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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_multiclassing_spellcasting/?format=api",
            "name": "Spellcasting",
            "desc": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class.\n\n**Spells Prepared.** You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips).\n\nEach spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.\n\n**Cantrips.** If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise.\n\n**Spell Slots.** You determine your available spell slots by adding together the following:\n\n- All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes\n- Half your levels (round up) in the Paladin and Ranger classes\n\nThen look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have.\n\nThis table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like *Burning Hands*, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal.\n\nFor example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects.\n\n**Pact Magic.** If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared.\n\n|Level|1|2|3|4|5|6|7|8|9|\n|---|---|---|---|---|---|---|---|---|---|\n|1|2|—|—|—|—|—|—|—|—|\n|2|3|—|—|—|—|—|—|—|—|\n|3|4|2|—|—|—|—|—|—|—|\n|4|4|3|—|—|—|—|—|—|—|\n|5|4|3|2|—|—|—|—|—|—|\n|6|4|3|3|—|—|—|—|—|—|\n|7|4|3|3|1|—|—|—|—|—|\n|8|4|3|3|2|—|—|—|—|—|\n|9|4|3|3|3|1|—|—|—|—|\n|10|4|3|3|3|2|—|—|—|—|\n|11|4|3|3|3|2|1|—|—|—|\n|12|4|3|3|3|2|1|—|—|—|\n|13|4|3|3|3|2|1|1|—|—|\n|14|4|3|3|3|2|1|1|—|—|\n|15|4|3|3|3|2|1|1|1|—|\n|16|4|3|3|3|2|1|1|1|—|\n|17|4|3|3|3|2|1|1|1|1|\n|18|4|3|3|3|3|1|1|1|1|\n|19|4|3|3|3|3|2|1|1|1|\n|20|4|3|3|3|3|2|2|1|1|",
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            "name": "Extra Attack",
            "desc": "If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature).\n\nSimilarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_multiclassing_armor-class/?format=api",
            "name": "Armor Class",
            "desc": "If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_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. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions.\n\nSpecial rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_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 the new class's starting proficiencies, as detailed in each class's description in \"Classes.\"\n\n",
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_multiclassing_hit-points/?format=api",
            "name": "Hit Points and Hit Point Dice",
            "desc": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1.\n\nAdd together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_multiclassing_experience-points/?format=api",
            "name": "Experience Points",
            "desc": "The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in \"Character Creation.\" For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_multiclassing_prerequisties/?format=api",
            "name": "Prerequisites",
            "desc": "To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_starting-at-higher-levels/?format=api",
            "name": "Starting at Higher Levels",
            "desc": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players.\n\n### Creating Your Character\n\nCreating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the \"Level Advancement\" section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP.\n\n### Bonus Feats at Level 20\n\nA GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies.\n\n### Starting Equipment\n\nThe GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM.\n\nAlso, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in \"Equipment\" are too expensive for level 1 characters, but they might be available for purchase if your GM allows them.\n\n|Starting Level|Equipment and Money|Magic Items|\n|---|---|---|\n|2–4|Normal starting equipment|1 Common|\n|5–10|500 GP plus 1d10 × 25 GP plus normal starting equipment|1 Common, 1 Uncommon|\n|11–16|5,000 gp plus 1d10 × 250 GP plus normal starting equipment| 2 Common, 3 Uncommon, 1 Rare|\n|17–20|20,000 GP plus 1d10 × 250 GP plus normal starting equipment| 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare|",
            "index": 7,
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_gaining-a-level/?format=api",
            "name": "Gaining a Level",
            "desc": "When you gain a level, follow these steps:\n\n1. **Choose a Class.** Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the \"Multiclassing\" section.\n2. **Adjust Hit Points and Hit Point Dice.** Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table.\n\n|Class|Hit Points per Level|\n|---|---|\n|Barbarian|7 + Con. modifier|\n|Fighter, Paladin, or Ranger|6 + Con. modifier|\n|Bard, Cleric, Druid, Monk, Rogue, or Warlock|5 + Con. modifier|\n|Sorcerer or Wizard|4 + Con. modifier|\n\n3. **Record New Class Features.** Look at your class features table in \"Classes\", and note the features you gain at your new level in that class. Make any choices offered by a new feature.\n\n4. **Adjust Proficiency Bonus.** A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in \"Classes.\" When your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus.\n5. **Adjust Ability Modifiers.** If you choose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier. When your Constitution modifier increases by 1, your Hit Point maximum increases by 1 for each level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4. The character's Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8.\n\n## Tiers of Play\n\nWith each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels.\n\n### Tier 1 (Levels 1–4)\n\nIn tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages.\n\n### Tier 2 (Levels 5–10)\n\nIn tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as *Fireball*, *Lightning Bolt*, and *Raise Dead*. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms.\n\n### Tier 3 (Levels 11–16)\n\nIn tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions.\n\n### Tier 4 (Levels 17–20)\n\nAt tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures.",
