College of the Cat let their curiosity and natural talents get them into impossible places. Most are skilled, cunning, and vicious enough to extricate themselves from even the most dangerous situations.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "open5e_college-of-skalds",
            "features": [
                {
                    "key": "open5e_college-of-skalds_battle-fury",
                    "name": "Battle Fury",
                    "desc": "At 6th level, you can unleash even more fury in combat. When you use the attack action, you can make two attacks instead of one.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_college-of-skalds_combat-aptitude",
                    "name": "Combat Aptitude",
                    "desc": "When you choose the College of Skalds at 3rd level, you become proficient in all martial weapons, as well as in the use of medium armor and shields.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_college-of-skalds_saga-of-deeds",
                    "name": "Saga of Deeds",
                    "desc": "Starting at 3rd level, you can use your stories of the great battles of legend to inspire your allies in combat. The dice gained from your Bardic Inspiration feature can be used in the following ways:\n\n* After rolling damage for a successful weapon attack, a creature can choose to roll a Bardic Inspiration die and add the result to the damage dealt.\n* When a creature is the target of an attack roll, before knowing whether the rolled number is a hit or a miss, it may roll a Bardic Inspiration die as a reaction, adding the result to its armor class for this specific attack only.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "open5e_college-of-skalds_song-and-strike",
                    "name": "Song and Strike",
                    "desc": "Starting at 14th level, you can wade into combat even as you wield your bardic magic. Any time you cast a bard spell as an action, you can use your bonus action to make a single weapon attack.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Open5e Originals",
                "key": "open5e",
                "type": "SOURCE",
                "display_name": "Open5e Originals",
                "publisher": {
                    "name": "Open5e",
                    "key": "open5e"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://open5e.com/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Bard",
                "key": "srd_bard"
            },
            "name": "College of Skalds",
            "desc": "*Compare to the core book's College of Valor*\n\nSkalds are poets of battle, recounting the deeds of heroes and the bloody battles that shook nations. But you do more than just tell stories; a skald draws on the tales of past greatness in his own quest for glory on the battlefield. While learning the sagas of bygone years, you have also taken up a practical study of combat, allowing you to use more weapons and with greater effectiveness than most bards. When you sing the song of battle to bolster your allies, you are right alongside them, going toe to toe with formidable foes to become worthy of the poems from the skalds who will recount your tale.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_life-domain",
            "features": [
                {
                    "key": "srd_life-domain_blessed-healer",
                    "name": "Blessed Healer",
                    "desc": "Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_channel-divinity-preserve-life",
                    "name": "Channel Divinity: Preserve Life",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.\r\n\r\nAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_disciple-of-life",
                    "name": "Disciple of Life",
                    "desc": "Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_divine-strike",
                    "name": "Divine Strike",
                    "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_life-domain-spells-table",
                    "name": "Life Domain Spells (table)",
                    "desc": "Cleric Level | Spells |\r\n|---|---|\r\n| 1st | bless, cure wounds | \r\n| 3rd | lesser restoration, spiritual weapon |\r\n| 5th | beacon of hope, revivify |\r\n| 7th | death ward, guardian of faith |\r\n| 9th | mass cure wounds, raise dead |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "srd_life-domain_supreme-healing",
                    "name": "Supreme Healing",
                    "desc": "Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Life Domain",
            "desc": "",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_hunt-domain",
            "features": [
                {
                    "key": "toh_hunt-domain_blessing-of-the-hunter",
                    "name": "Blessing of the Hunter",
                    "desc": "At 1st level, you gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "At 1st level, you gain proficiency with martial weapons.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_channel-divinity-heart-strike",
                    "name": "Channel Divinity: Heart Strike",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack's damage. If you score a critical hit with the attack, add +10 to the attack's damage instead.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_deadly-stalker",
                    "name": "Deadly Stalker",
                    "desc": "At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. You can't use this feature again until you finish a short or long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_divine-strike",
                    "name": "Divine Strike",
                    "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_hunt-domain-spells",
                    "name": "Hunt Domain Spells",
