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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_alignment/?format=api",
            "name": "Alignment",
            "desc": "Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.",
            "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_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_skill-proficiencies/?format=api",
            "name": "Skill Proficiencies",
            "desc": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation.\n\nIf a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving that skill but doesn’t add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus.\n\nTable: Skills\n\n|Skill|Ability|Example Uses|\n|---|---|---|\n|Acrobatics|Dexterity|Stay on your feet in a tricky situation, or perform an acrobatic stunt.|\n|Animal Handling|Wisdom|Calm or train an animal, or get an animal to behave in a certain way.|\n|Arcana|Intelligence|Recall lore about spells, magic items, and the planes of existence.|\n|Athletics|Strength|Jump farther than normal, stay afloat in rough water, or break something.|\n|Deception|Charisma|Tell a convincing lie, or wear a disguise convincingly.|\n|History|Intelligence|Recall lore about historical events, people, nations, and cultures.|\n|Insight|Wisdom|Discern a person’s mood and intentions.|\n|Intimidation|Charisma|Awe or threaten someone into doing what you want.|\n|Investigation|Intelligence|Find obscure information in books, or deduce how something works.|\n|Medicine|Wisdom|Diagnose an illness, or determine what killed the recently slain.|\n|Nature|Intelligence|Recall lore about terrain, plants, animals, and weather.|\n|Perception|Wisdom|Using a combination of senses, notice something that’s easy to miss.|\n|Performance|Charisma|Act, tell a story, perform music, or dance.|\n|Persuasion|Charisma|Honestly and graciously convince someone of something.|\n|Religion|Intelligence|Recall lore about gods, religious rituals, and holy symbols.|\n|Sleight of Hand|Dexterity|Pick a pocket, conceal a handheld object, or perform legerdemain.|\n|Stealth|Dexterity|Escape notice by moving quietly and hiding behind things.|\n|Survival|Wisdom|Follow tracks, forage, find a trail, or avoid natural hazards.|\n\n## Skill Lists\n\nThe skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to.\n\n## Determining Skills\n\nA character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in its stat block.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_proficiency/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_hazards/?format=api",
            "name": "Hazards",
            "desc": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:\n\n* Burning\n* Dehydration\n* Falling\n* Malnutrition\n* Suffocation",
            "index": 5,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_exploration/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_armor_medium-armor/?format=api",
            "name": "Medium Armor",
            "desc": "Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.\n\n**_Hide._** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.\n\n**_Chain Shirt._** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.\n\n**_Scale Mail._** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.\n\n**_Breastplate._** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.\n\n**_Half Plate._** Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.",
            "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_armor/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_weapon-properties/?format=api",
            "name": "Weapon Properties",
            "desc": "Many weapons have special properties related to their use, as shown in the Weapons table.\n\n**_Ammunition._** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.\n\n**_Finesse._** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\n**_Heavy._** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. \n\n**_Light_**. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\n\n**_Loading._** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\n\n**_Range._** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\n\n**_Reach._** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\n\n**_Special._** A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see “Special Weapons” later in this section).\n\n**_Thrown._** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\n\n**_Two-Handed._** This weapon requires two hands when you attack with it.\n\n**_Versatile._** This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_grapple-rules/?format=api",
            "name": "Grapple Rules for Monsters",
            "desc": "Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.\n\nA creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.",
            "index": 31,
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            "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_darkvision/?format=api",
            "name": "Blindsight",
            "desc": "Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature withdarkvision can see in darkness as if the darkness were dim light, soareas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.",
            "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_environment/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_madness_madness-effects/?format=api",
            "name": "Madness Effects",
            "desc": "Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.\n\nA character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.\n\nA character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.\n\nA character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.\n\n**Short-Term Madness (table)**\n| d100   | Effect (lasts 1d10 minutes)                                                                                                  |\n|--------|------------------------------------------------------------------------------------------------------------------------------|\n| 01-20  | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.        |\n| 21-30  | The character becomes incapacitated and spends the duration screaming, laughing, or weeping.                                 |\n| 31-40  | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |\n| 41-50  | The character begins babbling and is incapable of normal speech or spellcasting.                                             |\n| 51-60  | The character must use his or her action each round to attack the nearest creature.                                          |\n| 61-70  | The character experiences vivid hallucinations and has disadvantage on ability checks.                                       |\n| 71-75  | The character does whatever anyone tells him or her to do that isn't obviously self- destructive.                            |\n| 76-80  | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.                       |\n| 81-90  | The character is stunned.                                                                                                    |\n| 91-100 | The character falls unconscious.                                                                                             |\n\n**Long-Term Madness (table)**\n| d100   | Effect (lasts 1d10 × 10 hours)                                                                                                                                                                                                       |\n|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-10  | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.                                                                                       |\n| 11-20  | The character experiences vivid hallucinations and has disadvantage on ability checks.                                                                                                                                               |\n| 21-30  | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.                                                                                                                                |\n| 31-40  | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.                                                                      |\n| 41-45  | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.                                                                                                          |\n| 46-55  | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.                                           |\n| 56-65  | The character is blinded (25%) or deafened (75%).                                                                                                                                                                                    |\n| 66-75  | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.                                                           |\n| 76-85  | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |\n| 86-90  | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.            |\n| 91-95  | The character loses the ability to speak.                                                                                                                                                                                            |\n| 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character.                                                                                                                                             |\n\n**Indefinite Madness (table)**\n| d100   | Flaw (lasts until cured)                                                                                                                 |\n|--------|------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-15  | “Being drunk keeps me sane.”                                                                                                             |\n| 16-25  | “I keep whatever I find.”                                                                                                                |\n| 26-30  | “I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name.”                                |\n| 31-35  | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.”                                                  |\n| 36-45  | “Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.”                                   |\n| 46-50  | “I find it hard to care about anything that goes on around me.”                                                                          |\n| 51-55  | “I don't like the way people judge me all the time.”                                                                                     |\n| 56-70  | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”                                                       |\n| 71-80  | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.” |\n| 81-85  | “There's only one person I can trust. And only I can see this special friend.”                                                           |\n| 86-95  | “I can't take anything seriously. The more serious the situation, the funnier I find it.”                                                |\n| 96-100 | “I've discovered that I really like killing people.”                                                                                     |\n## Curing Madness\n\nA _calm emotions_ spell can suppress the effects of madness, while a _lesser restoration_ spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, _remove curse_ or _dispel evil_ might also prove effective. A _greater restoration_ spell or more powerful magic is required to rid a character of indefinite madness.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_armor_light-armor/?format=api",
            "name": "Light Armor",
            "desc": "Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.\n\n**_Padded._** Padded armor consists of quilted layers of cloth and batting.\n\n**_Leather._** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.\n\n**_Studded Leather._** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.",
            "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_armor/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_lifestyle-expenses/?format=api",
            "name": "Lifestyle Expenses",
            "desc": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\n\nAt the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\n\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.\n\n**Lifestyle Expenses (table)**\n\n| Lifestyle    | Price/Day     |\n|--------------|---------------|\n| Wretched     | -             |\n| Squalid      | 1 sp          |\n| Poor         | 2 sp          |\n| Modest       | 1 gp          |\n| Comfortable  | 2 gp          |\n| Wealthy      | 4 gp          |\n| Aristocratic | 10 gp minimum |\n\n**_Wretched._** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.\n\n**_Squalid._** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.\n\n**_Poor._** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.\n\n**_Modest._** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.\n\n**_Comfortable._** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.\n\n**_Wealthy._** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.\n\n**_Aristocratic._** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_paired-items/?format=api",
            "name": "Paired Items",
            "desc": "Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.",
            "index": 4,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-celtic-pantheon/?format=api",
            "name": "The Celtic Pantheon",
            "desc": "It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.\n\nThe Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.",
            "index": 1,
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            "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-2024_exploration_interacting-with-objects/?format=api",
