Character Class Instance
list: API endpoint for returning a list of classes.
retrieve: API endpoint for returning a particular class.
GET /v2/classes/open5e_wyrd-magic/?format=api
https://api-beta.open5e.com/v2/classes/open5e_wyrd-magic/?format=api", "key": "open5e_wyrd-magic", "features": [ { "key": "open5e_wyrd-magic_direct-the-flood-of-chaos", "name": "Direct the Flood of Chaos", "desc": "Starting at 14th level, you learn to influence your magic’s unpredictable effects to a small degree. Any time while rolling on the Flood of Chaos table, you may roll twice, choosing either result.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_wyrd-magic_flood-of-chaos", "name": "Flood of Chaos", "desc": "Beginning at 1st level when you select this bloodline, you sometimes release a flood of magical energy with your spellcasting. The Game Master can tell you to roll 1d20 at any time right after you cast a sorcerer spell that is not a cantrip. If the result is a 1, you then roll 1d100 on the Flood of Chaos table to determine an additional magical effect at random. A Flood of Chaos can happen at most once per turn.\n\nSometimes a Flood of Chaos forces you to cast a spell. Unlike normal spells, you cannot apply any Metamagic to them, and they do not require concentration, instead lasting the full duration.\n\n**Flood of Chaos (table)**\n\n| d100 | Effect |\r\n|---------|----------|\r\n| 01-02 | For the next minute, roll again on this table at the beginning of your turn, but ignore this result if rolled again during this time. |\r\n| 03-04 | You are able to see invisible creatures within your line of sight for the next minute. |\r\n| 05-06 | The Game Master chooses a sentient construct of CR 2 or less to materialize within 5 feet of you in an unoccupied space. The Game Master controls the construct for the next minute, at which point it disappears. |\r\n| 07-08 | You cast a 3rd level fireball with yourself at the center of the area of effect. |\r\n| 09-10 | You cast the spell magic missile as if from a 5th level spell slot. |\r\n| 11-12 | Your total height changes by 1d10 inches, to a minimum of 1 inch tall. Your height decreases on an odd roll and increases on an even roll. |\r\n| 13-14 | You cast the spell confusion with yourself at the center of the area of effect. |\r\n| 15-16 | At the beginning of your turn, you gain up to 5 hit points, not exceeding your maximum. This effect lasts for one minute. |\r\n| 17-18 | A beard of feathers grows from your face. The feathers erupt in all directions if you sneeze. |\r\n| 19-20 | You cast the spell grease with yourself at the center of the area of effect. |\r\n| 21-22 | For the next minute, whenever you cast a spell that requires a saving throw, creatures targeted by the spell have disadvantage on the saving throw. |\r\n| 23-24 | The color of your skin changes to a vivid bluish hue, unless your skin was already blue, in which case it turns a vibrant red. This effect can be ended by a remove curse spell. |\r\n| 25-26 | For the next minute, you gain an additional eye in the center of your forehead. You gain advantage on Wisdom (Perception) checks using sight for the duration. |\r\n| 27-28 | You spells that have a casting time of one action are instead cast as a bonus action for one minute. |\r\n| 29-30 | You choose an unoccupied space within 60 feet and instantly teleport to it. |\r\n| 31-32 | You are magically conveyed to a random spot on the Astral Plane. At the end of your next turn, you return to your previous location, or the nearest unoccupied space. |\r\n| 33-34 | The first damage dealing spell you cast in the next minute deals maximum damage. |\r\n| 35-36 | Your total age changes by 1d10 years, to a minimum of 1 year old. Your age decreases on an odd roll and increases on an even roll. |\r\n| 37-38 | 1d6 flumphs that are frightened of you materialize within a 60 foot radius around you. The Game Master controls the flumphs for the next minute, at which point they disappear. |\r\n| 39-40 | Roll 2d10. You gain that many hit points, not exceeding your maximum. |\r\n| 41-42 | You are transformed into a plant in a tiny pot, you become vulnerable to all damage types and are incapacitated but keep your current hit point total. You change back at the start of your next turn or if you are reduced to 0 hit points. |\r\n| 43-44 | You gain the ability to teleport as a bonus action once per turn. The teleportation range is 20 feet at maximum, and you lose the ability after one minute. |\r\n| 45-46 | You cast the spell levitate with yourself as the target. |\r\n| 47-48 | A unicorn materializes within 5 feet of you in an unoccupied space. The Game Master controls the unicorn for the next minute, at which point it disappears. |\r\n| 49-50 | For one minute, you are unable to speak and emit rosy colored bubbles if you open your mouth. |\r\n| 51-52 | For one minute, you are protected by an incorporeal magic shield which gives you +2 to your AC and makes you immune to the spell magic missile. |\r\n| 53-54 | For 5d6 days, you cannot become intoxicated from alcohol regardless of how much you drink. |\r\n| 55-56 | You lose all of your hair, and it regrows 24 hours later. |\r\n| 57-58 | Any time you touch a flammable object in the next minute that is not worn or carried by another creature, the object immediately ignites. |\r\n| 59-60 | You gain back a spell slot of the lowest level you have expended for the day. |\r\n| 