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"url": "https://api-beta.open5e.com/v2/rules/srd_planes_the-material-plane/?format=api",
"name": "The Material Plane",
"desc": "The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.\n\nThe worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.",
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"name": "Planar Travel",
"desc": "When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.\n\nTravel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.\n\n**_Spells._** A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.\n\n**_Portals._** A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).",
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"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.",
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"name": "Inner Planes",
"desc": "The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes**-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.\n\nAt their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.",
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"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.",
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"name": "Beyond the Material",
"desc": "Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.",
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"name": "The Norse Pantheon",
"desc": "Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.\n\nThe Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).",
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"name": "The Greek Pantheon",
"desc": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.",
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"name": "The Egyptian Pantheon",
"desc": "The Egyptian Pantheon\n\nThese gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.\n\nThe Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.",
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"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.",
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"name": "Norse Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|-------------------------------------------|-----------|-------------------|-----------------------------------|\n| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye |\n| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves |\n| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice |\n| Forseti, god of justice and law | N | Light | Head of a bearded man |\n| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword |\n| Freya, goddess of fertility and love | NG | Life | Falcon |\n| Frigga, goddess of birth and fertility | N | Life, Light | Cat |\n| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn |\n| Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side |\n| Hermod, god of luck | CN | Trickery | Winged scroll |\n| Loki, god of thieves and trickery | CE | Trickery | Flame |\n| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin |\n| Odur, god of light and the sun | CG | Light | Solar disk |\n| Sif, goddess of war | CG | War | Upraised sword |\n| Skadi, god of earth and mountains | N | Nature | Mountain peak |\n| Surtur, god of fire giants and war | LE | War | Flaming sword |\n| Thor, god of storms and thunder | CG | Tempest, War | Hammer |\n| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |\n| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |\n| Uller, god of hunting and winter | CN | Nature | Longbow |",
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"name": "Greek Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|--------------------------------------------|-----------|------------------------|---------------------------------------|\n| Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts |\n| Aphrodite, goddess of love and beauty | CG | Light | Sea shell |\n| Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre |\n| Ares, god of war and strife | CE | War | Spear |\n| Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk |\n| Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl |\n| Demeter, goddess of agriculture | NG | Life | Mare's head |\n| Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) |\n| Hades, god of the underworld | LE | Death | Black ram |\n| Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon |\n| Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil |\n| Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers |\n| Hercules, god of strength and adventure | CG | Tempest, War | Lion's head |\n| Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) |\n| Hestia, goddess of home and family | NG | Life | Hearth |\n| Nike, goddess of victory | LN | War | Winged woman |\n| Pan, god of nature | CN | Nature | Syrinx (pan pipes) |\n| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |\n| Tyche, goddess of good fortune | N | Trickery | Red pentagram |",
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"name": "Egyptian Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|-------------------------------------------------|-----------|--------------------------|--------------------------------------|\n| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |\n| Anubis, god of judgment and death | LN | Death | Black jackal |\n| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |\n| Bast, goddess of cats and vengeance | CG | War | Cat |\n| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |\n| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |\n| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |\n| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |\n| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |\n| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |\n| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |\n| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |\n| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |\n| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |",