            "name": "Interacting with Objects",
            "desc": "Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections.\n\n## What Is an Object?\n\nFor the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects.\n\n## Time-Limited Object Interactions\n\nWhen time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize action, as explained in “Combat” later in “Playing the Game.”\n\n## Finding Hidden Objects\n\nWhen your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both.\n\nIf you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total.\n\n## Carrying Objects\n\nYou can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in “Rules Glossary.”\n\n## Breaking Objects\n\nAs an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”",
            "index": 3,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_exploration/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_intelligence/?format=api",
            "name": "Intelligence",
            "desc": "Intelligence measures mental acuity, accuracy of recall, and the ability to reason.\n\n## Intelligence Checks  \nAn Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.\n\n### Arcana\n\nYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.\n\n### History\n\nYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.\n\n### Investigation\n\nWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.\n\n### Nature\n\nYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.\n\n### Religion\n\nYour Intelligence (Religion) check  measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.\n\n### Other Intelligence Checks  \nThe GM might call for an Intelligence check when you try to accomplish tasks like the following:  - Communicate with a creature without using words - Estimate the value of a precious item - Pull together a disguise to pass as a city guard - Forge a document - Recall lore about a craft or trade - Win a game of skill\n\n## Spellcasting Ability\n\nWizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_combat-sequence_initiative/?format=api",
            "name": "Initiative",
            "desc": "Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.\n\nThe GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.\n\nIf a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.",
            "index": 1,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_opportunity-attacks/?format=api",
            "name": "Opportunity Attacks",
            "desc": "In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.\n\nYou can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.\n\nYou can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.",
            "index": 9,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_disengage/?format=api",
            "name": "Disengage",
            "desc": "If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.",
            "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_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_playing-on-a-grid/?format=api",
            "name": "Playing on a Grid",
            "desc": "If you play using a square grid and miniatures or other tokens, follow these rules.\n\n**Squares.** Each square represents 5 feet.\n\n**Speed.** Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.\n\n**Entering a Square.** To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.\n\n**Corners.** Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.\n\n**Ranges.** To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_inspiration_using-inspiration/?format=api",
            "name": "Using Inspiration",
            "desc": "If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.\n\nAdditionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.",
            "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_multiclassing_extra-attack/?format=api",
            "name": "Extra Attack",
            "desc": "If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.",
            "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_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_unarmored-defense/?format=api",
            "name": "Unarmored Defense",
            "desc": "If you already have the Unarmored Defense feature, you can't gain it again from another class.",
            "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_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_channel-divinity/?format=api",
            "name": "Channel Divinity",
            "desc": "If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.",
            "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_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_outer-planes/?format=api",
            "name": "Outer Planes",
            "desc": "If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.\n\nWhen discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.\n\nEven in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.\n\nDistance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.\n\nThe most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.\n\nThe planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.",
            "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_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_reactions/?format=api",
            "name": "Ammunition",
            "desc": "If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.",
            "index": 29,
            "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_lair-actions/?format=api",
            "name": "Lair Actions",
            "desc": "If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.",
            "index": 36,
            "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_damage-and-healing_hit-points/?format=api",
            "name": "Hit Points",
            "desc": "Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.\n\nA creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.\n\nWhenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.\n\n## Damage Rolls\n\nEach weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.",
            "index": 1,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_hit-points/?format=api",
            "name": "Hit Points",
            "desc": "Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go.\n\nWhenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points.\n\nIf you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_healing/?format=api",
            "name": "Healing",
            "desc": "Hit Points can be restored by magic, such as the *Cure Wounds* or by a *Potion of Healing*,  spell or a Short or Long Rest (see “Rules Glossary”).\n\nWhen you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8.",
            "index": 9,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_alignment_alignment-in-the-multiverse/?format=api",
            "name": "Alignment in the Multiverse",
