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

{
    "count": 227,
    "next": "https://api-beta.open5e.com/v2/rules/?format=api&ordering=-desc&page=3",
    "previous": "https://api-beta.open5e.com/v2/rules/?format=api&ordering=-desc",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_proficiencies/?format=api",
            "name": "Proficiencies",
            "desc": "When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.\n\n**Multiclassing Proficiencies (table)**\n\n| Class     | Proficiencies Gained                                                                                       |\n|-----------|------------------------------------------------------------------------------------------------------------|\n| Barbarian | Shields, simple weapons, martial weapons                                                                   |\n| Bard      | Light armor, one skill of your choice, one musical instrument of your choice                               |\n| Cleric    | Light armor, medium armor, shields                                                                         |\n| Druid     | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)               |\n| Fighter   | Light armor, medium armor, shields, simple weapons, martial weapons                                        |\n| Monk      | Simple weapons, shortswords                                                                                |\n| Paladin   | Light armor, medium armor, shields, simple weapons, martial weapons                                        |\n| Ranger    | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list |\n| Rogue     | Light armor, one skill from the class's skill list, thieves' tools                                         |\n| Sorcerer  | -                                                                                                          |\n| Warlock   | Light armor, simple weapons                                                                                |\n| Wizard    | -                                                                                                          |",
            "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_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_class-features/?format=api",
            "name": "Class Features",
            "desc": "When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",
            "index": 6,
            "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_magic-items_creating-sentient-magic-items/?format=api",
            "name": "Creating Sentient Magic Items",
            "desc": "When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.\n\n## Abilities\n\nA sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.\n\n## Communication\n\nA sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.\n\n| d100 | Communication |\n|--------|-----------------------|\n| 01–60 | The item communicates by transmitting emotion to the creature carrying or wielding it. |\n| 61–90 | The item can speak, read, and understand one or more languages. |\n|  91–00 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |\n\n## Senses\n\nWith sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.\n\n| d4 | Senses |\n|-----|------------|\n| 1 | Hearing and normal vision out to 30 feet. |\n| 2  | Hearing and normal vision out to 60 feet |\n| 3 | Hearing and normal vision out to 120 feet. |\n| 4 | Hearing and darkvision out to 120 feet. |\n\n## Alignment\n\nA sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.\n\n| d100 | Alignment |\n|--------|---------------|\n| 01–15 | Lawful good |\n| 16–35 | Neutral good |\n| 36–50 | Chaotic good |\n| 51–63 | Lawful neutral |\n| 64–73 | Neutral |\n| 74–85 | Chaotic neutral |\n| 86–89 | Lawful evil |\n| 90–96 | Neutral evil |\n| 97–00 | Chaotic evil |\n\n ## Special Purpose\n\nYou can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.\n\n| d10 | Purpose |\n|-------|-------------|\n| 1 | *Aligned:* The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) |\n| 2 | *Bane:* The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. |\n| 3 | *Protector:* The item seeks to defend a particular race or kind of creature, such as elves or druids. |\n| 4 | *Crusader:* The item seeks to defeat, weaken, or destroy the servants of a particular deity. |\n| 5 | *Templar:* The item seeks to defend the servants and interests of a particular deity. |\n| 6 | *Destroyer:* The item craves destruction and goads its user to fight arbitrarily. |\n| 7 | *Glory Seeker:* The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. |\n| 8 | *Lore Seeker:* The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. |\n| 9 | *Destiny Seeker:* The item is convinced that it and its wielder have key roles to play in future events. |\n| 10 | *Creator Seeker:* The item seeks its creator and wants to understand why it was created. |",
            "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_magic-items/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_objects_statistics-for-objects/?format=api",
            "name": "Statistics for Objects",
            "desc": "When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.\n\n**_Armor Class_**. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.\n\n**Object Armor Class (table)**\n| Substance           | AC |\n|---------------------|----|\n| Cloth, paper, rope  | 11 |\n| Crystal, glass, ice | 13 |\n| Wood, bone          | 15 |\n| Stone               | 17 |\n| Iron, steel         | 19 |\n| Mithral             | 21 |\n| Adamantine          | 23 |\n\n**_Hit Points_**. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.\n\n**Object Hit Points (table)**\n\n| Size                                  | Fragile  | Resilient |\n|---------------------------------------|----------|-----------|\n| Tiny (bottle, lock)                   | 2 (1d4)  | 5 (2d4)   |\n| Small (chest, lute)                   | 3 (1d6)  | 10 (3d6)  |\n| Medium (barrel, chandelier)           | 4 (1d8)  | 18 (4d8)  |\n| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |",
            "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_objects/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_planar-travel/?format=api",
            "name": "Planar Travel",