                    "desc": "Cleric Level | Spells                                 |\r\n|--------------|----------------------------------------|\r\n| 1st          | *bloodbound*, *illuminate spoor*       |\r\n| 3rd          | *instant snare*, *mark prey*           |\r\n| 5th          | *going in circles*, *tracer*           |\r\n| 7th          | *heart-seeking arrow*, *hunting stand* |\r\n| 9th          | *harrying hounds*, *maim*              |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_hunt-domain_pack-hunter",
                    "name": "Pack Hunter",
                    "desc": "Starting at 6th level, when an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Hunt Domain",
            "desc": "Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can't be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.\n  Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_mercy-domain",
            "features": [
                {
                    "key": "toh_mercy-domain_bolster-the-living",
                    "name": "Bolster the Living",
                    "desc": "At 6th level, you gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you choose this domain at 1st level, you take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner's kit. In addition, you gain proficiency with heavy armor and martial weapons.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_channel-divinity-involuntary-aid",
                    "name": "Channel Divinity: Involuntary Aid",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn't have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_divine-strike-of-mercy",
                    "name": "Divine Strike of Mercy",
                    "desc": "At 8th level, you gain the ability to infuse your weapon strikes with the dual nature of mercy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant or necrotic damage (your choice) to the target. If the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to half the damage dealt. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 14th level, the extra damage increases to 2d6.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_hand-of-grace-and-execution",
                    "name": "Hand of Grace and Execution",
                    "desc": "At 17th level, you imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_mercy-domain-spells",
                    "name": "Mercy Domain Spells",
                    "desc": "Cleric Level | Spells                              |\r\n|--------------|-------------------------------------|\r\n| 1st          | *divine favor*, *healing word*      |\r\n| 3rd          | *aid*, *ray of enfeeblement*        |\r\n| 5th          | *bardo*, *revivify*                 |\r\n| 7th          | *death ward*, *sacrificial healing* |\r\n| 9th          | *antilife shell*, *raise dead*      |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_mercy-domain_threshold-guardian",
                    "name": "Threshold Guardian",
                    "desc": "Also at 1st level, when you hit a creature that doesn't have all of its hit points with a melee weapon attack, the weapon deals extra radiant or necrotic damage (your choice) equal to half your proficiency bonus.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Mercy Domain",
            "desc": "Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_portal-domain",
            "features": [
                {
                    "key": "toh_portal-domain_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "When you choose this domain at 1st level, you gain proficiency with heavy armor and either cartographer's tools or navigator's tools (your choice). In addition, you gain proficiency in the Arcana skill.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_portal-domain_channel-divinity-dimensional-shift",
                    "name": "Channel Divinity: Dimensional Shift",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to harness the magic of portals and teleportation. As an action, you teleport a willing target you can see, other than yourself, to an unoccupied space within 30 feet of you that you can see. When you reach 10th level in this class, you can teleport an unwilling target. An unwilling target that succeeds on a Wisdom saving throw is unaffected.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_portal-domain_domain-spells",
                    "name": "Domain Spells",
                    "desc": "You gain domain spells at the cleric levels listed in the Portal Domain Spells table. See the Divine Domain class feature for how domain spells work.\n\n**Portal Domain Spells**\n\n| Cleric Level | Spells                                    |\r\n|--------------|-------------------------------------------|\r\n| 1st          | *adjust position*, *expeditious retreat*  |\r\n| 3rd          | *glyph of shifting*, *misty step*         |\r\n| 5th          | *dimensional shove*, *portal jaunt*       |\r\n| 7th          | *dimension door*, *reposition*            |\r\n| 9th          | *pierce the veil*, *teleportation circle* |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_portal-domain_portal-bond",
                    "name": "Portal Bond",
                    "desc": "At 1st level, you learn to forge a bond between yourself and another creature. At the end of a short or long rest, you can touch one willing creature, establishing a magical bond between you. While bonded to a creature, you know the direction to the creature, though not its exact location, as long as you are both on the same plane of existence. As an action, you can teleport the bonded creature to an unoccupied space within 5 feet of you or to the nearest unoccupied space, provided the bonded creature is willing and within a number of miles of you equal to your proficiency bonus. Alternatively, you can teleport yourself to an unoccupied space within 5 feet of the bonded creature.\n  Once you teleport a creature in this way, you can't use this feature again until you finish a long rest. You can have only one bonded creature at a time. If you bond yourself to a new creature, the bond on the previous creature ends. Otherwise, the bond lasts until you die or dismiss it as an action.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_portal-domain_portal-magic",
