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            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_weapons-table/?format=api",
            "name": "Weapons Table",
            "desc": "| Name                         | Cost  | Damage          | Weight  | Properties                                             |\n|------------------------------|-------|-----------------|---------|--------------------------------------------------------|\n| **_Simple Melee Weapons_**   |       |                 |         |                                                        |\n| Club                         | 1 sp  | 1d4 bludgeoning | 2 lb.   | Light                                                  |\n| Dagger                       | 2 gp  | 1d4 piercing    | 1 lb.   | Finesse, light, thrown (range 20/60)                   |\n| Greatclub                    | 2 sp  | 1d8 bludgeoning | 10 lb.  | Two-handed                                             |\n| Handaxe                      | 5 gp  | 1d6 slashing    | 2 lb.   | Light, thrown (range 20/60)                            |\n| Javelin                      | 5 sp  | 1d6 piercing    | 2 lb.   | Thrown (range 30/120)                                  |\n| Light hammer                 | 2 gp  | 1d4 bludgeoning | 2 lb.   | Light, thrown (range 20/60)                            |\n| Mace                         | 5 gp  | 1d6 bludgeoning | 4 lb.   | -                                                      |\n| Quarterstaff                 | 2 sp  | 1d6 bludgeoning | 4 lb.   | Versatile (1d8)                                        |\n| Sickle                       | 1 gp  | 1d4 slashing    | 2 lb.   | Light                                                  |\n| Spear                        | 1 gp  | 1d6 piercing    | 3 lb.   | Thrown (range 20/60), versatile (1d8)                  |\n| **_Simple Ranged Weapons_**  |       |                 |         |                                                        |\n| Crossbow, light              | 25 gp | 1d8 piercing    | 5 lb.   | Ammunition (range 80/320), loading, two-handed         |\n| Dart                         | 5 cp  | 1d4 piercing    | 1/4 lb. | Finesse, thrown (range 20/60)                          |\n| Shortbow                     | 25 gp | 1d6 piercing    | 2 lb.   | Ammunition (range 80/320), two-handed                  |\n| Sling                        | 1 sp  | 1d4 bludgeoning | -       | Ammunition (range 30/120)                              |\n| **_Martial Melee Weapons_**  |       |                 |         |                                                        |\n| Battleaxe                    | 10 gp | 1d8 slashing    | 4 lb.   | Versatile (1d10)                                       |\n| Flail                        | 10 gp | 1d8 bludgeoning | 2 lb.   | -                                                      |\n| Glaive                       | 20 gp | 1d10 slashing   | 6 lb.   | Heavy, reach, two-handed                               |\n| Greataxe                     | 30 gp | 1d12 slashing   | 7 lb.   | Heavy, two-handed                                      |\n| Greatsword                   | 50 gp | 2d6 slashing    | 6 lb.   | Heavy, two-handed                                      |\n| Halberd                      | 20 gp | 1d10 slashing   | 6 lb.   | Heavy, reach, two-handed                               |\n| Lance                        | 10 gp | 1d12 piercing   | 6 lb.   | Reach, special                                         |\n| Longsword                    | 15 gp | 1d8 slashing    | 3 lb.   | Versatile (1d10)                                       |\n| Maul                         | 10 gp | 2d6 bludgeoning | 10 lb.  | Heavy, two-handed                                      |\n| Morningstar                  | 15 gp | 1d8 piercing    | 4 lb.   | -                                                      |\n| Pike                         | 5 gp  | 1d10 piercing   | 18 lb.  | Heavy, reach, two-handed                               |\n| Rapier                       | 25 gp | 1d8 piercing    | 2 lb.   | Finesse                                                |\n| Scimitar                     | 25 gp | 1d6 slashing    | 3 lb.   | Finesse, light                                         |\n| Shortsword                   | 10 gp | 1d6 piercing    | 2 lb.   | Finesse, light                                         |\n| Trident                      | 5 gp  | 1d6 piercing    | 4 lb.   | Thrown (range 20/60), versatile (1d8)                  |\n| War pick                     | 5 gp  | 1d8 piercing    | 2 lb.   | -                                                      |\n| Warhammer                    | 15 gp | 1d8 bludgeoning | 2 lb.   | Versatile (1d10)                                       |\n| Whip                         | 2 gp  | 1d4 slashing    | 3 lb.   | Finesse, reach                                         |\n| **_Martial Ranged Weapons_** |       |                 |         |                                                        |\n| Blowgun                      | 10 gp | 1 piercing      | 1 lb.   | Ammunition (range 25/100), loading                     |\n| Crossbow, hand               | 75 gp | 1d6 piercing    | 3 lb.   | Ammunition (range 30/120), light, loading              |\n| Crossbow, heavy              | 50 gp | 1d10 piercing   | 18 lb.  | Ammunition (range 100/400), heavy, loading, two-handed |\n| Longbow                      | 50 gp | 1d8 piercing    | 2 lb.   | Ammunition (range 150/600), heavy, two-handed          |\n| Net                          | 1 gp  | -               | 3 lb.   | Special, thrown (range 5/15)                           |",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_hit-dice-by-size/?format=api",