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        },
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_character-creation-details/?format=api",
            "name": "Step 5: Character Creation Details",
            "desc": "Now fill in the rest of your character sheet.\n\n### Record Class Features\n\nLook at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too.\n\nSome class features offer choices. Make sure to read all your features and make any offered choices.\n\n### Fill In Numbers\n\nNote these numbers on your character sheet.\n\n**Saving Throws.** For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the relevant ability modifier.\n\n**Skills.** For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you're not proficient in, which is just the relevant ability modifier.\n\n**Passive Perception.** Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formula to determine your Passive Perception score:\n\n*Passive Perception* = 10 + Wisdom (Perception) check modifier\n\nInclude all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency).\n\n**Hit Points.** Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table.\n\n|Class|Hit Point Maximum|\n|---|---|\n|Barbarian|12 + Con. modifier|\n|Fighter, Paladin, or Ranger|10 + Con. modifier|\n|Bard, Cleric, Druid, Monk, Rogue, or Warlock|8 + Con. modifier|\n| Sorcerer or Wizard| 6 + Con. modifier|\n\nThe character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws.\n\n**Hit Point Dice.** Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you've spent.\n\n**Initiative.** Write your Dexterity modifier in the space for Initiative on your character sheet.\n\n**Armor Class.** Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A class feature might give you a different way to calculate your AC.\n\n**Attacks.** In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property says otherwise:\n\n*Melee attack bonus* = Strength modifier + Proficiency Bonus\n\n*Ranged attack bonus* = Dexterity modifier + Proficiency Bonus\n\nLook up the damage and properties of your weapons in \"Equipment.\" You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon.\n\n**Spellcasting.** Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas:\n\n*Spell save DC* = 8 + spellcasting ability modifier + Proficiency Bonus\n\n*Spell attack bonus* = spellcasting ability modifier + Proficiency Bonus\n\nYour spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell.\n\n**Spell Slots, Cantrips, and Prepared Spells.** If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them—along with your number of spell slots—on your character sheet.",
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            "name": "Step 4: Alignment",
            "desc": "Choose your character's alignment from the options below, and note it on your character sheet.\n\nThe game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character.\n\n### The Nine Alignments\n\nA creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral).\n\nThe summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior.\n\n_Lawful Good (LG)._ Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good.\n\n_Neutral Good (NG)._ Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good.\n\n_Chaotic Good (CG)._ Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good.\n\n_Lawful Neutral (LN)._ Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life—and isn't swayed either by the demands of those in need or by the temptations of evil—is probably Lawful Neutral.\n\n_Neutral (N)._ Neutral is the alignment of those who prefer to avoid moral questions and don't take sides, doing what seems best at the time. Someone who's bored by moral debate is probably Neutral.\n\n_Chaotic Neutral (CN)._ Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral.\n\n_Lawful Evil (LE)._ Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil.\n\n_Neutral Evil (NE)._ Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil.\n\n_Chaotic Evil (CE)._ Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil.\n\n_Unaligned Creatures._ Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned.",
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            "name": "Step 3: Ability Scores",
            "desc": "To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means.\n\n### Generate Your Scores\n\nDetermine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one.\n\n**Standard Array.** Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8.\n\n**Random Generation.** Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers.\n\n**Point Cost.** You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points.\n\n| Score | Cost | Score | Cost |\n|---|---|---|---|\n| 8| 0| 12| 4|\n| 9| 1| 13| 5|\n| 10| 2| 14| 7|\n| 11| 3| 15| 9|\n\n### Assign Ability Scores\n\nOnce you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well.\n\nIf you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores.\n\n| Class | Str. | Dex. | Con. | Int. | Wis. | Cha. |\n|---|---|---|---|---|---|---|\n| Barbarian | 15| 13| 14| 10| 12| 8|\n| Bard| 8| 14| 12| 13| 10| 15|\n| Cleric| 14| 8| 13| 10| 15| 12|\n| Druid| 8| 12| 14| 13| 15| 10|\n| Fighter| 15| 14| 13| 8| 10| 12|\n| Monk| 12| 15| 13| 10| 14| 8|\n| Paladin| 15| 10| 13| 8| 12| 14|\n| Ranger| 12| 15| 13| 8| 14| 10|\n| Rogue| 12| 15| 13| 14| 10| 8|\n| Sorcerer| 10| 13| 14| 8| 12| 15|\n| Warlock| 8| 14| 13| 12| 10| 15|\n| Wizard| 8| 12| 13| 15| 14| 10|\n\n### Adjust Ability Scores\n\nAfter assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20.\n\nSome players like to increase their class's primary ability, while others prefer to increase a low score.\n\n### Determine Ability Modifiers\n\nFinally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores.\n\n| Score | Modifier | Score | Modifier |\n|---|---|---|---|\n| 3| −4| 12–13 | +1|\n| 4–5| −3| 14–15| +2|\n| 6–7| −2| 16–17 | +3|\n| 8–9| −1| 18–19 | +4|\n| 10–11| +0| 20| +5|",