                    "name": "Portal Magic",
                    "desc": "Starting at 1st level, you gain access to spells that connect places or manipulate the space between places. Each spell with “(liminal)” listed alongside its school is a cleric spell for you, even if it doesn't appear on the cleric spell list, and you can prepare it as you would any other spell on the cleric spell list. Liminal spells include *bardo*, *devouring darkness*, *door of the far traveler*, *ethereal stairs*, *hypnagogia*, *hypnic jerk*, *mind maze*, *mirror realm*, *pierce the veil*, *reciprocating portal*, *rive*, *subliminal aversion*, and *threshold slip*. See the Magic and Spells chapter for details on these spells.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_portal-domain_portal-mastery",
                    "name": "Portal Mastery",
                    "desc": "At 17th level, when you see a creature use a magical gateway, teleport, or cast a spell that would teleport itself or another creature, you can use your reaction to reroute the effect, changing the destination to be an unoccupied space of your choice that you can see within 100 feet of you. 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 use this feature again.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_portal-domain_portal-touch",
                    "name": "Portal Touch",
                    "desc": "At 6th level, you can use a bonus action to create a small portal in a space you can see within 30 feet of you. This portal lasts for 1 minute, and it doesn't occupy the space where you create it. When you cast a spell with a range of touch, you can touch any creature within your reach or within 5 feet of the portal. While the portal is active, you can use a bonus action on each of your turns to move the portal up to 30 feet. The portal must remain within 30 feet of you. If you or the portal are ever more than 30 feet apart, the portal fades. You can have only one portal active at a time. If you create another one, the previous portal fades.\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.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_portal-domain_transpositional-divine-strike",
                    "name": "Transpositional Divine Strike",
                    "desc": "At 8th level, you gain the ability to imbue your weapon strikes with portal magic. Once on each of your turns when you hit a creature with a weapon attack, you deal damage to the target as normal, and you open a brief portal next to your target or another creature you can see within 30 feet of you. That creature takes 1d8 damage of your weapon's type as a duplicate of your weapon lashes out at the creature from the portal. When you reach 14th level, you can choose two creatures, creating a portal next to each and dealing 1d8 damage of your weapon's type to each. Alternatively, you can choose one creature and deal 2d8 damage to it.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Portal Domain",
            "desc": "You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_serpent-domain",
            "features": [
                {
                    "key": "toh_serpent-domain_channel-divinity-serpent-stealth",
                    "name": "Channel Divinity: Serpent Stealth",
                    "desc": "Beginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_serpent-domain_divine-strike",
                    "name": "Divine Strike",
                    "desc": "Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_serpent-domain_envenomed",
                    "name": "Envenomed",
                    "desc": "When you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_serpent-domain_ophidian-tongue",
                    "name": "Ophidian Tongue",
                    "desc": "Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_serpent-domain_serpent-domain-spells",
                    "name": "Serpent Domain Spells",
                    "desc": "Cleric Level | Spells                                              |\r\n|--------------|-----------------------------------------------------|\r\n| 1st          | *charm person*, *find familiar* (snakes only)       |\r\n| 3rd          | *enthrall*, *protection from poison*                |\r\n| 5th          | *conjure animals* (snakes only), *hypnotic pattern* |\r\n| 7th          | *freedom of movement*, *polymorph* (snakes only)    |\r\n| 9th          | *dominate person*, *mislead*                        |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_serpent-domain_serpents-blood",
                    "name": "Serpent's Blood",
                    "desc": "Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_serpent-domain_transformative-molt",
                    "name": "Transformative Molt",
                    "desc": "Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n  In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Serpent Domain",
            "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_shadow-domain",
            "features": [
                {
                    "key": "toh_shadow-domain_army-of-shadow",
                    "name": "Army of Shadow",
                    "desc": "At 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_channel-divinity-shadow-grasp",
                    "name": "Channel Divinity: Shadow Grasp",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_cover-of-night",
                    "name": "Cover of Night",
                    "desc": "When you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_fade-to-black",