            "name": "Hit Dice by Size",
            "desc": "| Monster Size | Hit Die | Average HP per Die |\n|-------------------|-----------|----------------------------|\n| Tiny | d4 | 2½ |\n| Small | d6 | 3½ |\n| Medium | d8 | 4½ |\n| Large | d10 | 5½ |\n| Huge | d12 | 6½ |\n| Gargantuan | d20 | 10½ |\n\nA monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).",
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        },
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            "url": "https://api-beta.open5e.com/v2/rules/srd_mounts-and-vehicles_waterborne-vehicles/?format=api",
            "name": "Waterborne Vehicles",
            "desc": "| Item         | Cost      | Speed  |\n|--------------|-----------|--------|\n| Galley       | 30,000 gp | 4 mph  |\n| Keelboat     | 3,000 gp  | 1 mph  |\n| Longship     | 10,000 gp | 3 mph  |\n| Rowboat      | 50 gp     | 1½ mph |\n| Sailing ship | 10,000 gp | 2 mph  |\n| Warship      | 25,000 gp | 2½ mph |",
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        },
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            "url": "https://api-beta.open5e.com/v2/rules/srd_mounts-and-vehicles_mounts/?format=api",
            "name": "Mounts and Other Animals",
            "desc": "| Item           | Cost   | Speed  | Carrying Capacity |\n|----------------|--------|--------|-------------------|\n| Camel          | 50 gp  | 50 ft. | 480 lb.           |\n| Donkey or mule | 8 gp   | 40 ft. | 420 lb.           |\n| Elephant       | 200 gp | 40 ft. | 1,320 lb.         |\n| Horse, draft   | 50 gp  | 40 ft. | 540 lb.           |\n| Horse, riding  | 75 gp  | 60 ft. | 480 lb.           |\n| Mastiff        | 25 gp  | 40 ft. | 195 lb.           |\n| Pony           | 30 gp  | 40 ft. | 225 lb.           |\n| Warhorse       | 400 gp | 60 ft. | 540 lb.           |",
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        },
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            "url": "https://api-beta.open5e.com/v2/rules/srd_mounts-and-vehicles_tack-harness-land-vehicles/?format=api",
            "name": "Tack, Harness, and Drawn Vehicles",
            "desc": "| Item               | Cost   | Weight  |\n|--------------------|--------|---------|\n| Barding            | ×4     | ×2      |\n| Bit and bridle     | 2 gp   | 1 lb.   |\n| Carriage           | 100 gp | 600 lb. |\n| Cart               | 15 gp  | 200 lb. |\n| Chariot            | 250 gp | 100 lb. |\n| Feed (per day)     | 5 cp   | 10 lb.  |\n| **_Saddle_**       |        |         |\n| - Exotic           | 60 gp  | 40 lb.  |\n| - Military         | 20 gp  | 30 lb.  |\n| - Pack             | 5 gp   | 15 lb.  |\n| - Riding           | 10 gp  | 25 lb.  |\n| Saddlebags         | 4 gp   | 8 lb.   |\n| Sled               | 20 gp  | 300 lb. |\n| Stabling (per day) | 5 sp   | -       |\n| Wagon              | 35 gp  | 400 lb. |",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_norse-deities/?format=api",
            "name": "Norse Deities",
            "desc": "| Deity                                     | Alignment | Suggested Domains | Symbol                            |\n|-------------------------------------------|-----------|-------------------|-----------------------------------|\n| Odin, god of knowledge and war            | NG        | Knowledge, War    | Watching blue eye                 |\n| Aegir, god of the sea and storms          | NE        | Tempest           | Rough ocean waves                 |\n| Balder, god of beauty and poetry          | NG        | Life, Light       | Gem-encrusted silver chalice      |\n| Forseti, god of justice and law           | N         | Light             | Head of a bearded man             |\n| Frey, god of fertility and the sun        | NG        | Life, Light       | Ice-blue greatsword               |\n| Freya, goddess of fertility and love      | NG        | Life              | Falcon                            |\n| Frigga, goddess of birth and fertility    | N         | Life, Light       | Cat                               |\n| Heimdall, god of watchfulness and loyalty | LG        | Light, War        | Curling musical horn              |\n| Hel, goddess of the underworld            | NE        | Death             | Woman's face, rotting on one side |\n| Hermod, god of luck                       | CN        | Trickery          | Winged scroll                     |\n| Loki, god of thieves and trickery         | CE        | Trickery          | Flame                             |\n| Njord, god of sea and wind                | NG        | Nature, Tempest   | Gold coin                         |\n| Odur, god of light and the sun            | CG        | Light             | Solar disk                        |\n| Sif, goddess of war                       | CG        | War               | Upraised sword                    |\n| Skadi, god of earth and mountains         | N         | Nature            | Mountain peak                     |\n| Surtur, god of fire giants and war        | LE        | War               | Flaming sword                     |\n| Thor, god of storms and thunder           | CG        | Tempest, War      | Hammer                            |\n| Thrym, god of frost giants and cold       | CE        | War               | White double-bladed axe           |\n| Tyr, god of courage and strategy          | LN        | Knowledge, War    | Sword                             |\n| Uller, god of hunting and winter          | CN        | Nature            | Longbow                           |",
            "index": 8,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_greek-deities/?format=api",
            "name": "Greek Deities",
            "desc": "| Deity                                      | Alignment | Suggested Domains      | Symbol                                |\n|--------------------------------------------|-----------|------------------------|---------------------------------------|\n| Zeus, god of the sky, ruler of the gods    | N         | Tempest                | Fist full of lightning bolts          |\n| Aphrodite, goddess of love and beauty      | CG        | Light                  | Sea shell                             |\n| Apollo, god of light, music, and healing   | CG        | Knowledge, Life, Light | Lyre                                  |\n| Ares, god of war and strife                | CE        | War                    | Spear                                 |\n| Artemis, goddess of hunting and childbirth | NG        | Life, Nature           | Bow and arrow on lunar disk           |\n| Athena, goddess of wisdom and civilization | LG        | Knowledge, War         | Owl                                   |\n| Demeter, goddess of agriculture            | NG        | Life                   | Mare's head                           |\n| Dionysus, god of mirth and wine            | CN        | Life                   | Thyrsus (staff tipped with pine cone) |\n| Hades, god of the underworld               | LE        | Death                  | Black ram                             |\n| Hecate, goddess of magic and the moon      | CE        | Knowledge, Trickery    | Setting moon                          |\n| Hephaestus, god of smithing and craft      | NG        | Knowledge              | Hammer and anvil                      |\n| Hera, goddess of marriage and intrigue     | CN        | Trickery               | Fan of peacock feathers               |\n| Hercules, god of strength and adventure    | CG        | Tempest, War           | Lion's head                           |\n| Hermes, god of travel and commerce         | CG        | Trickery               | Caduceus (winged staff and serpents)  |\n| Hestia, goddess of home and family         | NG        | Life                   | Hearth                                |\n| Nike, goddess of victory                   | LN        | War                    | Winged woman                          |\n| Pan, god of nature                         | CN        | Nature                 | Syrinx (pan pipes)                    |\n| Poseidon, god of the sea and earthquakes   | CN        | Tempest                | Trident                               |\n| Tyche, goddess of good fortune             | N         | Trickery               | Red pentagram                         |",
            "index": 4,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_egyptian-deities/?format=api",
            "name": "Egyptian Deities",
            "desc": "| Deity                                           | Alignment | Suggested Domains        | Symbol                               |\n|-------------------------------------------------|-----------|--------------------------|--------------------------------------|\n| Re-Horakhty, god of the sun, ruler of the gods  | LG        | Life, Light              | Solar disk encircled by serpent      |\n| Anubis, god of judgment and death               | LN        | Death                    | Black jackal                         |\n| Apep, god of evil, fire, and serpents           | NE        | Trickery                 | Flaming snake                        |\n| Bast, goddess of cats and vengeance             | CG        | War                      | Cat                                  |\n| Bes, god of luck and music                      | CN        | Trickery                 | Image of the misshapen deity         |\n| Hathor, goddess of love, music, and motherhood  | NG        | Life, Light              | Horned cowʼs head with lunar disk    |\n| Imhotep, god of crafts and medicine             | NG        | Knowledge                | Step pyramid                         |\n| Isis, goddess of fertility and magic            | NG        | Knowledge, Life          | Ankh and star                        |\n| Nephthys, goddess of death and grief            | CG        | Death                    | Horns around a lunar disk            |\n| Osiris, god of nature and the underworld        | LG        | Life, Nature             | Crook and flail                      |\n| Ptah, god of crafts, knowledge, and secrets     | LN        | Knowledge                | Bull                                 |\n| Set, god of darkness and desert storms          | CE        | Death, Tempest, Trickery | Coiled cobra                         |\n| Sobek, god of water and crocodiles              | LE        | Nature, Tempest          | Crocodile head with horns and plumes |\n| Thoth, god of knowledge and wisdom              | N         | Knowledge                | Ibis                                 |",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_celtic-deities/?format=api",
            "name": "Celtic Deities",
            "desc": "| Deity                                             | Alignment | Suggested Domains | Symbol                             |\n|---------------------------------------------------|-----------|-------------------|------------------------------------|\n| The Daghdha, god of weather and crops             | CG        | Nature, Trickery  | Bubbling cauldron or shield        |\n| Arawn, god of life and death                      | NE        | Life, Death       | Black star on gray background      |\n| Belenus, god of sun, light, and warmth            | NG        | Light             | Solar disk and standing stones     |\n| Brigantia, goddess of rivers and livestock        | NG        | Life              | Footbridge                         |\n| Diancecht, god of medicine and healing            | LG        | Life              | Crossed oak and mistletoe branches |\n| Dunatis, god of mountains and peaks               | N         | Nature            | Red sun-capped mountain peak       |\n| Goibhniu, god of smiths and healing               | NG        | Knowledge, Life   | Giant mallet over sword            |\n| Lugh, god of arts, travel, and commerce           | CN        | Knowledge, Life   | Pair of long hands                 |\n| Manannan mac Lir, god of oceans and sea creatures | LN        | Nature, Tempest   | Wave of white water on green       |\n| Math Mathonwy, god of magic                       | NE        | Knowledge         | Staff                              |\n| Morrigan, goddess of battle                       | CE        | War               | Two crossed spears                 |\n| Nuada, god of war and warriors                    | N         | War               | Silver hand on black background    |\n| Oghma, god of speech and writing                  | NG        | Knowledge         | Unfurled scroll                    |\n| Silvanus, god of nature and forests               | N         | Nature            | Summer oak tree                    |",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_coins_exchange-rates/?format=api",
            "name": "Training",
            "desc": "| Coin          | CP    | SP   | EP   | GP    | PP      |\n|---------------|-------|------|------|-------|---------|\n| Copper (cp)   | 1     | 1/10 | 1/50 | 1/100 | 1/1,000 |\n| Silver (sp)   | 10    | 1    | 1/5  | 1/10  | 1/100   |\n| Electrum (ep) | 50    | 5    | 1    | 1/2   | 1/20    |\n| Gold (gp)     | 100   | 10   | 2    | 1     | 1/10    |\n| Platinum (pp) | 1,000 | 100  | 20   | 10    | 1       |",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_experience-points-by-cr/?format=api",
            "name": "Experience Points by Challenge Rating",
            "desc": "| Challenge | XP |\n|---------------|------|\n| 0 | 0 or 10 |\n| ⅛ | 25 |\n| ¼ | 50 |\n| ½ |100 |\n| 1 | 200 |\n| 2 | 450 |\n| 3 | 700 |\n| 4 | 1,100 |\n| 5 | 1,800 |\n| 6 | 2,300 |\n| 7 | 2,900 |\n| 8 | 3,900 |\n| 9 | 5,000 |\n| 10 | 5,900 |\n| 11 | 7,200 |\n| 12 | 8,400 |\n| 13 | 10,000 |\n| 14 | 11,500 |\n| 15 | 13,000 |\n| 16 | 15,000 |\n| 17 | 18,000 |\n| 18 | 20,000 |\n| 19 | 22,000 |\n| 20 | 25,000 |\n| 21 | 33,000 |\n| 22 | 41,000 |\n| 23 | 50,000 |\n| 24 | 62,000 |\n| 25 | 75,000 |\n| 26 | 90,000 |\n| 27 | 105,000 |\n| 28 | 120,000 |\n| 29 | 135,000 |\n| 30 | 155,000 |",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_prof-bonus-by-cr/?format=api",
            "name": "Proficiency Bonus by Challenge Rating",
            "desc": "| Challenge | Proficiency Bonus |\n|---------------|--------------------------|\n| 0 | +2 |\n| ⅛ | +2 |\n| ¼ | +2 |\n| ½ |+2 |\n| 1 | +2 |\n| 2 | +2 |\n| 3 | +2 |\n| 4 | +2 |\n| 5 | +3 |\n| 6 | +3 |\n| 7 | +3 |\n| 8 | +3 |\n| 9 | +4 |\n| 10 | +4 |\n| 11 | +4 |\n| 12 | +4 |\n| 13 | +5 |\n| 14 | +5 |\n| 15 | +5 |\n| 16 | +5 |\n| 17 | +6 |\n| 18 | +6 |\n| 19 | +6 |\n| 20 | +6 |\n| 21 | +7 |\n| 22 | +7 |\n| 23 | +7 |\n| 24 | +7 |\n| 25 | +8 |\n| 26 | +8 |\n| 27 | +8 |\n| 28 | +8 |\n| 29 | +9 |\n| 30 | +9 |\n\n",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_armor_armor-table/?format=api",
            "name": "Armor Table",