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        },
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_character-origin/?format=api",
            "name": "Step 2: Character Origin",
            "desc": "Determining your character's origin involves choosing a background, a species, and two languages.\n\nA character's background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days.\n\n### Choose a Background\n\nChoose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options.\n\nThe background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there.\n\n| Ability | Background |\n|---|---|\n| Strength | Soldier |\n| Dexterity | Soldier |\n| Constitution | Soldier |\n| Intelligence | Acolyte |\n| Wisdom | Acolyte |\n| Charisma | Acolyte |\n\n**Record Your Feat.** A background gives you a feat, which grants your character particular capabilities. Feats are detailed in \"Feats.\" Write the feat on your character sheet.\n\n**Note Proficiencies.** Your background gives proficiency in two skills and with one tool. Record this information on your character sheet.\n\nYour class also gives proficiencies. Check your class description in \"Classes\" and note the proficiencies on your character sheet.\n\nThe features table in your class description shows your Proficiency Bonus (described in \"Playing the Game\"), which is +2 for a level 1 character. Note this number on your character sheet. You'll fill in other numbers connected to these proficiencies in step 5.\n\n### Choose Starting Equipment\n\nYour background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\"\n\nRecord your chosen equipment on your character sheet. Equipment is described in \"Equipment\", but for now you can just write it all down and look up the specifics in \"Equipment\" later. Note any coins you have left after purchasing your equipment.\n\n### Choose a Species\n\nChoose a species for your character. The following species options are detailed in \"Character Origins\": Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you've chosen a species, write it on your character sheet. Then record your species' traits.\n\nYour character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).\n\n### Imagine Your Past and Present\n\nLet your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your character:\n\n- Who raised you?\n- Who was your dearest childhood friend?\n- Did you grow up with a pet?\n- Have you fallen in love? If so, with whom?\n- Did you join an organization, such as a guild or religion? If so, are you still a member of it?\n- What elements of your past inspire you to go on adventures now?\n\n### Choose Languages\n\nYour character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.\n\nThe Standard Languages table lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely.\n\n| 1d12| Language|\n|---|---|\n| — | Common |\n| 1 | Common Sign Language |\n| 2 | Draconic |\n| 3–4 | Dwarvish |\n| 5–6 | Elvish|\n| 7 |Giant|\n|8|Gnomish|\n|9|Goblin|\n|10–11|Halfling|\n|12|Orc|\n\nThe Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language.\n\n| Language| Language|\n|---|---|\n| Abyssal| Primordial*|\n| Celestial| Sylvan|\n| Deep Speech | Thieves' Cant |\n| Druidic | Undercommon |\n| Infernal| |\n\n (Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.)",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_choose-class/?format=api",
            "name": "Step 1: Choose Class",
            "desc": "Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See \"Classes\" for the classes' details.\n\n| Class | Likes | Primary Ability | Complexity |\n|---|---|---|---|\n| Barbarian | Battle | Strength | Average |\n| Bard | Performing | Charisma | High |\n| Cleric | Gods | Wisdom | Average |\n| Druid | Nature | Wisdom | High |\n| Fighter | Weapons | Strength or Dexterity | Low |\n| Monk | Unarmed combat | Dexterity and Wisdom | High |\n| Paladin | Defense | Strength and Charisma | Average |\n| Ranger | Survival | Dexterity and Wisdom | Average |\n| Rogue | Stealth | Dexterity | Low |\n| Sorcerer | Power | Charisma | High |\n| Warlock | Occult lore | Charisma | High |\n| Wizard | Spellbooks | Intelligence | Average|\n\n### Write Your Level\n\nWrite your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP).\n\n**Write Your XP.** Also record your Experience Points. A level 1 character has 0 XP.\n\n**Starting at a Higher Level.** Your GM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the \"Starting at Higher Levels\" section later in \"Character Creation\" for more information.\n\n### Note Armor Training\n\nYour class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in \"Equipment.\"",
            "index": 1,
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        },
        {
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            "name": "Temporary Hit Points",
            "desc": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below.\n\n## Lose Temporary Hit Points First\n\nIf you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those points and then lose 2 Hit Points.\n\n## Duration\n\nTemporary Hit Points last until they’re depleted or you finish a Long Rest (see “Rules Glossary”).\n\n## They Don’t Stack\n\nTemporary Hit Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22.\n\n## They’re Not Hit Points or Healing\n\nTemporary Hit Points can’t be added to your Hit Points, healing can’t restore them, and receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points.\n\nIf you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.",