                    "name": "Fade to Black",
                    "desc": "At 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_lengthen-shadow",
                    "name": "Lengthen Shadow",
                    "desc": "Starting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.\n  When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_potent-spellcasting",
                    "name": "Potent Spellcasting",
                    "desc": "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_shadow-domain_shadow-domain-spells",
                    "name": "Shadow Domain Spells",
                    "desc": "Cleric Level | Spells                                    |\r\n|--------------|-------------------------------------------|\r\n| 1st          | *bane*, *false life*                      |\r\n| 3rd          | *blindness/deafness*, *darkness*          |\r\n| 5th          | *blink*, *fear*                           |\r\n| 7th          | *black tentacles*, *greater invisibility* |\r\n| 9th          | *cone of cold*, *dream*                   |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Shadow Domain",
            "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_vermin-domain",
            "features": [
                {
                    "key": "toh_vermin-domain_channel-divinity-swarm-step",
                    "name": "Channel Divinity: Swarm Step",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to evade attackers. As a bonus action, or as reaction when you are attacked, you transform into a swarm of vermin and move up to 30 feet to an unoccupied space that you can see. This movement doesn't provoke opportunity attacks. When you arrive at your destination, you revert to your normal form.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_vermin-domain_divine-strike",
                    "name": "Divine Strike",
                    "desc": "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_vermin-domain_legion-of-bites",
                    "name": "Legion of Bites",
                    "desc": "At 6th level, you can send hundreds of spectral vermin to assail an enemy and aid your allies. As an action, choose a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or be covered in spectral vermin for 1 minute. Each time one of your allies hits the target with a weapon attack, the target takes an extra 1d4 poison damage. A creature that is immune to disease is immune to this feature.\n  You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_vermin-domain_the-unseen",
                    "name": "The Unseen",
                    "desc": "When you choose this domain at 1st level, you gain proficiency with shortswords and hand crossbows. You also gain proficiency in Stealth and Survival. You can communicate simple ideas telepathically with vermin, such as mice, spiders, and ants, within 100 feet of you. A vermin's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_vermin-domain_vermin-domain-spells",
                    "name": "Vermin Domain Spells",
                    "desc": "Cleric Level | Spells  |\r\n|--------------|---------|\r\n| 1st          | *detect poison and disease*, *speak with animals* (vermin only)  |\r\n| 3rd          | *spider climb*, *web*  |\r\n| 5th          | *conjure animals* (vermin only), *fear*  |\r\n| 7th          | *dominate beast* (vermin only), *giant insect*  |\r\n| 9th          | *contagion*, *insect plague*  |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_vermin-domain_verminform-blessing",
                    "name": "Verminform Blessing",
                    "desc": "At 17th level, you become a natural lycanthrope. You use the statistics of a wererat, though your form can take on insectoid aspects, such as mandibles, compound eyes, or antennae, instead of rat aspects; whichever aspects are most appropriate for your deity. Your alignment doesn't change as a result of this lycanthropy, and you can't spread the disease of lycanthropy.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Vermin Domain",
            "desc": "You exemplify the cunning, stealth, and invasiveness of vermin (rodents, scorpions, spiders, ants, and other insects). As your dedication to this domain grows in strength, you realize a simple truth: vermin are everywhere, and you are legion.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "toh_wind-domain",
            "features": [
                {
                    "key": "toh_wind-domain_channel-divinity-grasp-not-the-wind",
                    "name": "Channel Divinity: Grasp Not the Wind",
                    "desc": "At 2nd level, you can use your Channel Divinity to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn. You don't provoke opportunity attacks while flying in this way.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_dire-tempest",
                    "name": "Dire Tempest",
                    "desc": "At 17th level, you can create a 20-foot-radius tornado of swirling wind and debris at a point you can see within 120 feet. The storm lasts until the start of your next turn. All Huge or smaller creatures within the area must make a Strength saving throw against your spell save DC. On a failure, a creature takes 8d6 bludgeoning damage and is thrown 1d4 *x* 10 feet into the air. On a success, a creature takes half the damage and isn't thrown into the air. Creatures thrown into the air take falling damage as normal and land prone.\n  In addition, each creature that starts its turn within 15 feet of the tornado must succeed on a Strength saving throw against your spell save DC or be dragged into the tornado's area. A creature that enters the tornado's area is thrown 1d4 *x* 10 feet into the air, taking falling damage as normal and landing prone.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_divine-strike",
                    "name": "Divine Strike",