            "desc": "| Armor              | Cost     | Armor Class (AC)          | Strength | Stealth      | Weight |\n|--------------------|----------|---------------------------|----------|--------------|--------|\n| **_Light Armor_**  |          |                           |          |              |        |\n| Padded             | 5 gp     | 11 + Dex modifier         | -        | Disadvantage | 8 lb.  |\n| Leather            | 10 gp    | 11 + Dex modifier         | -        | -            | 10 lb. |\n| Studded leather    | 45 gp    | 12 + Dex modifier         | -        | -            | 13 lb. |\n| **_Medium Armor_** |          |                           |          |              |        |\n| Hide               | 10 gp    | 12 + Dex modifier (max 2) | -        | -            | 12 lb. |\n| Chain shirt        | 50 gp    | 13 + Dex modifier (max 2) | -        | -            | 20 lb. |\n| Scale mail         | 50 gp    | 14 + Dex modifier (max 2) | -        | Disadvantage | 45 lb. |\n| Breastplate        | 400 gp   | 14 + Dex modifier (max 2) | -        | -            | 20 lb. |\n| Half plate         | 750 gp   | 15 + Dex modifier (max 2) | -        | Disadvantage | 40 lb. |\n| **_Heavy Armor_**  |          |                           |          |              |        |\n| Ring mail          | 30 gp    | 14                        | -        | Disadvantage | 40 lb. |\n| Chain mail         | 75 gp    | 16                        | Str 13   | Disadvantage | 55 lb. |\n| Splint             | 200 gp   | 17                        | Str 15   | Disadvantage | 60 lb. |\n| Plate              | 1,500 gp | 18                        | Str 15   | Disadvantage | 65 lb. |\n| **_Shield_**       |          |                           |          |              |        |\n| Shield             | 10 gp    | +2                        | -        | -            | 6 lb.  |",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_poison-darts/?format=api",
            "name": "Poison Darts",
            "desc": "_Mechanical trap_\n\nWhen a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.\n\nThe tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8\n\nbonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_rolling-sphere/?format=api",
            "name": "Rolling Sphere",
            "desc": "_Mechanical trap_\n\nWhen 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.\n\nWith a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.\n\nActivation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.\n\nThe sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.\n\nAs an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.",
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            "initialHeaderLevel": 3,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_falling-net/?format=api",
            "name": "Falling Net",
            "desc": "_Mechanical trap_\n\nThis trap uses a trip wire to release a net suspended from the ceiling.\n\nThe trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nWhen the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10\n\nStrength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.",
            "index": 8,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_collapsing-roof/?format=api",
            "name": "Collapsing Roof",
            "desc": "_Mechanical trap_\n\nThis trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.\n\nThe trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nAnyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.\n\nThe ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.\n\nWhen the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_pits/?format=api",
            "name": "Pits",
            "desc": "_Mechanical trap_\n\nFour basic pit traps are presented here.\n\n**_Simple Pit_**. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.\n\nThe DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).\n\n**_Hidden Pit_**. This pit has a cover constructed from material identical to the floor around it.\n\nA successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.\n\nWhen a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.\n\nOnce the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the _arcane lock_ spell or similar magic.\n\n**_Locking Pit_**. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.\n\nA successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.\n\n**_Spiked Pit_**. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.",
            "index": 10,
            "initialHeaderLevel": 3,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_poison-needles/?format=api",
            "name": "Poison Needle",
            "desc": "_Mechanical trap_\n\nA poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.\n\nWhen the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11\n\n(2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.\n\nA successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.",
            "index": 12,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_fire-breating-statue/?format=api",
            "name": "Fire-Breathing Statue",