            "desc": "When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.\n\nTravel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.\n\n**_Spells._** A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.\n\n**_Portals._** A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).",
            "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_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_traps-in-play/?format=api",
            "name": "Traps in Play",
            "desc": "When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.",
            "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_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_casting-a-spell-at-higher-level/?format=api",
            "name": "Casting a Spell at a Higher Level",
            "desc": "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts _magic missile_ using one of her 2nd-level slots, that _magic missile_ is 2nd level. Effectively, the spell expands to fill the slot it is put into.\n\nSome spells, such as _magic missile_ and _cure wounds_, have more powerful effects when cast at a higher level, as detailed in a spell's description.",
            "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_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_group-checks/?format=api",
            "name": "Group Checks",
            "desc": "When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.\n\nTo make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.\nOtherwise, the group fails.\n\nGroup checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.\n\nEvery task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",
            "index": 10,
            "initialHeaderLevel": 4,
            "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_monsters_actions/?format=api",
            "name": "Actions",
            "desc": "When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the *Player’s Handbook*.",
            "index": 25,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_attack-modifiers/?format=api",
            "name": "Modifiers to the Roll",
            "desc": "When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.\n\n**Ability Modifier.** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.\n\nSome spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.\n\n**Proficiency Bonus.** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.",
            "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_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_casting-a-spell/?format=api",
            "name": "Casting a Spell",
            "desc": "When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.\n\nEach spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",
            "index": 9,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_special-weapons/?format=api",
            "name": "Special Weapons",
            "desc": "Weapons with special rules are described here.\n\n**_Lance._** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.\n\n**_Net._** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.\n\nWhen you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.",
            "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_weapons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_madness_going-mad/?format=api",
            "name": "Going Mad",
            "desc": "Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as _contact other plane_ and _symbol_, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.\n\nResisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.",
            "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_madness/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_combat-sequence_bonus-actions/?format=api",
            "name": "Bonus Actions",
            "desc": "Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.\n\n> **Sage Advice**\n\n> Actions and bonus actions can't be exchanged. If you have two abilities that require bonus actions to activate you can only use one, even if you take no other actions.\n\n> Source: [Sage Advice > Compendium](http://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf)\n\nYou can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.\n\nYou choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.",
            "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_combat-sequence/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_detecting-and-disabling-a-trap/?format=api",
            "name": "Detecting and Disabling a Trap",
            "desc": "Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.\n\nA trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.\n\nAny character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, _dispel magic_ has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use _dispel magic_.\n\nIn most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.\n\nYou should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.\n\nFoiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.\n\nTraps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.",
            "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_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_shoving/?format=api",
            "name": "Shoving a Creature",
            "desc": "Using the Attack action, you can make a special melee attack to shove a creature, either to knock it srd:prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.\n\nThe target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target srd:prone or push it 5 feet away from you.",
            "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_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_wearing-and-wielding/?format=api",
            "name": "Wearing and Wielding Items",
            "desc": "Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.\n\nIn most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.\n\nWhen a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.",
            "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_magic-items/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_melee-attacks/?format=api",
            "name": "Melee Attacks",
            "desc": "Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.\n\nMost creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.\n\nInstead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.",
            "index": 8,