            "desc": "For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.\n\nThe evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.)\n\nAlignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.\n\nMost creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.",
            "index": 1,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_alignment/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_spell-level/?format=api",
            "name": "Spell Level",
            "desc": "Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) _magic missile_ at 1st level and the earth-shaking _wish_ at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.\n\nSpell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.",
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_ability-score-increases/?format=api",
            "name": "Ability Score Increases",
            "desc": "Every race increases one or more of a character’s ability scores.",
            "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_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_ability-scores/?format=api",
            "name": "Ability Score",
            "desc": "Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the *Player’s Handbook*.",
            "index": 9,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_speed/?format=api",
            "name": "Speed",
            "desc": "Every character and monster has a speed, which is the distance in feetthat the character or monster can walk in 1 round. This number assumesshort bursts of energetic movement in the midst of a life-threatening situation.\n\nThe following rules determine how far a character or monster can move in a minute, an hour, or a day.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_critical-hits/?format=api",
            "name": "Critical Hits",
            "desc": "Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_damage-rolls/?format=api",
            "name": "Damage Rolls",
            "desc": "Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.",
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        },
        {
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            "name": "Damage Rolls",
            "desc": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there’s a penalty to the damage, it’s possible to deal 0 damage but not negative damage.\n\nWhen attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don’t add your ability modifier to a fixed damage amount that doesn’t use a roll, such as the damage of a Blowgun. See “Equipment” for weapons’ damage dice and “Spells” for spells’ damage dice.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_poisons_sample-poisons/?format=api",
            "name": "Sample Poisons",
            "desc": "Each type of poison has its own debilitating effects.\n\n **_Assassin's Blood (Ingested)_**. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.\n\n **_Burnt Othur Fumes (Inhaled)_**. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.\n\n **_Crawler Mucus (Contact)_**. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\n **_Drow Poison (Injury)_**. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n **_Essence of Ether (Inhaled)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n **_Malice (Inhaled)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.\n\n **_Midnight Tears (Ingested)_**. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.\n\n **_Oil of Taggit (Contact)_**. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.\n\n **_Pale Tincture (Ingested)_**. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.\n\n **_Purple Worm Poison (Injury)_**. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.\n\n **_Serpent Venom (Injury)_**. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.\n\n **_Torpor (Ingested)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.\n\n **_Truth Serum (Ingested)_**. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a _zone of truth_ spell.\n\n **_Wyvern Poison (Injury)_**. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) 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_abilities_ability-scores-and-modifiers/?format=api",
            "name": "Ability Scores and Modifiers",
            "desc": "Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.\n\nA score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.\n\nEach ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.\n\n  To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).\n\n Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",
            "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_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_damage-types/?format=api",
            "name": "Damage Types",
            "desc": "Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary” and have no rules of their own, but other rules, such as Resistance, rely on damage types.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_equipment/?format=api",
            "name": "Equipment",
            "desc": "Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.",
            "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_backgrounds/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_proficiencies/?format=api",
            "name": "Proficiencies",
            "desc": "Each background gives a character proficiency in two skills (described in “Using Ability Scores”).\n\nIn addition, most backgrounds give a character proficiency with one or more tools (detailed in “Equipment”).\n\nIf a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.",
            "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_backgrounds/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_the-six-abilities_ability-scores/?format=api",
            "name": "Ability Scores",
            "desc": "Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.\n\n|Score|Meaning|\n|---|---|\n|1| This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. |\n|2–9| This represents a weak capability.|\n|10–11| This represents the human average.|\n|12–19| This represents a strong capability.|\n|20| This is the highest an adventurer's score can go unless a feature says otherwise. |\n|21–29| This represents an extraordinary capability. |\n|30| This is the highest a score can go.|",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_the-six-abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_the-six-abilities_ability-modifiers/?format=api",
            "name": "Ability Modifiers",
            "desc": "Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in “D20 Tests”). An ability modifier is derived from its score, as shown in the Ability Modifiers table.\n\n> **Round Down**\n> Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.\n\n|Score|Modifier|\n|---|---|\n|1|−5|\n|2–3|−4|\n|4–5|−3|\n|6–7|−2|\n|8–9|−1|\n|10–11|+0|\n|12–13|+1|\n|14–15|+2|\n|16–17|+3|\n|18–19|+4|\n|20–21|+5|\n|22–23|+6|\n|24–25|+7|\n|26–27|+8|\n|28–29|+9|\n|30|+10|",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_the-six-abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_skills/?format=api",
