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

GET /v2/classes/?format=api&page=3
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 129,
    "next": null,
    "previous": "https://api-beta.open5e.com/v2/classes/?format=api&page=2",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_pugilist/?format=api",
            "key": "toh_pugilist",
            "features": [
                {
                    "key": "toh_pugilist_debilitating-blow",
                    "name": "Debilitating Blow",
                    "desc": "At 10th level, when you hit one target with two unarmed strikes in the same turn, you can use a bonus action to force the target to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_opportunistic-brawler",
                    "name": "Opportunistic Brawler",
                    "desc": "Starting at 18th level, you might not look for a fight around every corner, but you're ready in case one happens. You have advantage on initiative rolls.\n  In addition, when a creature you can see enters a space within 5 feet of you, you can make one opportunity attack against the creature. This opportunity attack must be made with an unarmed strike. You have a number of reactions each turn equal to your proficiency bonus, but these reactions can be used only to perform opportunity attacks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_resilient-fighter",
                    "name": "Resilient Fighter",
                    "desc": "Starting at 3rd level, you learn to endure great amounts of physical punishment. You add your Constitution modifier (minimum of 1) to any death saving throw you make. In addition, you can use Second Wind a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_unarmed-warrior",
                    "name": "Unarmed Warrior",
                    "desc": "When you choose this archetype at 3rd level, you learn to use your fists, knees, elbows, head, and feet to attack your opponents. You gain the following benefits while you are not wearing heavy armor and while you are not wielding weapons or a shield: \n* Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Your unarmed strike damage increases as you reach higher levels. The d6 becomes a d8 at 10th level and a d10 at 18th level. \n* When you use the Attack action to make one or more unarmed strikes, you can make one unarmed strike as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_uncanny-fortitude",
                    "name": "Uncanny Fortitude",
                    "desc": "Beginning at 7th level, if damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  In addition, when you use Second Wind, you now regain hit points equal to 1d10 + your fighter level + your Constitution modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_pugilist_withstand-death",
                    "name": "Withstand Death",
                    "desc": "At 15th level, when you are reduced to 0 hit points, you can use Second Wind as a reaction, provided you have uses of Second Wind remaining. You can decide to use this reaction before or after your Uncanny Fortitude feature triggers.\n  In addition, when you make a death saving throw and roll a 1 on the d20, it counts as one failure instead of two.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Pugilist",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_radiant-pikeman/?format=api",
            "key": "toh_radiant-pikeman",
            "features": [
                {
                    "key": "toh_radiant-pikeman_foe-of-darkness",
                    "name": "Foe of Darkness",
                    "desc": "Beginning at 10th level, your faith and training make you a daunting foe of dark creatures. Once per turn, you can have advantage on an attack roll or ability check made against a fiend, undead, or creature of shadow.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_formation-tactics",
                    "name": "Formation Tactics",
                    "desc": "At 7th level, you bolster your allies when fighting shoulder to shoulder. While you have an ally within 5 feet of you who isn't incapacitated, you can use a bonus action to take the Help action to assist that ally's attack roll or their next Strength (Athletics) or Dexterity (Acrobatics) check.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_give-ground",
                    "name": "Give Ground",
                    "desc": "Starting at 15th level, once per turn when you are hit by a melee attack, you can choose to move 5 feet away from the attacker without provoking opportunity attacks. If you do, the attacker takes 1d6 radiant damage. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_harassing-strike",
                    "name": "Harassing Strike",
                    "desc": "Beginning when you choose this archetype at 3rd level, when a creature you can see enters your reach, you can use your reaction to Shove the creature. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_radiant-fighting",
                    "name": "Radiant Fighting",
                    "desc": "Starting at 3rd level, when you deal damage with a glaive, halberd, lance, pike, or spear, you can choose for the damage to be radiant instead of its normal damage type.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_radiant-pikeman_the-suns-protection",
                    "name": "The Sun's Protection",
                    "desc": "At 18th level, you have advantage on saving throws against spells. If you fail a saving throw against being charmed or frightened, you can choose to succeed instead. You can use this feature a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Radiant Pikeman",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_resonant-body/?format=api",
            "key": "toh_resonant-body",
            "features": [
                {
                    "key": "toh_resonant-body_resounding-spellcasting",
                    "name": "Resounding Spellcasting",
                    "desc": "Beginning when you reach 18th level, any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrip's damage but suffers no additional effect from the cantrip.\n  Moreover, you can increase the power of some of your spells. When you cast a sorcerer spell of 1st through 5th level that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldn't use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each level of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_resonant-body_reverberating-quintessence",
                    "name": "Reverberating Quintessence",
                    "desc": "At 1st level, you harbor sonic vibrations within you. You are immune to the deafened condition, and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage.\n  When you reach 3rd level in this class, you have resistance to thunder damage, and at 6th level, your tremorsense extends to 20 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_resonant-body_signature-sound",
                    "name": "Signature Sound",
                    "desc": "Starting at 1st level, you can cast the *alarm* spell (audible option only) once without expending a spell slot or requiring material components. Once you cast *alarm* in this way, you can't do so again until you finish a long rest.\nWhen you reach 3rd level in this class, you can expend 3 sorcery points to cast the *shatter* or *silence* spell without expending a spell slot or requiring material components.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_resonant-body_sonic-savant",
                    "name": "Sonic Savant",
                    "desc": "Beginning at 6th level, whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up).\n  You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_resonant-body_sound-and-fury",
                    "name": "Sound and Fury",
                    "desc": "At 14th level, your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition 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.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "srd_sorcerer",
                "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api"
            },
            "name": "Resonant Body",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_rifthopper/?format=api",
            "key": "toh_rifthopper",
            "features": [
                {
                    "key": "toh_rifthopper_dimensional-ambler",
                    "name": "Dimensional Ambler",
                    "desc": "Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_rifthopper_familiar-locations",
                    "name": "Familiar Locations",
                    "desc": "Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n  You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n  You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_rifthopper_shift-space",