            "desc": "_Magic trap_\n\nThis trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.\n\nThe DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as _detect magic_, reveals an aura of evocation magic around the statue.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n\nWedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful _dispel magic_ (DC 13) cast on the statue destroys the trap.",
            "index": 9,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_sphere-of-annihilation/?format=api",
            "name": "Sphere of Annihilation",
            "desc": "_Magic trap_\n\nMagical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.\n\nA successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a _sphere of annihilation_ that can't be controlled or moved. It is otherwise identical to a normal _sphere of annihilation_.\n\nSome versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the _sympathy_ aspect of the _antipathy/sympathy_ spell. A successful _dispel magic_ (DC 18) removes this enchantment.",
            "index": 14,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_combat-sequence_other-activities-on-your-turn/?format=api",
            "name": "Other Actions on Your Turn",
            "desc": "Your turn can include a variety of flourishes that require neither your action nor your move.\n\nYou can communicate however you are able, through brief utterances and gestures, as you take your turn.\n\nYou can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.\n\nIf you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.\n\nThe GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",
            "index": 4,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_combat-sequence/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_speed/?format=api",
            "name": "Speed",
            "desc": "Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\").",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_weapon-proficiency/?format=api",
            "name": "Weapon Proficiency",
            "desc": "Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.\n\nProficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_weapons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_proficiency-bonus/?format=api",
            "name": "Hit Points and Hit Dice",
            "desc": "Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.",
            "index": 4,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_spellcasting/?format=api",
            "name": "Spellcasting",
            "desc": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.\n\n**_Spells Known and Prepared._** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.\n\nEach spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.\n\n**_Spell Slots._** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.\n\nIf you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.\n\nFor example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.\n\n**_Pact Magic._** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.\n\n**Multiclass Spellcaster: Spell Slots per Spell Level (table)**\n\n| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |\n|-------|-----|-----|-----|-----|-----|-----|-----|-----|-----|\n| 1st   | 2   | -   | -   | -   | -   | -   | -   | -   | -   |\n| 2nd   | 3   | -   | -   | -   | -   | -   | -   | -   | -   |\n| 3rd   | 4   | 2   | -   | -   | -   | -   | -   | -   | -   |\n| 4th   | 4   | 3   | -   | -   | -   | -   | -   | -   | -   |\n| 5th   | 4   | 3   | 2   | -   | -   | -   | -   | -   | -   |\n| 6th   | 4   | 3   | 3   | -   | -   | -   | -   | -   | -   |\n| 7th   | 4   | 3   | 3   | 1   | -   | -   | -   | -   | -   |\n| 8th   | 4   | 3   | 3   | 2   | -   | -   | -   | -   | -   |\n| 9th   | 4   | 3   | 3   | 3   | 1   | -   | -   | -   | -   |\n| 10th  | 4   | 3   | 3   | 3   | 2   | -   | -   | -   | -   |\n| 11th  | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   |\n| 12th  | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   |\n| 13th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   |\n| 14th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   |\n| 15th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   |\n| 16th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   |\n| 17th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | 1   |\n| 18th  | 4   | 3   | 3   | 3   | 3   | 1   | 1   | 1   | 1   |\n| 19th  | 4   | 3   | 3   | 3   | 3   | 2   | 1   | 1   | 1   |\n| 20th  | 4   | 3   | 3   | 3   | 3   | 2   | 2   | 1   | 1   |",
            "index": 10,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_jumping/?format=api",
            "name": "Jumping",