            "name": "Skills",
            "desc": "Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)  For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.\n\nThe skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.\n\n**Strength**\n\n- Athletics\n\n**Dexterity**\n- Acrobatics\n- Sleight of Hand\n- Stealth\n\n**Intelligence**\n\n- Arcana\n- History\n- Investigation\n- Nature\n- Religion\n\n**Wisdom**\n\n- Animal Handling\n- Insight\n- Medicine\n- Perception\n- Survival\n\n**Charisma**\n\n- Deception\n- Intimidation\n- Performance\n- Persuasion\n\n\nSometimes, the GM might ask for an ability check using a specific skill---for example, Make a Wisdom (Perception) check. At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.\n\nFor example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",
            "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_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_travel/?format=api",
            "name": "Travel",
            "desc": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below.\n\nIf you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”\n\n## Travel Pace\n\nWhile traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types of terrain.\n\nTable: Travel Pace - Distance Traveled Per …\n\n|Pace|Minute|Hour|Day|\n|---|---|---|---|\n|Fast|400 feet|4 miles|30 miles|\n|Normal|300 feet| 3 miles | 24 miles |\n|Slow|200 feet|2 miles|18 miles|\n\nEach travel pace has a game effect, as defined below.\n\n**Fast.** Traveling at a Fast pace imposes Disadvantage on a traveler’s Wisdom (Perception or Survival) and Dexterity (Stealth) checks.\n\n**Normal.** Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks.\n\n**Slow.** Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks.\n\n## Vehicles\n\nTravelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. “Equipment” includes vehicles for sale.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_exploration/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_damage-types/?format=api",
            "name": "Damage Types",
            "desc": "Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.\n\nThe damage types follow, with examples to help a GM assign a damage type to a new effect.\n\n**Acid.** The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.\n\n**Bludgeoning.** Blunt force attacks---hammers, falling, constriction, and the like---deal bludgeoning damage.\n\n**Cold.** The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.\n\n**Fire.** Red dragons breathe fire, and many spells conjure flames to deal fire damage.\n\n**Force.** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including _magic missile_ and _spiritual weapon_.\n\n**Lightning.** A _lightning bolt_ spell and a blue dragon's breath deal lightning damage.\n\n**Necrotic.** Necrotic damage, dealt by certain undead and a spell such as _chill touch_, withers matter and even the soul.\n\n**Piercing.** Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.\n\n**Poison.** Venomous stings and the toxic gas of a green dragon's breath deal poison damage.\n\n**Psychic.** Mental abilities such as a mind flayer's psionic blast deal psychic damage.\n\n**Radiant.** Radiant damage, dealt by a cleric's _flame strike_ spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.\n\n**Slashing.** Swords, axes, and monsters' claws deal slashing damage.\n\n**Thunder.** A concussive burst of sound, such as the effect of the srd:thunderwave spell, deals thunder damage.",
            "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_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_dexterity/?format=api",
            "name": "Dexterity",
            "desc": "Dexterity measures agility, reflexes, and balance.\n\n## Dexterity Checks\n\nA Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.\n\n### Acrobatics  \nYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.\n\n### Sleight of Hand  \nWhenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.\n\n## Stealth  \nMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.\n\n### Other Dexterity Checks  \nThe GM might call for a Dexterity check when you try to accomplish tasks like the following:  - Control a heavily laden cart on a steep descent - Steer a chariot around a tight turn - Pick a lock - Disable a trap - Securely tie up a prisoner - Wriggle free of bonds - Play a stringed instrument - Craft a small or detailed object  **Hiding**  The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.\n\nYou can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.\n\nAn invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.\n\nIn combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you.\nHowever, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.\n\n**Passive Perception.** When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10  - the creature's Wisdom modifier, as well as any other bonuses or   penalties. If the creature has advantage, add 5. For disadvantage,   subtract 5. For example, if a 1st-level character (with a proficiency   bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in   Perception, he or she has a passive Wisdom (Perception) of 14.\n\n**What Can You See?** One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in the-environment.\n\n## Attack Rolls and Damage\n\nYou add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.\n\n## Armor Class  \nDepending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.\n\n## Initiative  \nAt the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_modifying-creatures/?format=api",
            "name": "Modifying Creatures",
            "desc": "Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.",
            "index": 2,
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            "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_demiplanes/?format=api",
            "name": "Demiplanes",
            "desc": "Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as _demiplane_, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a _plane shift_ spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The _gate_ spell is more reliable, assuming the caster knows of the demiplane.",
            "index": 7,
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            "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-2024_damage-and-healing_saving-throws-and-damage/?format=api",
            "name": "Saving Throws and Damage",
            "desc": "Damage dealt via saving throws uses these rules.\n\n## Damage against Multiple Targets\n\nWhen you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell’s damage is rolled once for all creatures caught in the blast.\n\n## Half Damage\n\nMany saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save.",
            "index": 5,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
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    ]
}