                    "name": "Shift Space",
                    "desc": "At 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd              | 30 feet             | \n| 3rd              | 60 feet             | \n| 4th              | 120 feet            | \n| 5th              | 240 feet            | \n| 6th              | 480 feet            |\n| 7th or higher    | 960 feet            |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_rifthopper_tactical-swap",
                    "name": "Tactical Swap",
                    "desc": "At 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n  If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_rifthopper_teleport-object",
                    "name": "Teleport Object",
                    "desc": "Starting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n  The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "srd_sorcerer",
                "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api"
            },
            "name": "Rifthopper",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_sapper/?format=api",
            "key": "toh_sapper",
            "features": [
                {
                    "key": "toh_sapper_all-clear",
                    "name": "All Clear",
                    "desc": "Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_sapper_breach-defenses",
                    "name": "Breach Defenses",
                    "desc": "Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.\n  When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_sapper_clear-the-path",
                    "name": "Clear the Path",
                    "desc": "At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_sapper_combat-engineer",
                    "name": "Combat Engineer",
                    "desc": "When you select this archetype at 3rd level, you gain proficiency in alchemist's supplies, carpenter's tools, mason's tools, and tinker's tools. Using these tools, you can do or create the following.\n\n***Alchemical Bomb.*** As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.\n  If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn't being worn or carried, your bomb also deals your Sneak Attack damage to the target.\n  When you reach certain levels in this class, the bomb's damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n\n***Jury Rig Fortification.*** You are adept at creating fortifications with whatever materials are at hand. With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM's discretion. \n* Create a low wall that is large enough to provide half cover to a Medium creature. \n* Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet. \n* Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.\n\n***Hastily Trap an Area.*** You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM's discretion, you can use this feature to make and use other types of traps.\n\n**Creating Traps (table)**\n| Type of Trap        | Time Required to Build Trap                             | Time Required to Set Trap              | \n|---------------------|---------------------------------------------------------|----------------------------------------| \n| **Collapsing Roof** | 5 minutes for each 5-foot-by-5-foot section             | When you finish building this trap, it is considered set. | \n| **Falling Net**     | 1 minute                                                | 1 action                               | \n| **Hunting Trap**    | 1 minute                                                | 1 bonus action                         | \n| **Pit**             | 5 minutes for a 5-foot-wide, 10-foot-deep simple pit<br/>15 minutes for a 5-foot-wide, 10-foot-deep hidden pit<br/>1 hour for a 5-foot-wide, 10-foot-deep locking pit;<br/>to add spikes to a pit, increase the time by 1 minute.     | When you finish building this trap, it is considered set.<br/>It requires 1 bonus action to reset a simple pit or locking pit<br/>1 action to reset a hidden pit.|",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_sapper_sculpt-terrain",
                    "name": "Sculpt Terrain",
                    "desc": "At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage. If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don't need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Sapper",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_school-of-liminality/?format=api",
            "key": "toh_school-of-liminality",
            "features": [
                {
                    "key": "toh_school-of-liminality_forced-transition",
                    "name": "Forced Transition",
                    "desc": "At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.\n\n***Rapid Advancement.*** The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.\n\n***Regression.*** The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.\n\n***True Self.*** The target can't change its shape through any means, including spells, such as *polymorph*, and traits, such as the werewolf 's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as *disguise self*, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_school-of-liminality_liminal-adept",
                    "name": "Liminal Adept",
                    "desc": "At 10th level, you add the *threshold slip* spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast *threshold slip* without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.\n  You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_school-of-liminality_liminal-savant",
                    "name": "Liminal Savant",
                    "desc": "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell (see the Magic and Spells chapter) into your spellbook is halved.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_school-of-liminality_mulligan",
                    "name": "Mulligan",
                    "desc": "At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn't yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n  When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet of you makes an ability check or saving throw.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_school-of-liminality_otherworldly-sense",
                    "name": "Otherworldly Sense",
                    "desc": "At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world—those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd_wizard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "School of Liminality",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_serpent-domain/?format=api",
            "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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.”",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Serpent Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_shadow-domain/?format=api",
            "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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Shadow Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_smuggler/?format=api",
            "key": "toh_smuggler",
            "features": [
                {
                    "key": "toh_smuggler_dab-handed-dealer",
                    "name": "Dab-handed Dealer",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator-s tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.\n  Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_hypervigilance",
                    "name": "Hypervigilance",
                    "desc": "Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can-t be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_improved-smuggler-s-legerdemain",
                    "name": "Improved Smuggler-s Legerdemain",
                    "desc": "At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: *arcanist-s magic aura*, *blur*, *darkvision*, *enlarge/reduce*, *invisibility*, *knock*, *levitate*, *magic mouth*, *mirror image*, *rope trick*, or *spider climb*. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.\n  In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler-s Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_slippery-as-an-eel",
                    "name": "Slippery as an Eel",
                    "desc": "Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_smuggler_smuggler-s-legerdemain",
                    "name": "Smuggler-s Legerdemain",
                    "desc": "Also at 3rd level, having made a careful study of laws and those who enforce them, you-ve become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.\n  You can cast the cantrips at will and the spell once at its lowest level; you must finish a long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.\n  Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Smuggler",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_snake-speaker/?format=api",