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"name": "Celtic Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|---------------------------------------------------|-----------|-------------------|------------------------------------|\n| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield |\n| Arawn, god of life and death | NE | Life, Death | Black star on gray background |\n| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones |\n| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge |\n| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches |\n| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak |\n| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword |\n| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands |\n| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green |\n| Math Mathonwy, god of magic | NE | Knowledge | Staff |\n| Morrigan, goddess of battle | CE | War | Two crossed spears |\n| Nuada, god of war and warriors | N | War | Silver hand on black background |\n| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |\n| Silvanus, god of nature and forests | N | Nature | Summer oak tree |",
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"name": "Statistics for Objects",
"desc": "When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.\n\n**_Armor Class_**. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.\n\n**Object Armor Class (table)**\n| Substance | AC |\n|---------------------|----|\n| Cloth, paper, rope | 11 |\n| Crystal, glass, ice | 13 |\n| Wood, bone | 15 |\n| Stone | 17 |\n| Iron, steel | 19 |\n| Mithral | 21 |\n| Adamantine | 23 |\n\n**_Hit Points_**. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.\n\n**Object Hit Points (table)**\n\n| Size | Fragile | Resilient |\n|---------------------------------------|----------|-----------|\n| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |\n| Small (chest, lute) | 3 (1d6) | 10 (3d6) |\n| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |\n| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |",
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"name": "Objects and Damage Types",
"desc": "Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment.",
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"name": "Huge and Gargantuan Objects",
"desc": "Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an _earthquake_ spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.",
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"name": "Damage Threshold",
"desc": "Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.",
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"name": "Unarmored Defense",
"desc": "If you already have the Unarmored Defense feature, you can't gain it again from another class.",
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"name": "Spellcasting",
"desc": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.\n\n**_Spells Known and Prepared._** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.\n\nEach spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.\n\n**_Spell Slots._** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.\n\nIf you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.\n\nFor example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.\n\n**_Pact Magic._** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.\n\n**Multiclass Spellcaster: Spell Slots per Spell Level (table)**\n\n| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |\n|-------|-----|-----|-----|-----|-----|-----|-----|-----|-----|\n| 1st | 2 | - | - | - | - | - | - | - | - |\n| 2nd | 3 | - | - | - | - | - | - | - | - |\n| 3rd | 4 | 2 | - | - | - | - | - | - | - |\n| 4th | 4 | 3 | - | - | - | - | - | - | - |\n| 5th | 4 | 3 | 2 | - | - | - | - | - | - |\n| 6th | 4 | 3 | 3 | - | - | - | - | - | - |\n| 7th | 4 | 3 | 3 | 1 | - | - | - | - | - |\n| 8th | 4 | 3 | 3 | 2 | - | - | - | - | - |\n| 9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - |\n| 10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - |\n| 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |\n| 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |\n| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |\n| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |\n| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |\n| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |\n| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |\n| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |\n| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |\n| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |",
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"name": "Hit Points and Hit Dice",
"desc": "Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.",
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"name": "Proficiencies",
"desc": "When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.\n\n**Multiclassing Proficiencies (table)**\n\n| Class | Proficiencies Gained |\n|-----------|------------------------------------------------------------------------------------------------------------|\n| Barbarian | Shields, simple weapons, martial weapons |\n| Bard | Light armor, one skill of your choice, one musical instrument of your choice |\n| Cleric | Light armor, medium armor, shields |\n| Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) |\n| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |\n| Monk | Simple weapons, shortswords |\n| Paladin | Light armor, medium armor, shields, simple weapons, martial weapons |\n| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list |\n| Rogue | Light armor, one skill from the class's skill list, thieves' tools |\n| Sorcerer | - |\n| Warlock | Light armor, simple weapons |\n| Wizard | - |",
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"name": "Prerequisites",
"desc": "To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.\n\n**Multiclassing Prerequisites (table)**\n\n| Class | Ability Score Minimum |\n|-----------|-----------------------------|\n| Barbarian | Strength 13 |\n| Bard | Charisma 13 |\n| Cleric | Wisdom 13 |\n| Druid | Wisdom 13 |\n| Fighter | Strength 13 or Dexterity 13 |\n| Monk | Dexterity 13 and Wisdom 13 |\n| Paladin | Strength 13 and Charisma 13 |\n| Ranger | Dexterity 13 and Wisdom 13 |\n| Rogue | Dexterity 13 |\n| Sorcerer | Charisma 13 |\n| Warlock | Charisma 13 |\n| Wizard | Intelligence 13 |",