            "index": 12,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_dropping-to-zero-hit-points/?format=api",
            "name": "Dropping to 0 Hit Points",
            "desc": "When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below.\n\n## Instant Death\n\nHere are the main ways a creature can die instantly.\n\n**Monster Death.** A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character.\n\n**Hit Point Maximum of 0.** A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature’s Hit Point maximum.\n\n**Massive Damage.** When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum.\n\n## Character Demise\n\nIf your character dies, others might find a magical way to revive your character, such as with the *Raise Dead* spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more information on being dead.\n\n## Falling Unconscious\n\nIf you reach 0 Hit Points and don’t die instantly, you have the Unconscious condition (see “Rules Glos- sary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below).\n\n## Death Saving Throws\n\nWhenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn’t tied to an ability score. You’re in the hands of fate now.\n\n**Three Successes/Failures.** Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die.\n\nThe successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable.\n\n**Rolling a 1 or 20.** When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point.\n\n**Damage at 0 Hit Points.** If you take any damage while you have 0 Hit Points, you suffer a Death Saving Throw failure. If the damage is from a Critical Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die.\n\n## Stabilizing a Character\n\nYou can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check.\n\nA Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_knocking-out-a-creature/?format=api",
            "name": "Knocking out a Creature",
            "desc": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check.",
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            "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.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_immunity/?format=api",
            "name": "Immunity",
            "desc": "Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don’t take damage of that type, and Immunity to a condition means you aren’t affected by it.",
            "index": 8,
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            "name": "Resistance and Vulnerability",
            "desc": "Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you. For example, if you have Resistance to Cold damage, such damage is halved against you, and if you have Vulnerability to Fire damage, such damage is doubled against you.\n\n## No Stacking\n\nMultiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you.\n\n## Order of Application\n\nModifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third.\n\nFor example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it’s within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature’s Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22).",
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        },
        {
            "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,
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        {
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            "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.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_critical-hits/?format=api",
            "name": "Critical Hits",
            "desc": "When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.",
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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-2024_damage-and-healing_resting/?format=api",
            "name": "Resting",
            "desc": "Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests.",
            "index": 2,
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            "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.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_underwater-combat/?format=api",
            "name": "Underwater Combat",
            "desc": "A fight underwater follows these rules.\n\n## Impeded Weapons\n\nWhen making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon’s normal range, and the attack roll has Disadvantage against a target within normal range.\n\n## Fire Resistance\n\nAnything underwater has Resistance to Fire damage (explained in “Damage and Healing”).",
            "index": 10,
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            "name": "Mounted Combat",
            "desc": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules.\n\n## Mounting and Dismounting\n\nDuring your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse.\n\n## Controlling a Mount\n\nYou can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training.\n\nThe Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.\n\nIn contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order and moves and acts as it likes.\n\n## Falling Off\n\nIf an effect is about to move your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount.\n\nWhile mounted, you must make the same save if you’re knocked Prone or the mount is.",
            "index": 9,
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        },