            "key": "toh_snake-speaker",
            "features": [
                {
                    "key": "toh_snake-speaker_decoy-skin",
                    "name": "Decoy Skin",
                    "desc": "Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.\n  As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.\n  It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_scaly-transition",
                    "name": "Scaly Transition",
                    "desc": "Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.\n\n***Bite.*** You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.\n\n***Keen Smell.*** Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.\n\n***Poison Resistance.*** You have resistance to poison damage.\n\n***Scales.*** Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.\n\n***Serpentine Movement.*** You have a climbing speed of 30 feet.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_serpent-shape",
                    "name": "Serpent Shape",
                    "desc": "When you reach 7th level, you can use an action to cast *polymorph* on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.\n  Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_sinuous-dance",
                    "name": "Sinuous Dance",
                    "desc": "Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.\n  In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_snake-speaker-magic",
                    "name": "Snake Speaker Magic",
                    "desc": "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Snake Speaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Snake Speaker Spells**\n| Ranger Level  | Spells            | \n|---------------|-------------------| \n| 3rd           | *charm person*    | \n| 5th           | *suggestion*      | \n| 9th           | *tongues*         | \n| 13th          | *confusion*       | \n| 17th          | *dominate person* |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_snake-speaker_speak-with-snakes",
                    "name": "Speak with Snakes",
                    "desc": "Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Snake Speaker",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_soulspy/?format=api",
            "key": "toh_soulspy",
            "features": [
                {
                    "key": "toh_soulspy_bonus-proficiency",
                    "name": "Bonus Proficiency",
                    "desc": "When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don-t already have it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.\n\n**Soulspy Spellcasting**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_divine-symbol",
                    "name": "Divine Symbol",
                    "desc": "Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits: \n* Your Divine Symbol functions as a spellcasting focus for your cleric spells. \n* As a bonus action, you can turn the symbol into thieves- tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves- tools back to its symbol form as a bonus action. \n* The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol-s light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you. \n* When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol-s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_life-thief",
                    "name": "Life Thief",
                    "desc": "At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can-t use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_sacred-stealth",
                    "name": "Sacred Stealth",
                    "desc": "Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn-t incapacitated, and you don-t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n\nFor example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_soulspy_touching-the-soul",
                    "name": "Touching the Soul",
                    "desc": "When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can-t use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.\n  In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Soulspy",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_spear-of-the-weald/?format=api",
            "key": "toh_spear-of-the-weald",
            "features": [
                {
                    "key": "toh_spear-of-the-weald_canopy",
                    "name": "Canopy",
                    "desc": "Beginning at 7th level, when a creature within 30 feet of you, including yourself, is targeted by a ranged weapon attack, you can use your reaction to summon a magical canopy of glowing leaves and branches over the target. The target has resistance to the damage dealt by the attack, and the canopy bursts into shredded leaves afterwards. You must then finish a short or long rest to use your Canopy again.\n  When you reach 11th level in this class, you can use your Canopy twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all expended uses.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_overwhelm",
                    "name": "Overwhelm",
                    "desc": "At 15th level, after you make a successful melee weapon attack with your weald spear against a creature, you can use a bonus action to make one ranged weapon attack with it against a different creature. You don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature you hit, however, you can still have disadvantage on the attack roll from being within 5 feet of other creatures.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_restriction-alseid",
                    "name": "Restriction: Alseid",
                    "desc": "You can choose this archetype only if you are an alseid.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_steps-of-the-forest-god",
                    "name": "Steps of the Forest God",
                    "desc": "Starting at 11th level, after you make a successful ranged weapon attack with your weald spear, you can use a bonus action to teleport to an unoccupied space within 10 feet of your target.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_touch-of-the-fey-land",
                    "name": "Touch of the Fey Land",
                    "desc": "The touch of the land of the fey is always on your spear, hinting at its otherworldly ties. Beginning at 3rd level, when you summon your weald spear, choose one of the following effects.\n\n***Aflame.*** Your spear is ensorcelled in heatless, white, magical flames whose intensity rise and fall to reflect your mood. When you are at your happiest, your spear sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\n\n***Entwined.*** Your spear appears to be wrapped in writhing green vines which occasionally coalesce into the shape of a slender, grasping hand. The hand always points in the direction of your home forest.\n\n***Everblooming.*** Your spear is covered in small wildflowers that bloom, die, bud, and bloom again within minutes. Pollinating insects are often drawn to your spear as the spear constantly exudes a pleasant, floral fragrance.\n\n***Moonlit.*** Your spear appears as a pale length of wooden moonlight. A trail of star-like motes travels behind the spear's point.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spear-of-the-weald_weald-spear",
                    "name": "Weald Spear",
                    "desc": "When you choose this archetype at 3rd level, you gain the ability to call forth a magical, wooden spear from the land of fey into your empty hand as a bonus action. The spear disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You are proficient with the weapon while you wield it. The spear's range is 20/60 feet, and, when you throw the spear, it reappears in your hand after the attack. The spear's damage die is a d8, and it has the finesse and reach properties.\n  At 7th level, your weald spear attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and your weald spear's damage die is a d10. At 11th level, your weald spear's damage die is a d12.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Spear of the Weald",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_spellsmith/?format=api",
            "key": "toh_spellsmith",
            "features": [
                {
                    "key": "toh_spellsmith_arcane-emendation",
                    "name": "Arcane Emendation",