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"name": "Hit Points and Hit Dice",
"desc": "You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.\n\nYou add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.",
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"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.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_experience-points/?format=api",
"name": "Experience Points",
"desc": "The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.",
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"name": "Class Features",
"desc": "When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",
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"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.",
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"name": "Travel Pace",
"desc": "While traveling, a group of adventurers can move at a normal, fast, orslow pace, as shown on the Travel Pace table. The table states how farthe party can move in a period of time and whether the pace has anyeffect. A fast pace makes characters less perceptive, while a slow pacemakes it possible to sneak around and to search an area more carefully.\n\n**Forced March.** The Travel Pace table assumes that characters travelfor 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.\n\nFor each additional hour of travel beyond 8 hours, the characters coverthe distance shown in the Hour column for their pace, and each charactermust make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a charactersuffers one level of exhaustion.\n\n**Mounts and Vehicles.** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fastpace. If fresh mounts are available every 8 to 10 miles, characters cancover larger distances at this pace, but this is very rare except indensely populated areas.\nCharacters in wagons, carriages, or other land vehicles choose a pace asnormal. Characters in a waterborne vessel are limited to the speed ofthe vessel, and they don't suffer penalties for a fast pace or gainbenefits from a slow pace. Depending on the vessel and the size of thecrew, ships might be able to travel for up to 24 hours per day.\nCertain special mounts, such as a pegasus or griffon, or specialvehicles, such as a carpet of flying, allow you to travel more swiftly.",
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"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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"name": "Special Types of Movement",
"desc": "Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim,or jump to get where they need to go.",
"index": 4,
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"name": "Jumping",
"desc": "Your Strength determines how far you can jump.\n\n**Long Jump.** When you make a long jump, you cover a number of feet upto your Strength score if you move at least 10 feet on foot immediatelybefore the jump. When you make a standing long jump, you can leap onlyhalf that distance. Either way, each foot you clear on the jump costs afoot of movement.\nThis rule assumes that the height of your jump doesn't matter, such as ajump across a stream or chasm. At your GM's option, you must succeed ona DC 10 Strength (Athletics) check to clear a low obstacle (no tallerthan a quarter of the jump's distance), such as a hedge or low wall.\nOtherwise, you hit it.\nWhen you land in difficult terrain, you must succeed on a DC 10Dexterity (Acrobatics) check to land on your feet. Otherwise, you landprone.\n\n**High Jump.** When you make a high jump, you leap into the air a numberof feet equal to 3 + your Strength modifier if you move at least 10 feeton foot immediately before the jump. When you make a standing high jump,you can jump only half that distance. Either way, each foot you clear onthe jump costs a foot of movement. In some circumstances, your GM mightallow you to make a Strength (Athletics) check to jump higher than younormally can.\nYou can extend your arms half your height above yourself during thejump. Thus, you can reach above you a distance equal to the height ofthe jump plus 1½ times your height.",
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"name": "Difficult Terrain",
"desc": "The travel speeds given in the Travel Pace table assume relativelysimple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground---all considered difficult terrain.\n\nYou move at half speed in difficult terrain---moving 1 foot in difficult terrain costs 2 feet of speed---so you can cover only half the normal distance in a minute, an hour, or a day.",
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"name": "Climbing, Swimming and Crawling",
"desc": "While climbing or swimming, each foot of movement costs 1 extra foot (2extra feet in difficult terrain), unless a creature has a climbing orswimming speed. At the GM's option, climbing a slippery vertical surfaceor one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require asuccessful Strength (Athletics) check.",
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"name": "Waterborne Vehicles",
"desc": "| Item | Cost | Speed |\n|--------------|-----------|--------|\n| Galley | 30,000 gp | 4 mph |\n| Keelboat | 3,000 gp | 1 mph |\n| Longship | 10,000 gp | 3 mph |\n| Rowboat | 50 gp | 1½ mph |\n| Sailing ship | 10,000 gp | 2 mph |\n| Warship | 25,000 gp | 2½ mph |",
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"name": "Tack, Harness, and Drawn Vehicles",
"desc": "| Item | Cost | Weight |\n|--------------------|--------|---------|\n| Barding | ×4 | ×2 |\n| Bit and bridle | 2 gp | 1 lb. |\n| Carriage | 100 gp | 600 lb. |\n| Cart | 15 gp | 200 lb. |\n| Chariot | 250 gp | 100 lb. |\n| Feed (per day) | 5 cp | 10 lb. |\n| **_Saddle_** | | |\n| - Exotic | 60 gp | 40 lb. |\n| - Military | 20 gp | 30 lb. |\n| - Pack | 5 gp | 15 lb. |\n| - Riding | 10 gp | 25 lb. |\n| Saddlebags | 4 gp | 8 lb. |\n| Sled | 20 gp | 300 lb. |\n| Stabling (per day) | 5 sp | - |\n| Wagon | 35 gp | 400 lb. |",