            "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_magic-items_multiple-items-of-same-kind/?format=api",
            "name": "Multiple Items of the Same Kind",
            "desc": "Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.",
            "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_magic-items/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_prerequistes/?format=api",
            "name": "Prerequisites",
            "desc": "To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.\n\n**Multiclassing Prerequisites (table)**\n\n| Class     | Ability Score Minimum       |\n|-----------|-----------------------------|\n| Barbarian | Strength 13                 |\n| Bard      | Charisma 13                 |\n| Cleric    | Wisdom 13                   |\n| Druid     | Wisdom 13                   |\n| Fighter   | Strength 13 or Dexterity 13 |\n| Monk      | Dexterity 13 and Wisdom 13  |\n| Paladin   | Strength 13 and Charisma 13 |\n| Ranger    | Dexterity 13 and Wisdom 13  |\n| Rogue     | Dexterity 13                |\n| Sorcerer  | Charisma 13                 |\n| Warlock   | Charisma 13                 |\n| Wizard    | Intelligence 13             |",
            "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_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_diseases_sight-rot/?format=api",
            "name": "Sight Rot",
            "desc": "This painful infection causes bleeding from the eyes and eventually blinds the victim.\n\nA beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as _lesser restoration_ or _heal_.\n\nSight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.",
            "index": 3,
            "initialHeaderLevel": 4,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_diseases/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_diseases_cackle-fever/?format=api",
            "name": "Cackle Fever",
            "desc": "This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”\n\nSymptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.\n\nAny event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.\n\nAny humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.\n\nAt the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.",
            "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_diseases/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_difficult-terrain/?format=api",
            "name": "Difficult Terrain",
            "desc": "The travel speeds given in the Travel Pace table assume relativelysimple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground---all considered difficult terrain.\n\nYou move at half speed in difficult terrain---moving 1 foot in difficult terrain costs 2 feet of speed---so you can cover only half the normal distance in a minute, an hour, or a day.",
            "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_movement/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_armor_donning-and-doffing/?format=api",
            "name": "Getting Into and Out of Armor",
            "desc": "The time it takes to don or doff armor depends on the armor's category.\n\n**_Don._** This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.\n\n**_Doff._** This is the time it takes to take off armor. If you have help, reduce this time by half.\n\n**Donning and Doffing Armor (table)**\n\n| Category     | Don        | Doff      |\n|--------------|------------|-----------|\n| Light Armor  | 1 minute   | 1 minute  |\n| Medium Armor | 5 minutes  | 1 minute  |\n| Heavy Armor  | 10 minutes | 5 minutes |\n| Shield       | 1 action   | 1 action  |",
            "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_armor/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_researching/?format=api",
            "name": "Researching",
            "desc": "The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.\n\nWhen you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.\n\nFor each day of research, you must spend 1 gp to cover your expenses.\n\nThis cost is in addition to your normal lifestyle expenses.",
            "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_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_spell-range/?format=api",
            "name": "Spell Range",
            "desc": "The target of a spell must be within the spell's range. For a spell like _magic missile_, the target is a creature. For a spell like _fireball_, the target is the point in space where the ball of fire erupts.\n\nMost spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the _shield_ spell, affect only you. These spells have a range of self.\n\nSpells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see “Areas of Effect” later in the this chapter).\n\nOnce a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.",
            "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_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_experience-points/?format=api",
            "name": "Experience Points",
            "desc": "The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.\n\nUnless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.",
            "index": 19,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_vision-and-light/?format=api",
            "name": "Vision and Light",
            "desc": "The most fundamental tasks of adventuring---noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, toname just a few---rely heavily on a character's ability to see. Darknessand other effects that obscure vision can prove a significant hindrance.\nA given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage,creatures have disadvantage on Wisdom (Perception) checks that rely onsight.\nA **heavily obscured** area---such as darkness, opaque fog, or densefoliage---blocks vision entirely. A creature effectively suffers fromthe blinded condition when trying to see something in that area.\nThe presence or absence of light in an environment creates threecategories of illumination: bright light, dim light, and darkness.\n**Bright light** lets most creatures see normally. Even gloomy daysprovide bright light, as do torches, lanterns, fires, and other sourcesof illumination within a specific radius.\n**Dim light**, also called shadows, creates a lightly obscured area. Anarea of dim light is usually a boundary between a source of brightlight, such as a torch, and surrounding darkness. The soft light oftwilight and dawn also counts as dim light. A particularly brilliantfull moon might bathe the land in dim light.\n**Darkness** creates a heavily obscured area. Characters face darknessoutdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",