                    "desc": "Beginning when you choose this tradition at 2nd level, you can manipulate the magical energy in scrolls to change the spells written on them. While holding a scroll, you can spend 1 hour for each level of the spell focusing on the magic within the scroll to change the spell on the scroll to another spell. The new spell must be of the same school, must be on the wizard spell list, and must be of the same or lower level than the original spell. If the new spell has any material components with a cost, you must provide those when changing the scroll's original spell to the new spell, and the components are consumed as the new spell's magic overwrites the original spell on the scroll.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spellsmith_spell-duality",
                    "name": "Spell Duality",
                    "desc": "At 14th level, you become a master at manipulating and extending the magical energy of your longlasting spells. You can concentrate on two spells simultaneously. If you cast a third spell that requires concentration, you lose concentration on the oldest spell. When you take damage while concentrating on a spell and must make a Constitution saving throw to maintain concentration, you make one saving throw for each source of damage, as normal. You don't have to make one saving throw for each spell you are maintaining.\n  If you are concentrating on two spells and fail a Constitution saving throw to maintain concentration because of taking damage, you lose concentration on the oldest spell. If you are concentrating on two spells and lose concentration on both spells in 1 round, you suffer one level of exhaustion.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spellsmith_spell-honing",
                    "name": "Spell Honing",
                    "desc": "At 6th level, you can hold onto the magic of lasting spells or siphon off some of their magic to amplify spells you cast. If your concentration is broken (willingly or unwillingly), the spell's magic lingers, causing the spell's effects to remain until the end of your next turn.\n  In addition, while concentrating on a spell with a duration of concentration up to 1 minute or concentration up to 10 minutes, you can amplify a wizard spell you cast of 1st level or higher. When you amplify a spell in this way, the duration of the spell on which you are concentrating is reduced by a number of rounds (if the duration is concentration up to 1 minute) or minutes (if the duration is concentration up to 10 minutes) equal to the amplified spell's level. You can choose only one of the following options when amplifying a spell: \n* Increase the saving throw DC by 2 \n* Increase the spell attack bonus by 2 \n* Add your Intelligence modifier to one damage roll of the spell\n  You can amplify a spell this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spellsmith_spell-reversion",
                    "name": "Spell Reversion",
                    "desc": "At 10th level, you learn to manipulate the magical energy of spells cast against you. When you must make a saving throw to end an ongoing effect, such as the frightened condition of the fear spell or the slowing effect of a copper dragon's slowing breath, you have advantage on the saving throw.\n  In addition, when an ongoing condition you successfully end on yourself was from a spell cast by a creature you can see, you can use your reaction to force that creature to make the same saving throw against your spell save DC. On a failed save, the creature suffers the effect or condition you just ended on yourself until the end of its next turn. For example, if you succeed on the saving throw to end the paralyzed condition on yourself from the hold person spell cast by a spellcaster you can see, you can force that spellcaster to make a Wisdom saving throw against your spell save DC, and that spellcaster becomes paralyzed until the end of its next turn on a failed save.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spellsmith_spell-transformation",
                    "name": "Spell Transformation",
                    "desc": "At 2nd level, you learn to mold the latent magical energy of your spells to cast new spells. While concentrating on a wizard spell that you cast using a spell slot, you can use an action to end your concentration on that spell and use the energy to cast another wizard spell you have prepared without expending a spell slot. The new spell must be half the level (minimum of 1st) of the spell on which you were concentrating, and the new spell's casting time must be 1 action.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Wizard",
                "key": "srd_wizard",
                "url": "https://api-beta.open5e.com/v2/classes/srd_wizard/?format=api"
            },
            "name": "Spellsmith",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_spore-sorcery/?format=api",
            "key": "toh_spore-sorcery",
            "features": [
                {
                    "key": "toh_spore-sorcery_metamagic-spore-transmission",
                    "name": "Metamagic Spore Transmission",
                    "desc": "Starting at 6th level, the spores connecting you and the target of your Spore Transmission enhance your metamagic effects on the linked target. You gain the following benefits when using the indicated Metamagic options:\n\n***Careful Spell.*** If the spell allows a target to take only half damage on a successful saving throw, the linked target instead takes no damage.\n\n***Distant Spell.*** When you use this Metamagic option to increase the range of a touch spell, the spell's range is 60 feet when cast on the linked target.\n\n***Extended Spell.*** If cast on the linked target, the spell's duration is tripled rather than doubled, to a maximum of 36 hours.\n\n***Hungry Spell.*** If the linked target is reduced to 0 hit points with your hungry spell, you regain hit points equal to double your Charisma modifier (minimum of 2).\n\n***Lingering Spell.*** If the linked target failed its saving throw against your lingering spell, it has disadvantage on the saving throw to avoid the additional damage at the start of your next turn.\n\n***Shared Hunger Spell.*** If you use this Metamagic option on the linked target, you and the target regain hit points equal to double your Charisma modifier (minimum of 2) if the target hits with its weapon attack.\n\n***Twinned Spell.*** By spending 1 additional sorcery point, you can affect the linked target in addition to the two original targets.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spore-sorcery_nature-magic",
                    "name": "Nature Magic",
                    "desc": "Your affinity with the natural world and the spores that exist between all plants and creatures allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey the restrictions for selecting the spell, and it becomes a sorcerer spell for you.\n  In addition, when you reach 5th level in this class, you can cast *speak with plants* without expending a spell slot a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spore-sorcery_spore-form",
                    "name": "Spore Form",
                    "desc": "At 18th level, you gain immunity to poison damage and the poisoned condition. In addition, as an action, you can radiate spores in a 20-foot radius around you for 1 minute. Each friendly creature that starts its turn in the area regains hit points equal to your Charisma modifier (a minimum of 1). Each hostile creature that starts its turn in the area takes poison damage equal to your Charisma modifier (a minimum of 1). The target of your Spore Transmission regains (if it is friendly) or takes (if it is hostile) double this amount. Once you use this action, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spore-sorcery_spore-transmission",
                    "name": "Spore Transmission",
                    "desc": "At 1st level, your spores allow you to communicate with creatures telepathically. You can use a bonus action to create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target, and, if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes or until you use another bonus action to break the link or to establish this link with a different creature.\n  If the target is unwilling, it can make a Charisma saving throw at the end of each of its turns, ending the link on a success. If an unwilling target ends the link in this way, you can't establish a link with that target again for 24 hours.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_spore-sorcery_spores-protection",
                    "name": "Spore's Protection",
                    "desc": "Starting at 14th level, when an attacker you can see targets you with a melee attack, you can use your reaction to call forth spores to cloud its senses. The attacker has disadvantage on the attack roll. If the attack hits, you gain 10 temporary hit points as the spores bind the wound for a short time. The temporary hit points last for 1 minute.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "srd_sorcerer",