            "desc": "Your Strength determines how far you can jump.\n\n**Long Jump.** When you make a long jump, you cover a number of feet upto your Strength score if you move at least 10 feet on foot immediatelybefore the jump. When you make a standing long jump, you can leap onlyhalf that distance. Either way, each foot you clear on the jump costs afoot of movement.\nThis rule assumes that the height of your jump doesn't matter, such as ajump across a stream or chasm. At your GM's option, you must succeed ona DC 10 Strength (Athletics) check to clear a low obstacle (no tallerthan a quarter of the jump's distance), such as a hedge or low wall.\nOtherwise, you hit it.\nWhen you land in difficult terrain, you must succeed on a DC 10Dexterity (Acrobatics) check to land on your feet. Otherwise, you landprone.\n\n**High Jump.** When you make a high jump, you leap into the air a numberof feet equal to 3 + your Strength modifier if you move at least 10 feeton foot immediately before the jump. When you make a standing high jump,you can jump only half that distance. Either way, each foot you clear onthe jump costs a foot of movement. In some circumstances, your GM mightallow you to make a Strength (Athletics) check to jump higher than younormally can.\nYou can extend your arms half your height above yourself during thejump. Thus, you can reach above you a distance equal to the height ofthe jump plus 1½ times your height.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_movement/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_inspiration_gaining-inspiration/?format=api",
            "name": "Gaining Inspiration",
            "desc": "Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.\n\nYou either have inspiration or you don't - you can't stockpile multiple “inspirations” for later use.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_inspiration/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_use-an-object/?format=api",
            "name": "Search",
            "desc": "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.",
            "index": 9,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_customizing-a-background/?format=api",
            "name": "Customizing a Background",
            "desc": "You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one.",
            "index": 5,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_backgrounds/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_hit-points-and-hit-dice/?format=api",
            "name": "Hit Points and Hit Dice",
            "desc": "You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.\n\nYou add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_practicing-a-profession/?format=api",
            "name": "Practicing a Profession",
            "desc": "You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.\n\nIf you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.\n\nIf you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.",
            "index": 4,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_recuperating/?format=api",
            "name": "Recuperating",
            "desc": "You can use downtime between adventures to recover from a debilitating injury, disease, or poison.\n\nAfter three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:\n\n- End one effect on you that prevents you from regaining hit points.\n- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.",
            "index": 5,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_training/?format=api",
            "name": "Training",
            "desc": "You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.\n\nFirst, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.\n\nThe training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_range/?format=api",
            "name": "Range",
            "desc": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.\n\nSome ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_help/?format=api",
            "name": "Help",
            "desc": "You can lend your aid to another creature in the completion of a task.\n\nWhen you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.\n\nAlternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_crafting/?format=api",
            "name": "Crafting",
            "desc": "You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it.\n\nFor example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.\n\nFor every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5- gp increments until you reach the market value of the item.\n\nFor example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.\n\n Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.\n\n While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_wisdom/?format=api",
            "name": "Wisdom",
            "desc": "Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.\n\n## Wisdom Checks\n\nA Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.\n\n### Animal Handling\n\nWhen there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.\n\n### Insight\n\nYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.\n\n### Medicine\n\nA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.\n\n### Perception\n\nYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.\n\n### Survival\n\nThe GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.\n\n### Other Wisdom Checks\n\nThe GM might call for a Wisdom check when you try to accomplish tasks like the following:  - Get a gut feeling about what course of action to follow - Discern whether a seemingly dead or living creature is undead  ## Spellcasting Ability\n\nClerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.",
            "index": 15,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_mounted-combat_controlling-a-mount/?format=api",