61-62 | You lose control of the volume of your voice for one minute. Whenever you speak, it is at shouting volume. |\r\n| 63-64 | You cast the spell fog cloud with yourself at the center of the area of effect. |\r\n| 65-66 | You deal 4d10 lightning damage to up to three creatures of your choice in a radius of 30 feet from you. |\r\n| 67-68 | You become frightened of whatever creature is closest to you. The effect ends at the end of your next turn. |\r\n| 69-70 | All creatures in a 30 foot radius centered on you become invisible. The effect ends on each creature after a minute, or if the creature attacks or casts a spell. |\r\n| 71-72 | For one minute, you have resistance to all types of damage. |\r\n| 73-74 | The Game Master randomly chooses one creature within a 60 foot radius of you. For the next 1d4 hours, the creature is poisoned. |\r\n| 75-76 | For one minute, you glow luminously. The area within 30 feet of you is considered to be brightly lit, and a creature within 5 feet of you at the end of its turn becomes blinded, regaining its sight at the end of its next turn. |\r\n| 77-78 | You cast the spell polymorph with yourself on the target. You may make a saving throw against your own save DC. On a failure, you became for the duration a 0 CR creature with no attacks such as a sheep. |\r\n| 79-80 | For one minute, an illusion of floating flower petals and flying butterflies appears in a 10 foot radius around you and moves with you. |\r\n| 81-82 | You are able to instantly use an additional action. |\r\n| 83-84 | All creatures in a 30 radius of you, excluding you, suffer 1d10 necrotic damage. However much damage is dealt by this effect, you gain that many hit points, not exceeding your hit point maximum. |\r\n| 85-86 | You cast the spell mirror image with yourself as the target. |\r\n| 87-88 | You cast the spell fly with a random creature as the target. The creature cannot be more than 60 feet away from you. |\r\n| 89-90 | You turn invisible, and though not silenced, other creatures are unable to hear you. The effect ends after one minute, or if you attack or cast any spell. |\r\n| 91-92 | Any time during the next minute, if you are killed, you are affected by the spell reincarnate. |\r\n| 93-94 | You become one size larger, reverting after one minute. |\r\n| 95-96 | All creatures in a 30 foot radius from you, including yourself, become vulnerable to piercing damage. The effect ends after one minute. |\r\n| 97-98 | In the area around you, a quiet and otherworldly melody can be heard for one minute. |\r\n| 99-00 | Your total available sorcery points increases to your maximum daily limit. |", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_wyrd-magic_magical-deluge", "name": "Magical Deluge", "desc": "At 18th level, you can infuse your damage dealing spells with extra energy. Once per turn, after you have rolled damage from a spell, you may choose one die on which you rolled the largest possible value. You can roll this die again, adding both results to the final damage total.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_wyrd-magic_tip-the-scales-of-fate", "name": "Tip the Scales of Fate", "desc": "At 6th level, you can subtly manipulate another creature’s luck for good or ill. When you see another creature make an ability check, attack roll, or saving throw, you can use 2 sorcery points as a reaction to roll 1d4. You choose to either add the result to or subtract it from the creature’s roll, doing so after the roll has been made but before any effects occur resulting from the roll.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "open5e_wyrd-magic_wyrd-weaver", "name": "Wyrd Weaver", "desc": "Also beginning at 1st level, you can weave the endless possibilities of fate in order to give yourself advantage on a single ability check, attack roll, or saving throw. After you use this feature, you cannot do so again until after you finish a long rest. However, you gain use of the feature immediately if the Game Master has you roll on the Flood of Chaos table for casting a 1st level or higher sorcerer spell.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] } ], "document": { "name": "Open5e Originals", "key": "open5e", "display_name": "Open5e Originals", "publisher": { "name": "Open5e", "key": "open5e", "url": "https://api-beta.open5e.com/v2/publishers/open5e/?format=api" }, "gamesystem": { "name": "5th Edition 2014", "key": "5e-2014", "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api" }, "permalink": "https://open5e.com/" }, "saving_throws": [], "subclass_of": { "name": "Sorcerer", "key": "srd_sorcerer", "url": "https://api-beta.open5e.com/v2/classes/srd_sorcerer/?format=api" }, "name": "Wyrd Magic", "desc": "*Compare to the core book's Wild Magic*\n\nSorcerers have a gift. Unlike wizards who have to study magic, or warlocks who must bargain for it, sorcerers have magic in their blood. However, sometimes this magic surges out of its own accord in unpredictable ways. Sorcerers with a wyrd bloodline may derive it from a powerful chaotic force, perhaps the Elemental Chaos itself. They may suffer a curse of fate, or some creature’s idea of a blessing. They may just contain more magical potency than they know how to readily control. Still, while they can never truly tame their magic, they can learn to better bend it to their advantage.", "hit_dice": null, "caster_type": null, "primary_abilities": [] }{ "url": "