                "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api"
            },
            "name": "Spore Sorcery",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_timeblade/?format=api",
            "key": "toh_timeblade",
            "features": [
                {
                    "key": "toh_timeblade_chronologic-echo",
                    "name": "Chronologic Echo",
                    "desc": "At 7th level, immediately after you use your Second Wind feature, you can trigger an echo in time, allowing you to use it twice. Roll separately for each use of Second Wind. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_timeblade_continuity-rift",
                    "name": "Continuity Rift",
                    "desc": "At 15th level, when you hit a creature with a weapon attack, you can instantly open a rupture in spacetime to swallow the target. The creature disappears and falls through a realm outside of reality.\n  At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 8d8 psychic damage as it grapples with the mind-breaking experience. The target must succeed on an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or it acts randomly for 1 minute as if under the effects of the *confusion* spell. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n  Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_timeblade_improved-temporal-strike",
                    "name": "Improved Temporal Strike",
                    "desc": "At 10th level, when you use your Temporal Strike feature, you can choose one of the following additional options: \n* **Chronal Cleave.** You immediately make a weapon attack against a different target within range. \n* **Chronal Shield.** You add your proficiency bonus to your Armor Class until the beginning of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_timeblade_temporal-strike",
                    "name": "Temporal Strike",
                    "desc": "Starting at 3rd level, when you hit a creature with a weapon attack, you can use a bonus action to trigger one of the following effects: \n* **Dislocative Step.** You step outside of time and move to an unoccupied space you can see within 15 feet of you. This movement doesn't provoke opportunity attacks. At 10th level, you can move up to 30 feet. \n* **Dislocative Shove.** You push the target of your attack to an unoccupied space you can see within 15 feet of you. You can move the target only horizontally, and before moving into damaging terrain, such as lava or a pit, the target can make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), ending the movement in an unoccupied space next to the damaging terrain on a success. At 10th level, you can move the target up to 30 feet.\nYou can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_timeblade_temporal-warrior",
                    "name": "Temporal Warrior",
                    "desc": "Starting at 18th level, you can momentarily step outside of time to attack your foes. As an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect works like the *time stop* spell, except you can make one attack on each of your turns without ending the effect. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Timeblade",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_tunnel-watcher/?format=api",
            "key": "toh_tunnel-watcher",
            "features": [
                {
                    "key": "toh_tunnel-watcher_against-the-tide",
                    "name": "Against the Tide",
                    "desc": "Beginning at 18th level, when you use the Attack action and hit more than one creature with a weapon on your turn, you can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you shove more than one creature on your turn, you can use a bonus action to shove one creature within 5 feet of a creature you successfully shoved.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_bonus-proficiencies",
                    "name": "Bonus Proficiencies",
                    "desc": "At 3rd level, you gain proficiency with thieves' tools and mason's tools.",
                    "feature_type": "PROFICIENCIES",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_cave-in",
                    "name": "Cave-In",
                    "desc": "Starting at 15th level, once on each of your turns when you use the Attack action, you can replace one of your attacks with a strike against a wall or ceiling within your weapon's reach or range. Creatures other than you within 5 feet of the section of wall or the floor below the ceiling where you strike must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\n  A creature that fails this saving throw takes 2d10 bludgeoning damage and is restrained until the end of its next turn. A creature that succeeds on the saving throw takes half the damage and isn't restrained. While restrained in this way, a creature has three-quarters cover against creatures other than you. When the effect ends, the creature's space becomes difficult terrain.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_fight-for-every-step",
                    "name": "Fight for Every Step",
                    "desc": "At 3rd level, when you take damage from a melee attack, you can use your reaction to move 5 feet away from the attacker, reducing the damage you take from the attack by 1d6 + the number of hostile creatures within 5 feet of the space you left. This movement doesn't provoke opportunity attacks.\n  The attacker can immediately move into the space you left. This movement doesn't cost the attacker's reaction and doesn't provoke opportunity attacks, but a creature can move this way only once each turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_first-line-of-defense",
                    "name": "First Line of Defense",
                    "desc": "Starting at 3rd level, a creature that you hit with a melee weapon attack has its speed reduced by 5 feet and can't use the Disengage action until the start of your next turn. You can't reduce a creature's speed by more than 10 feet with this feature.\n  In addition, when you hit a creature with an opportunity attack, you deal an extra 1d8 damage of the weapon's type.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_safe-passage",
                    "name": "Safe Passage",
                    "desc": "Starting at 7th level, you have advantage on saving throws against traps, natural hazards, and lair actions. Traps, natural hazards, and lair actions have disadvantage when they make attack rolls against you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_tunnel-watcher_steadfast",
                    "name": "Steadfast",
                    "desc": "At 10th level, you have advantage on saving throws against effects that cause the frightened condition and effects that would move you against your will, including teleportation effects. When a hostile creature forces you to make a Strength saving throw and you succeed, you deal an extra 1d8 damage of the weapon's type the next time you hit with a weapon attack before the end of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Fighter",
                "key": "srd_fighter",
                "url": "https://api-beta.open5e.com/v2/classes/srd_fighter/?format=api"
            },
            "name": "Tunnel Watcher",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_underfoot/?format=api",
            "key": "toh_underfoot",
            "features": [
                {
                    "key": "toh_underfoot_cantrips",
                    "name": "Cantrips",
                    "desc": "You learn three cantrips: *shillelagh* and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_death-from-below",
                    "name": "Death From Below",
                    "desc": "Beginning at 13th level, when you move at least 10 feet underground toward a target, your next attack against the target with your *shillelagh* weapon has advantage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 13,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_restriction-erina",
                    "name": "Restriction: Erina",
                    "desc": "You can choose this roguish archetype only if you are an erina.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_spell-slots",
                    "name": "Spell Slots",
                    "desc": "The Underfoot Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell-s level or higher. You regain all expended spell slots when you finish a long rest.\n  For example, if you know the 1st-level spell *longstrider* and have a 1st-level and a 2nd-level spell slot available, you can cast *longstrider* using either slot.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_spellcasting",