                    "desc": "At 8th level, you infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_stormshield",
                    "name": "Stormshield",
                    "desc": "At 6th level, when you take lightning or thunder damage, you can use your reaction to gain resistance to lightning and thunder damage, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_wind-domain-spells",
                    "name": "Wind Domain Spells",
                    "desc": "Cleric Level | Spells                                                        |\r\n|--------------|---------------------------------------------------------------|\r\n| 1st          | *feather fall*, *thunderwave*                                 |\r\n| 3rd          | *gust of wind*, *misty step*                                  |\r\n| 5th          | *fly*, *wind wall*                                            |\r\n| 7th          | *conjure minor elementals* (air only), *freedom of movement*  |\r\n| 9th          | *cloudkill*, *conjure elemental* (air only)                   |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_winds-chosen",
                    "name": "Wind's Chosen",
                    "desc": "When you choose this domain at 1st level, you learn the *mage hand* cantrip and gain proficiency in the Nature skill. When you cast *mage hand*, you can make the hand invisible, and you can control the hand as a bonus action.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Wind Domain",
            "desc": "You have dedicated yourself to the service of the primordial winds. In their service, you are the gentle zephyr brushing away adversity or the vengeful storm scouring the stones from the mountainside.",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "tdcs_blood-domain",
            "features": [
                {
                    "key": "tdcs_blood-domain_bloodletting-focus",
                    "name": "Bloodletting Focus",
                    "desc": "From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_blood-domain_blood-domain-spells-table",
                    "name": "Blood Domain Spells (table)",
                    "desc": "Cleric Level | Spells                                | \r\n |--------------|-------------------------------------------| \r\n | 1st          | *sleep*, *ray of sickness*                | \r\n | 3rd          | *ray of enfeeblement*, *crown of madness* | \r\n | 5th          | *haste*, *slow*                           | \r\n | 7th          | *blight*, *stoneskin*                     | \r\n | 9th          | *dominate person*, *hold monster*         |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_blood-domain_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "At 1st Level, you gain proficiency with martial weapons.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_blood-domain_channel-divinity-blood-puppet",
                    "name": "Channel Divinity: Blood Puppet",
                    "desc": "Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_blood-domain_channel-divinity-crimson-bond",
                    "name": "Channel Divinity: Crimson Bond",
                    "desc": "Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain Concentration on this bond for up to 1 hour.\nDuring your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.\n\n **Health State Examples**\n\n| 100%    | Untouched            |\r\n| 99%-50% | Injured              |\r\n| 49%-1%  | Heavily Wounded      |\r\n| 0%      | Unconscious or Dying |\r\n| –       | Dead                 |",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_blood-domain_sanguine-recall",
                    "name": "Sanguine Recall",
                    "desc": "At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.\nFor example, if you’re a 4th-level Cleric, you can recover up to two levels of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You then suffer 2d6 damage.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "tdcs_blood-domain_vascular-corruption-aura",
                    "name": "Vascular Corruption Aura",
                    "desc": "At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).\nOnce you use this feature, you can’t use it again until you finish a long rest.",
                    "crossreferences": {
                        "to": []
                    },
                    "feature_type": "CLASS_LEVEL_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tal'dorei Campaign Setting",
                "key": "tdcs",
                "type": "SOURCE",
                "display_name": "Tal'dorei Campaign Setting",
                "publisher": {
                    "name": "Green Ronin Publishing",
                    "key": "green-ronin"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric"
            },
            "name": "Blood Domain",
            "desc": "The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. The Gods of Blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson. Almost any neutral or evil deity can claim some influence over the secrets of blood magic and this domain, while the gods who watch from more moral realms shun its use beyond extenuating circumstance./n When casting divine spells as a Blood Domain cleric, consider ways to occasionally flavor your descriptions to tailor the magic’s effect on the opponent’s blood and vitality. Hold person might involve locking a target’s body into place from the blood stream out, preventing them from moving. Cure wounds may feature the controlling of blood like a needle and thread to close lacerations. Guardian of faith could be a floating, crimson spirit of dripping viscera who watches the vicinity with burning red eyes. Have fun with the themes!",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": [],
            "crossreferences": {
                "to": []
            }
        }
    ]
}