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            "name": "Melee Attacks",
            "desc": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks.\n\n## Reach\n\nA creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions.\n\n## Opportunity Attacks\n\nCombatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack.\n\n**Avoiding Opportunity Attacks.** You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don’t provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus 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 you fall past an enemy.\n\n**Making an Opportunity Attack.** You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach.",
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            "name": "Ranged Attacks",
            "desc": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack.\n\n## Range\n\nYou can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.\n\nSome ranged attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can’t attack a target beyond long range.\n\n## Ranged Attacks in Close Combat\n\nAiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn’t have the Incapacitated condition (see “Rules Glossary”).",
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            "name": "Cover",
            "desc": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target.\n\nA target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives HalfCover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover.\n\n|Degree|Benefit to Target|Offered By …|\n|---|---|---|\n|Half|+2 bonus to AC and Dexterity saving throws|Another creature or an object that covers at least half of the target|\n|Three Quarters|+5 bonus to AC and Dexterity saving throws|An object that covers at least three-quarters of the target|\n|Total|Can’t be targeted directly|An object that covers the whole target|",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_unseen-attackers-and-target/?format=api",
            "name": "Unseen Attackers and Targets",
            "desc": "When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss.\n\nWhen a creature can’t see you, you have Advantage on attack rolls against it.\n\nIf you are hidden when you make an attack roll, you give away your location when the attack hits or misses.",
            "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_combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_making-an-attack/?format=api",
            "name": "Making an Attack",
            "desc": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure:\n\n1. **Choose a Target.** Pick a target within your attack’s range: a creature, an object, or a location.\n2. **Determine Modifiers.** The GM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.\n3. **Resolve the Attack.** Make the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.",
            "index": 4,
            "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-2024_combat_movement-and-position/?format=api",
            "name": "Movement and Position",
            "desc": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.\n\nYour movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move.\n\nHowever you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.\n\nA character’s Speed is determined during character creation. A monster’s Speed is noted in the monster’s stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.\n\n## Difficult Terrain\n\nCombatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain.\n\nEvery foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain.\n\n## Breaking Up Your Move\n\nYou can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.\n\n## Dropping Prone\n\nOn your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0.\n\n## Creature Size\n\nA creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively.\n\nA character’s size is determined by species, and a monster’s size is specified in the monster’s stat block.\n\nTable: Creature Size and Space\n\n|Size|Space (Feet)|Space (Squares)|\n|---|---|---|\n|Tiny|2½ by 2½ feet|4 per square|\n|Small|5 by 5 feet|1 square|\n|Medium|5 by 5 feet|1 square|\n|Large|10 by 10 feet|4 squares (2 by 2)|\n|Huge|15 by 15 feet|9 squares (3 by 3)|\n|Gargantuan|20 by 20 feet|16 squares (4 by 4)|\n\n## Moving around Other Creatures\n\nDuring your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you.\n\nAnother creature’s space is Difficult Terrain for you unless that creature is Tiny or your ally.\n\nYou can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see “Rules Glossary”) unless you are Tiny or are of a larger size than the other creature.",
            "index": 3,
            "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-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-2024_combat_the-order-of-combat/?format=api",
            "name": "The Order of Combat",
            "desc": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.\n\n## Combat Step by Step\n\nCombat unfolds in these steps:\n\n1. **Establish Positions.** The Game Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are—how far away and in what direction.\n2. **Roll Initiative.** Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.\n3. **Take Turns.** Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.\n\n## Initiative\n\nInitiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative.\n\n**Surprise.** If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.\n\n**Initiative Order.** A combatant’s check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.\n\n**Ties.** If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character.\n\n## Your Turn\n\nOn your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first.\n\nThe main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement.\n\n**Communicating.** You can communicate however you are able—through brief utterances and gestures—as you take your turn. Doing so uses neither your action nor your move.\n\nExtended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster.\n\n**Interacting with Things.** You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.\n\nIf you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.\n\nThe GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.\n\n**Doing Nothing on Your Turn.** You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting.\n\n## Ending Combat\n\nCombat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.",