                    "name": "Spellcasting",
                    "desc": "When you reach 3rd level, you gain the ability to cast spells drawn from the magic of the wilds.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_spellcasting-ability",
                    "name": "Spellcasting Ability",
                    "desc": "Wisdom is your spellcasting ability for your druid spells. Your magic draws upon your connection with the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.\n\n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier.\n\n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier.\n\n**Underfoot Spellcasting (table)**\n| Rouge Level  | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | \n|--------------|----------------|--------------|-----|-----|-----|-----| \n| 3rd          | 3              | 3              | 2   | -   | -   | -   | \n| 4th          | 3              | 4              | 3   | -   | -   | -   | \n| 5th          | 3              | 4              | 3   | -   | -   | -   | \n| 6th          | 3              | 4              | 3   | -   | -   | -   | \n| 7th          | 3              | 5              | 4   | 2   | -   | -   | \n| 8th          | 3              | 6              | 4   | 2   | -   | -   | \n| 9th          | 3              | 6              | 4   | 2   | -   | -   | \n| 10th         | 4              | 7              | 4   | 3   | -   | -   | \n| 11th         | 4              | 8              | 4   | 3   | -   | -   | \n| 12th         | 4              | 8              | 4   | 3   | -   | -   | \n| 13th         | 4              | 9              | 4   | 3   | 2   | -   | \n| 14th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 15th         | 4              | 10             | 4   | 3   | 2   | -   | \n| 16th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 17th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 18th         | 4              | 11             | 4   | 3   | 3   | -   | \n| 19th         | 4              | 12             | 4   | 3   | 3   | 1   | \n| 20th         | 4              | 13             | 4   | 3   | 3   | 1   |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_spells-known-of-1st-level-and-higher",
                    "name": "Spells Known of 1st-Level and Higher",
                    "desc": "You know three 1st-level druid spells of your choice, two of which you must choose from the divination and transmutation spells on the druid spell list. The Spells Known column of the Underfoot Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.\n  When you gain a level in this class, you can choose one of the druid spells you know and replace it with another spell from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you-re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.",
                    "feature_type": "SPELLS_KNOWN",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_undermine",
                    "name": "Undermine",
                    "desc": "Beginning at 9th level, you can use your action to dig a hole under a Large or smaller creature within 5 feet of you. That creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or fall prone. If the target fails its saving throw, you can make one weapon attack against that target as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 9,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_versatile-shillelagh",
                    "name": "Versatile Shillelagh",
                    "desc": "Beginning at 3rd level, when you cast *shillelagh*, the spell is modified in the following ways: \n* Its duration increases to 1 hour. \n* The spell ends early only if another creature holds the weapon or if the weapon is more than 5 feet away from you for 1 minute or more. \n* Your Sneak Attack feature can be applied to attack rolls made with your *shillelagh* weapon.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_underfoot_vicious",
                    "name": "Vicious",
                    "desc": "At 17th level, when you use your Death From Below feature and hit the target with your *shillelagh* weapon, the target is restrained by vegetation and soil until the end of its next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Rogue",
                "key": "srd_rogue",
                "url": "https://api-beta.open5e.com/v2/classes/srd_rogue/?format=api"
            },
            "name": "Underfoot",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_vermin-domain/?format=api",
            "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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_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.”",
                    "feature_type": "CLASS_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.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Vermin Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_wasteland-strider/?format=api",
            "key": "toh_wasteland-strider",
            "features": [
                {
                    "key": "toh_wasteland-strider_call-the-otherworldly",
                    "name": "Call the Otherworldly",
                    "desc": "At 11th level, you've gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.\n  The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren't attacking a creature, but otherwise takes no actions.\n  Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wasteland-strider_chaotic-strikes",
                    "name": "Chaotic Strikes",
                    "desc": "When you choose this archetype at 3rd level, you've learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.\n\n**Chaotic Strikes**\n| d8 | Damage Type | \n|----|-------------| \n| 1  | Fire        | \n| 2  | Cold        | \n| 3  | Lightning   | \n| 4  | Psychic     | \n| 5  | Necrotic    | \n| 6  | Poison      | \n| 7  | Radiant     | \n| 8  | Force       |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wasteland-strider_dimensional-step",
                    "name": "Dimensional Step",
                    "desc": "At 15th level, you have learned to slip briefly between worlds. You can cast the *dimension door* spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 15,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wasteland-strider_stalwart-psyche",
                    "name": "Stalwart Psyche",
                    "desc": "Starting at 7th level, you have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 7,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wasteland-strider_wasteland-strider-magic",
                    "name": "Wasteland Strider Magic",
                    "desc": "Also starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Strider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\n\n**Wasteland Strider Spells**\n| Ranger Level  | Spells                     | \n|---------------|----------------------------| \n| 3rd           | *protection from the void* | \n| 5th           | *calm emotions*            | \n| 9th           | *dispel magic*             | \n| 13th          | *banishment*               | \n| 17th          | *hold monster*             |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Ranger",
                "key": "srd_ranger",
                "url": "https://api-beta.open5e.com/v2/classes/srd_ranger/?format=api"
            },
            "name": "Wasteland Strider",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_wastelander/?format=api",
            "key": "toh_wastelander",
            "features": [
                {
                    "key": "toh_wastelander_aberrant-physiology",
                    "name": "Aberrant Physiology",
                    "desc": "Starting at 1st level, when a creature scores a critical hit on you, you can use your reaction to shift the positions of your vital organs and turn the critical hit into a normal hit. Any effects triggered by critical hit are canceled.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wastelander_absorb-arcana",
                    "name": "Absorb Arcana",
                    "desc": "Starting at 14th level, when you succeed on a saving throw against a spell that would deal damage to you, you can use your reaction and spend a number of sorcery points equal to the spell's level to reduce the damage to 0.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wastelander_advanced-transformation",
                    "name": "Advanced Transformation",