            "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_environment/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_melee-and-ranged-attacks/?format=api",
            "name": "Melee and Ranged Attacks",
            "desc": "The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player’s Handbook*.\n\n***Creature vs. Target.*** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.\n\n***Hit.*** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the \"*Hit*\" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.\n\n***Miss.*** If an attack has an effect that occurs on a miss, that information is presented after the \"*Miss:*\" notation.",
            "index": 26,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_attack/?format=api",
            "name": "Attack",
            "desc": "The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.\n\nWith this action, you make one melee or ranged attack. See the Making an Attack section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.",
            "index": 1,
            "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_monsters_regional-effects/?format=api",
            "name": "Regional Effects",
            "desc": "The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.",
            "index": 37,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_sample-traps/?format=api",
            "name": "Sample Traps",
            "desc": "The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.",
            "index": 6,
            "initialHeaderLevel": 2,
            "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_monsters_languages/?format=api",
            "name": "Languages",
            "desc": "The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A \"—\" indicates that a creature neither speaks nor understands any language.",
            "index": 16,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-greek-pantheon/?format=api",
            "name": "The Greek Pantheon",
            "desc": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.",
            "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_pantheons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_experience-points/?format=api",
            "name": "Experience Points",
            "desc": "The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.",
            "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_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_trap-effects/?format=api",
            "name": "Trap Effects",
            "desc": "The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.\n\nThe attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.\n\nA trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.\n\n**Trap Save DCs and Attack Bonuses (table)**\n| Trap Danger | Save DC | Attack Bonus |\n|-------------|---------|--------------|\n| Setback     | 10-11   | +3 to +5     |\n| Dangerous   | 12-15   | +6 to +8     |\n| Deadly      | 16-20   | +9 to +12    |\n\n**Damage Severity by Level (table)**\n| Character Level | Setback | Dangerous | Deadly |\n|-----------------|---------|-----------|--------|\n| 1st-4th         | 1d10    | 2d10      | 4d10   |\n| 5th-10th        | 2d10    | 4d10      | 10d10  |\n| 11th-16th       | 4d10    | 10d10     | 18d10  |\n| 17th-20th       | 10d10   | 18d10     | 24d10  |",
            "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_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_diseases_sample-diseases/?format=api",
            "name": "Sample Diseases",
            "desc": "The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.",
            "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_diseases/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_racial-traits/?format=api",
            "name": "Racial Traits",
            "desc": "The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.",
            "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_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_age/?format=api",
            "name": "Age",
            "desc": "The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.",
            "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_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_skills/?format=api",
            "name": "Skills",
            "desc": "The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.\n\nA skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.",
            "index": 12,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_senses/?format=api",
            "name": "Senses",
            "desc": "The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.\n\n## Blindsight\n\nA monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.\n\nCreatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.\n\nIf a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.\n\n## Darkvision\n\nA monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.\n\n### Tremorsense\n\nA monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.\n\n## Truesight\n\nA monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.",
            "index": 15,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_saving-throws/?format=api",
            "name": "Saving Throws",
            "desc": "The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent.\n\nA saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).",
            "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_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_the-material-plane/?format=api",
            "name": "The Material Plane",
            "desc": "The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.\n\nThe worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.",
            "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_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_inner-planes/?format=api",
            "name": "Inner Planes",
            "desc": "The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes**-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.\n\nAt their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.",