            "name": "Controlling a Mount",
            "desc": "While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.\n\nYou can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.\n\nAn independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.\n\nIn either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_mounted-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_travel-pace/?format=api",
            "name": "Travel Pace",
            "desc": "While traveling, a group of adventurers can move at a normal, fast, orslow pace, as shown on the Travel Pace table. The table states how farthe party can move in a period of time and whether the pace has anyeffect. A fast pace makes characters less perceptive, while a slow pacemakes it possible to sneak around and to search an area more carefully.\n\n**Forced March.** The Travel Pace table assumes that characters travelfor 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.\n\nFor each additional hour of travel beyond 8 hours, the characters coverthe distance shown in the Hour column for their pace, and each charactermust make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a charactersuffers one level of exhaustion.\n\n**Mounts and Vehicles.** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fastpace. If fresh mounts are available every 8 to 10 miles, characters cancover larger distances at this pace, but this is very rare except indensely populated areas.\nCharacters in wagons, carriages, or other land vehicles choose a pace asnormal. Characters in a waterborne vessel are limited to the speed ofthe vessel, and they don't suffer penalties for a fast pace or gainbenefits from a slow pace. Depending on the vessel and the size of thecrew, ships might be able to travel for up to 24 hours per day.\nCertain special mounts, such as a pegasus or griffon, or specialvehicles, such as a carpet of flying, allow you to travel more swiftly.",
            "index": 2,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_movement/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_climbing-swimming-crawling/?format=api",
            "name": "Climbing, Swimming and Crawling",
            "desc": "While climbing or swimming, each foot of movement costs 1 extra foot (2extra feet in difficult terrain), unless a creature has a climbing orswimming speed. At the GM's option, climbing a slippery vertical surfaceor one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require asuccessful Strength (Athletics) check.",
            "index": 5,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_movement/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-norse-pantheon/?format=api",
            "name": "The Norse Pantheon",
            "desc": "Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.\n\nThe Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).",
            "index": 7,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_pantheons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_grappling/?format=api",
            "name": "Grappling",
            "desc": "When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.\n\nThe target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the srd:grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).\n\n**Escaping a Grapple.** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.\n\n **Moving a Grappled Creature.** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.\n\n > **Contests in Combat**\n\n > Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.",
            "index": 11,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_search/?format=api",
            "name": "Search",
            "desc": "When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.",
            "index": 9,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_hide/?format=api",
            "name": "Hide",
            "desc": "When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in srd:unseen-attackers-and-targets.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_dodge/?format=api",
            "name": "Dodge",
            "desc": "When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.",
            "index": 5,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_dash/?format=api",
            "name": "Dash",
            "desc": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.\n\nAny increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_two-weapon-fighting/?format=api",
            "name": "Two-Weapon Fighting",
            "desc": "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.\n\nIf either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.",
            "index": 10,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_attack-rolls/?format=api",
            "name": "Attack Rolls",
            "desc": "When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_ranged-attacks/?format=api",
            "name": "Rnged Attacks",
            "desc": "When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",
            "index": 5,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        }
    ]
}