                    "desc": "At 6th level, your increase in power also increases the concentration of raw magical energy in your blood, further altering your body. The alteration you chose from your Alien Alteration feature evolves as described below. Alternatively, you can choose a second option from the Alien Alteration feature instead of evolving the alteration you chose.\n\n***Caustic Tentacle (Grasping Tentacle).*** Your tentacle excretes acidic mucus. You can use a bonus action to suppress the mucus until the start of your next turn. While the tentacle excretes acidic mucus, it deals an extra 2d6 acid damage to any target it hits. A creature that is grappled by your tentacle at the start of your turn takes the extra acid damage when it takes the bludgeoning damage.\n\n***Cognitive Split (Binary Mind).*** Your cranium expands even further as your brain swells in size. When you use your action to cast a spell, you can use a bonus action to make one melee or ranged weapon attack against a target in range.\n\n***Fell Sprinter (Digitigrade Legs).*** Your legs elongate and your body sheds some of its weight to allow you to reach greater speeds. You can take the Dash or Disengage action as a bonus action on each of your turns. When you Dash, the extra movement you gain is double your speed instead of equal to your speed.\n\n***Third Arm (Prehensile Tail).*** Your tail extends to a length of 15 feet and the end splits into five fingerlike appendages. You can do anything with your tail you could do with a hand, such as wield a weapon. In addition, you can use your tail to drink a potion as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wastelander_alien-alteration",
                    "name": "Alien Alteration",
                    "desc": "At 1st level, the influence of raw magical energy in your bloodline remodeled your form. You choose one of the following features as the alteration from your ancestry.\n\n***Binary Mind.*** Your cranium is larger than most creatures of your type and houses your enlarged brain, which is partitioned in a manner that allows you to work on simultaneous tasks. You can use the Search action or make an Intelligence or Wisdom check as a bonus action on your turn.\n\n***Digitigrade Legs.*** Your legs are similar to the rear legs of a wolf or horse. Your movement speed increases by 10 feet, and you can stand up from prone by spending 5 feet of movement rather than half your speed.\n\n***Grasping Tentacle.*** You can use an action to transform one of your arms into a grotesque tentacle. The tentacle is a natural melee weapon with the reach property, which you can use to make unarmed strikes. When you hit with it, you can use Charisma instead of Strength for the attack, and the tentacle deals bludgeoning damage equal to 1d6 + your Charisma modifier. At the start of your turn, if you are grappling a creature with the tentacle, you can deal 1d6 bludgeoning damage to it. You don't have fine motor control over your tentacle, and you can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of spells. You can revert your tentacle back into an arm as a bonus action.\n\n***Prehensile Tail.*** You have a prehensile tail, which allows you to take the Use an Object action as a bonus action on your turn. Your tail can't wield weapons or shields, but it is capable of some manual precision, allowing you to use your tail to hold material components or perform the somatic components of spells. In addition, you can interact with up to two objects for free during your movement and action, provided you use your tail to interact with one of the objects.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wastelander_spontaneous-transformation",
                    "name": "Spontaneous Transformation",
                    "desc": "At 18th level, your body becomes more mutable. You can use a bonus action to gain a second option from the Alien Alteration feature and its evolved form from the Advanced Transformation feature for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 18,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Sorcerer",
                "key": "srd_sorcerer",
                "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api"
            },
            "name": "Wastelander",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-concordant-motion/?format=api",
            "key": "toh_way-of-concordant-motion",
            "features": [
                {
                    "key": "toh_way-of-concordant-motion_concordant-mind",
                    "name": "Concordant Mind",
                    "desc": "At 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-concordant-motion_cooperative-ki",
                    "name": "Cooperative Ki",
                    "desc": "Starting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-concordant-motion_coordinated-maneuvers",
                    "name": "Coordinated Maneuvers",
                    "desc": "Starting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-concordant-motion_deflect-strike",
                    "name": "Deflect Strike",
                    "desc": "At 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of Concordant Motion",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-dragon/?format=api",
            "key": "toh_way-of-the-dragon",
            "features": [
                {
                    "key": "toh_way-of-the-dragon_conquering-wyrm",
                    "name": "Conquering Wyrm",
                    "desc": "Beginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-dragon_draconic-affiliation",
                    "name": "Draconic Affiliation",
                    "desc": "Starting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-dragon_draconic-onslaught",
                    "name": "Draconic Onslaught",
                    "desc": "At 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-dragon_scales-of-the-wyrm",
                    "name": "Scales of the Wyrm",
                    "desc": "At 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-dragon_take-flight",
                    "name": "Take Flight",
                    "desc": "Starting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Dragon",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-humble-elephant/?format=api",
            "key": "toh_way-of-the-humble-elephant",
            "features": [
                {
                    "key": "toh_way-of-the-humble-elephant_decisive-in-wrath",
                    "name": "Decisive in Wrath",
                    "desc": "At 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-humble-elephant_slow-to-anger",
                    "name": "Slow to Anger",
                    "desc": "Starting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-humble-elephant_thick-hide",
                    "name": "Thick Hide",
                    "desc": "At 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-humble-elephant_unyielding-step",
                    "name": "Unyielding Step",
                    "desc": "Starting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Humble Elephant",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-still-waters/?format=api",
            "key": "toh_way-of-the-still-waters",
            "features": [
                {
                    "key": "toh_way-of-the-still-waters_duality-of-water",
                    "name": "Duality of Water",
                    "desc": "Beginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-still-waters_perfect-calm",
                    "name": "Perfect Calm",
                    "desc": "Starting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-still-waters_spreading-ripples",
                    "name": "Spreading Ripples",
                    "desc": "At 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-still-waters_tempestuous-waters",
                    "name": "Tempestuous Waters",
                    "desc": "At 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-still-waters_turbulent-waters",
                    "name": "Turbulent Waters",
                    "desc": "Starting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Still Waters",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-tipsy-monkey/?format=api",
            "key": "toh_way-of-the-tipsy-monkey",
            "features": [
                {
                    "key": "toh_way-of-the-tipsy-monkey_adaptive-fighting",
                    "name": "Adaptive Fighting",
                    "desc": "Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-tipsy-monkey_fortune-favors-the-fool",
                    "name": "Fortune Favors the Fool",
                    "desc": "Starting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-tipsy-monkey_jester-style",
                    "name": "Jester Style",
                    "desc": "Beginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-tipsy-monkey_stumbling-stance",
                    "name": "Stumbling Stance",
                    "desc": "At 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-tipsy-monkey_sway-and-strike",