            "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_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_food-drink-lodging/?format=api",
            "name": "Food, Drink, and Lodging",
            "desc": "The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.\n\n**Food, Drink, and Lodging (table)**\n\n| Item                     | Cost  |\n|--------------------------|-------|\n| **_Ale_**                |       |\n| - Gallon                 | 2 sp  |\n| - Mug                    | 4 cp  |\n| Banquet (per person)     | 10 gp |\n| Bread, loaf              | 2 cp  |\n| Cheese, hunk             | 1 sp  |\n| **_Inn stay (per day)_** |       |\n| - Squalid                | 7 cp  |\n| - Poor                   | 1 sp  |\n| - Modest                 | 5 sp  |\n| - Comfortable            | 8 sp  |\n| - Wealthy                | 2 gp  |\n| - Aristocratic           | 4 gp  |\n| **_Meals (per day)_**    |       |\n| - Squalid                | 3 cp  |\n| - Poor                   | 6 cp  |\n| - Modest                 | 3 sp  |\n| - Comfortable            | 5 sp  |\n| - Wealthy                | 8 sp  |\n| - Aristocratic           | 2 gp  |\n| Meat, chunk              | 3 sp  |\n| **_Wine_**               |       |\n| - Common (pitcher)       | 2 sp  |\n| - Fine (bottle)          | 10 gp |",
            "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_expenses/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_transistive-planes/?format=api",
            "name": "Transistive Planes",
            "desc": "The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as _etherealness_ and _astral projection_ allow characters to enter these planes and traverse them to reach the planes beyond.\n\nThe **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the _see invisibility_ and _true seeing_ spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as _forcecage_ and _wall of force_. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.\n\nThe **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.",
            "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_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-egyptian-pantheon/?format=api",
            "name": "The Egyptian Pantheon",
            "desc": "The Egyptian Pantheon\n\nThese gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.\n\nThe Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.",
            "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_pantheons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_telepathy/?format=api",
            "name": "Telepathy",
            "desc": "Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.\n\nA telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.\n\nA creature within the area of an *antimagic field* or in any other location where magic doesn’t function can’t send or receive telepathic messages.",
            "index": 17,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_strength/?format=api",
            "name": "Strength",
            "desc": "Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.\n\n## Strength Checks  \nA Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.\n\n### Athletics  \nYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:  - You attempt to climb a sheer or slippery cliff, avoid hazards while   scaling a wall, or cling to a surface while something is trying to   knock you off.\n- You try to jump an unusually long distance or pull off a stunt   midjump.\n- You struggle to swim or stay afloat in treacherous currents,   storm-tossed waves, or areas of thick seaweed. Or another creature   tries to push or pull you underwater or otherwise interfere with   your swimming.\n\n## Other Strength Checks  \nThe GM might also call for a Strength check when you try to accomplish tasks like the following:  - Force open a stuck, locked, or barred door - Break free of bonds - Push through a tunnel that is too small - Hang on to a wagon while being dragged behind it - Tip over a statue - Keep a boulder from rolling\n\n\n## Attack Rolls and Damage\n\nYou add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.\n\n## Lifting and Carrying  \nYour Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.\n\n**Carrying Capacity.** Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.\n\n**Push, Drag, or Lift.** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score).\nWhile pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.\n\n**Size and Strength.** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.\n\n## Variant: Encumbrance  \nThe rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.\n\nIf you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet.\n\nIf you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.",
            "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_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_areas-of-effect/?format=api",
            "name": "Areas of Effect",
            "desc": "Spells such as _burning hands_ and _cone of cold_ cover an area, allowing them to affect multiple creatures at once.\n\nA spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a **point of origin**, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.\n\nA spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.\n\n### Cone\n\nA cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.\n\nA cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.\n\n### Cube\n\nYou select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.\n\nA cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.\n\n### Cylinder\n\nA cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.\n\nA cylinder's point of origin is included in the cylinder's area of effect.\n\n### Line\n\nA line extends from its point of origin in a straight path up to its length and covers an area defined by its width.\n\nA line's point of origin is not included in the line's area of effect, unless you decide otherwise.\n\n### Sphere\n\nYou select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.\n\nA sphere's point of origin is included in the sphere's area of effect.\n\n## Spell Saving Throws\n\nMany spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.\n\nThe DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.",
            "index": 18,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        }
    ]
}