            "index": 1,
            "initialHeaderLevel": 2,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_combat/?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-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-2024_exploration_marching-order/?format=api",
            "name": "Marching Order",
            "desc": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it.",
            "index": 4,
            "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-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,
            "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-2024_exploration_hiding/?format=api",
            "name": "Hiding",
            "desc": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.",
            "index": 3,
            "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-2024_exploration_vision-and-light/?format=api",
            "name": "Vision and Light",
            "desc": "Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells are affected by sight, so effects that obscure vision can hinder you, as explained below.\n\n## Obscured Areas\n\nAn area might be Lightly or Heavily Obscured. In a Lightly Obscured area—such as an area with Dim Light, patchy fog, or moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight.\n\nA Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there.\n\n## Light\n\nThe presence or absence of light determines the category of illumination in an area, as defined below.\n\n**Bright Light.** Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.\n\n**Dim Light.** Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light.\n\n**Darkness.** Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness.\n\n## Special Senses\n\nSome creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses:\n\n* Blindsight\n* Darkvision\n* Tremorsense\n* Truesight",
            "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_exploration/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_adventuring-equipment/?format=api",
            "name": "Adventuring Equipment",
            "desc": "As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops.\n\nSee “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.",
            "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_exploration/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_social-interaction_ability-checks/?format=api",
            "name": "Ability Checks",
            "desc": "Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC’s response to you. In such situations, the GM will typically ask you to take the Influence action.\n\nPay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.",
            "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_social-interaction/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_social-interaction_roleplaying/?format=api",
            "name": "Roleplaying",
            "desc": "Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions.\n\nAs you roleplay, consider whether you prefer an active approach or a descriptive approach.\n\nThe GM uses an NPC’s personality and your character’s actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery.\n\nWhen interacting with an NPC, pay attention to the GM’s portrayal of the NPC’s personality. You might be able to learn an NPC’s goals and then use that information to influence the NPC.\n\nIf you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will likely fail.",
            "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_social-interaction/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_equipment-proficiencies/?format=api",
            "name": "Equipment Proficiencies",
            "desc": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency:\n\n**Weapons.** Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it.\n\n**Tools.** If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have profciency in the skill that’s also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check.",
            "index": 4,
            "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_proficiency_saving-throw-proficiencies/?format=api",
            "name": "Saving Throw Proficiencies",
            "desc": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks.\n\nEach class gives proficiency in at least two saving throws, representing that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.",
            "index": 3,
            "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_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,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_bonus-dont-stack/?format=api",
            "name": "The Bonus Doesn’t Stack",
            "desc": "Your Proficiency Bonus can’t be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you’re proficient in either skill, but you don’t add it twice if you’re proficient in both skills.\n\nOccasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once.",
            "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_proficiency/?format=api"
        }
    ]
}