                    "name": "Sway and Strike",
                    "desc": "At 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Tipsy Monkey",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-unerring-arrow/?format=api",
            "key": "toh_way-of-the-unerring-arrow",
            "features": [
                {
                    "key": "toh_way-of-the-unerring-arrow_archery-training",
                    "name": "Archery Training",
                    "desc": "When you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-unerring-arrow_flurry-of-deflection",
                    "name": "Flurry of Deflection",
                    "desc": "At 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-unerring-arrow_improbable-shot",
                    "name": "Improbable Shot",
                    "desc": "At 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-unerring-arrow_needle-eye-of-insight",
                    "name": "Needle Eye of Insight",
                    "desc": "At 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-unerring-arrow_steel-rain-blossom",
                    "name": "Steel Rain Blossom",
                    "desc": "At 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Unerring Arrow",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_way-of-the-wildcat/?format=api",
            "key": "toh_way-of-the-wildcat",
            "features": [
                {
                    "key": "toh_way-of-the-wildcat_enhanced-agility",
                    "name": "Enhanced Agility",
                    "desc": "When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-wildcat_feline-reflexes",
                    "name": "Feline Reflexes",
                    "desc": "Also at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 3,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-wildcat_hundred-step-strike",
                    "name": "Hundred Step Strike",
                    "desc": "At 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-wildcat_improved-feline-reflexes",
                    "name": "Improved Feline Reflexes",
                    "desc": "Starting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 11,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_way-of-the-wildcat_springing-pounce",
                    "name": "Springing Pounce",
                    "desc": "Starting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Monk",
                "key": "srd_monk",
                "url": "https://api-beta.open5e.com/v2/classes/srd_monk/?format=api"
            },
            "name": "Way of the Wildcat",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_wind-domain/?format=api",
            "key": "toh_wind-domain",
            "features": [
                {
                    "key": "toh_wind-domain_channel-divinity-grasp-not-the-wind",
                    "name": "Channel Divinity: Grasp Not the Wind",
                    "desc": "At 2nd level, you can use your Channel Divinity to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn. You don't provoke opportunity attacks while flying in this way.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 2,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_dire-tempest",
                    "name": "Dire Tempest",
                    "desc": "At 17th level, you can create a 20-foot-radius tornado of swirling wind and debris at a point you can see within 120 feet. The storm lasts until the start of your next turn. All Huge or smaller creatures within the area must make a Strength saving throw against your spell save DC. On a failure, a creature takes 8d6 bludgeoning damage and is thrown 1d4 *x* 10 feet into the air. On a success, a creature takes half the damage and isn't thrown into the air. Creatures thrown into the air take falling damage as normal and land prone.\n  In addition, each creature that starts its turn within 15 feet of the tornado must succeed on a Strength saving throw against your spell save DC or be dragged into the tornado's area. A creature that enters the tornado's area is thrown 1d4 *x* 10 feet into the air, taking falling damage as normal and landing prone.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 17,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_divine-strike",
                    "name": "Divine Strike",
                    "desc": "At 8th level, you infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 8,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_stormshield",
                    "name": "Stormshield",
                    "desc": "At 6th level, when you take lightning or thunder damage, you can use your reaction to gain resistance to lightning and thunder damage, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wind-domain_winds-chosen",
                    "name": "Wind's Chosen",
                    "desc": "When you choose this domain at 1st level, you learn the *mage hand* cantrip and gain proficiency in the Nature skill. When you cast *mage hand*, you can make the hand invisible, and you can control the hand as a bonus action.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Cleric",
                "key": "srd_cleric",
                "url": "https://api-beta.open5e.com/v2/classes/srd_cleric/?format=api"
            },
            "name": "Wind Domain",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/classes/toh_wyrdweaver/?format=api",
            "key": "toh_wyrdweaver",
            "features": [
                {
                    "key": "toh_wyrdweaver_appropriate-advantage",
                    "name": "Appropriate Advantage",
                    "desc": "At 1st level, you learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save DC, adding the probability die to the DC. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wyrdweaver_expanded-spell-list",
                    "name": "Expanded Spell List",
                    "desc": "The Wyrdweaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.\n\n**Wyrdweaver Expanded Spells (table)**\n| Spell Level   | Spells                             | \n|---------------|------------------------------------| \n| 1st           | *bane*, *faerie fire*              | \n| 2nd           | *blur*, *frenzied bolt*            | \n| 3rd           | *bestow curse*, *hypnotic pattern* | \n| 4th           | *compulsion*, *reset*              | \n| 5th           | *battle mind*, *mislead*           |",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wyrdweaver_favored-soul",
                    "name": "Favored Soul",
                    "desc": "Starting at 14th level, your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature loses advantage on the roll and has disadvantage on it, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 14,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wyrdweaver_improbable-duplicate",
                    "name": "Improbable Duplicate",
                    "desc": "At 6th level, you can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack's damage roll.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 6,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wyrdweaver_inconceivable-channeling",
                    "name": "Inconceivable Channeling",
                    "desc": "At 10th level, you learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can't regain more than half your maximum probability dice from this feature. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 10,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                },
                {
                    "key": "toh_wyrdweaver_probability-wellspring",
                    "name": "Probability Wellspring",
                    "desc": "Starting at 1st level, you gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level.\n  You can use these dice to turn the odds in your or your ally's favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a long rest.\n  When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).",
                    "feature_type": "CLASS_FEATURE",
                    "gained_at": [
                        {
                            "level": 1,
                            "detail": null
                        }
                    ],
                    "data_for_class_table": []
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "saving_throws": [],
            "subclass_of": {
                "name": "Warlock",
                "key": "srd_warlock",
                "url": "https://api-beta.open5e.com/v2/classes/srd_warlock/?format=api"
            },
            "name": "Wyrdweaver",
            "hit_dice": null,
            "caster_type": null,
            "primary_abilities": []
        }
    ]
}