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"name": "Mounts and Other Animals",
"desc": "| Item | Cost | Speed | Carrying Capacity |\n|----------------|--------|--------|-------------------|\n| Camel | 50 gp | 50 ft. | 480 lb. |\n| Donkey or mule | 8 gp | 40 ft. | 420 lb. |\n| Elephant | 200 gp | 40 ft. | 1,320 lb. |\n| Horse, draft | 50 gp | 40 ft. | 540 lb. |\n| Horse, riding | 75 gp | 60 ft. | 480 lb. |\n| Mastiff | 25 gp | 40 ft. | 195 lb. |\n| Pony | 30 gp | 40 ft. | 225 lb. |\n| Warhorse | 400 gp | 60 ft. | 540 lb. |",
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"name": "Mounting and Dismounting",
"desc": "Once during 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. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.\n\nIf an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing srd:prone in a space within 5 feet of it. If you're knocked srd:prone while mounted, you must make the same saving throw.\n\nIf your mount is knocked srd:prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall srd:prone in a space within 5 feet it.",
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"name": "Controlling a Mount",
"desc": "While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.\n\nYou can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.\n\nAn independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.\n\nIn either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_vulnerabilities-resistances-immunities/?format=api",
"name": "Vulnerabilities, Resistances, and Immunities",
"desc": "Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.",
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"name": "Type",
"desc": "A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.\n\nThe game includes the following monster types, which have no rules of their own.\n\n**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.\n\n**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.\n\n**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.\n\n**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.\n\n**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.\n\n**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers and invisible stalkers.\n\n**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.\n\n**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.\n\n**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.\n\n**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.\n\n**Monstrosities** are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.\n\n**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.\n\n**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.\n\n**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.",
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"name": "Telepathy",
"desc": "Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.\n\nA telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.\n\nA creature within the area of an *antimagic field* or in any other location where magic doesn’t function can’t send or receive telepathic messages.",
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"name": "Tags",
"desc": "A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.",
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"desc": "A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player’s Handbook*). The spellcaster level is also used for any cantrips included in the feature.\n\nThe monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.\n\nA monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.\n\nYou can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.",
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"name": "Speed",
"desc": "A monster’s speed tells you how far it can move on its turn. For more information on speed, see the *Player’s Handbook*.\n\nAll creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.\n\nSome creatures have one or more of the following additional movement modes.\n\n## Burrow\n\nA monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so.\n\n## Climb\n\nA monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb.\n\n## Fly\n\nA monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player’s Handbook*). Such a monster stops hovering when it dies.\n\n## Swim\n\nA monster that has a swimming speed doesn’t need to spend extra movement to swim.",
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"name": "Special Traits",
"desc": "Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.",
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"name": "Skills",
"desc": "The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.\n\nA skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.",
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"name": "Size",
"desc": "A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the *Player’s Handbook* for more information on creature size and space.\n\n### Size Categories\n\n| Size | Space | Examples |\n|--------|----------|---------------|\n| Tiny | 2½ by 2½ ft. | Imp, sprite |\n| Small | 5 b 5 ft. | Giant rat, goblin |\n| Medium | 5 b 5 ft. | Orc, werewolf |\n| Large | 10 b 10 ft. | Hippogriff, ogre |\n| Huge | 15 b 15 ft. | Fire giant, treant |\n| Gargantuan | 20 b 20 ft. or larger | Kraken, purple worm ",
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"name": "Senses",
"desc": "The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.\n\n## Blindsight\n\nA monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.\n\nCreatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.\n\nIf a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.\n\n## Darkvision\n\nA monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.\n\n### Tremorsense\n\nA monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.\n\n## Truesight\n\nA monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.",
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"name": "Saving Throws",
"desc": "The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent.\n\nA saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).",
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