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"url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_class-features/?format=api",
"name": "Class Features",
"desc": "When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",
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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": "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": "Speed",
"desc": "Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\").",
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"name": "Casting in Armor",
"desc": "Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.",
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"name": "Sample Traps",
"desc": "The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.",
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"name": "Contents",
"desc": "Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal---for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.\n\nBoth participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest.\nThat character or monster either succeeds at the action or prevents the other one from succeeding.\n\nIf the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.",
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"name": "Dodge",
"desc": "When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.",
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"name": "Getting Into and Out of Armor",
"desc": "The time it takes to don or doff armor depends on the armor's category.\n\n**_Don._** This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.\n\n**_Doff._** This is the time it takes to take off armor. If you have help, reduce this time by half.\n\n**Donning and Doffing Armor (table)**\n\n| Category | Don | Doff |\n|--------------|------------|-----------|\n| Light Armor | 1 minute | 1 minute |\n| Medium Armor | 5 minutes | 1 minute |\n| Heavy Armor | 10 minutes | 5 minutes |\n| Shield | 1 action | 1 action |",
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"name": "Rnged Attacks",
"desc": "When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",
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"name": "Customizing a Background",
"desc": "You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one.",
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"name": "Recuperating",
"desc": "You can use downtime between adventures to recover from a debilitating injury, disease, or poison.\n\nAfter three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:\n\n- End one effect on you that prevents you from regaining hit points.\n- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.",
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"name": "Reactions",
"desc": "Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack <srd:opportunity-attacks> is the most common type of reaction.\n\nWhen you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.",
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"name": "Damage Types",
"desc": "Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.\n\nThe damage types follow, with examples to help a GM assign a damage type to a new effect.\n\n**Acid.** The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.\n\n**Bludgeoning.** Blunt force attacks---hammers, falling, constriction, and the like---deal bludgeoning damage.\n\n**Cold.** The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.\n\n**Fire.** Red dragons breathe fire, and many spells conjure flames to deal fire damage.\n\n**Force.** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including _magic missile_ and _spiritual weapon_.\n\n**Lightning.** A _lightning bolt_ spell and a blue dragon's breath deal lightning damage.\n\n**Necrotic.** Necrotic damage, dealt by certain undead and a spell such as _chill touch_, withers matter and even the soul.\n\n**Piercing.** Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.\n\n**Poison.** Venomous stings and the toxic gas of a green dragon's breath deal poison damage.\n\n**Psychic.** Mental abilities such as a mind flayer's psionic blast deal psychic damage.\n\n**Radiant.** Radiant damage, dealt by a cleric's _flame strike_ spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.\n\n**Slashing.** Swords, axes, and monsters' claws deal slashing damage.\n\n**Thunder.** A concussive burst of sound, such as the effect of the srd:thunderwave spell, deals thunder damage.",
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"name": "Blindsight",
"desc": "Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature withdarkvision can see in darkness as if the darkness were dim light, soareas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.",
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"name": "Spellcasting Services",
"desc": "People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.\n\nHiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.",
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"name": "Activating an Item",
"desc": "Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.\n\nIf an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.",
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"name": "Armor Class",
"desc": "A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.",
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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": "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": "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": "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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"url": "https://api-beta.open5e.com/v2/rules/srd_race_size/?format=api",
"name": "Size",
"desc": "Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in \"Equipment.\"",
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"name": "Casting a Spell at a Higher Level",
"desc": "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts _magic missile_ using one of her 2nd-level slots, that _magic missile_ is 2nd level. Effectively, the spell expands to fill the slot it is put into.\n\nSome spells, such as _magic missile_ and _cure wounds_, have more powerful effects when cast at a higher level, as detailed in a spell's description.",
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"name": "Complex Traps",
"desc": "Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.\n\nWhen a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.\n\nFor example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.",
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"name": "Ability Checks",
"desc": "An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.\n\nFor every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.\n\nThe more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.\n\nTo make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success---the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.",
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"name": "Disengage",
"desc": "If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.",
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"name": "Armor Table",
"desc": "| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |\n|--------------------|----------|---------------------------|----------|--------------|--------|\n| **_Light Armor_** | | | | | |\n| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. |\n| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. |\n| Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. |\n| **_Medium Armor_** | | | | | |\n| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. |\n| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. |\n| Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. |\n| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. |\n| Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. |\n| **_Heavy Armor_** | | | | | |\n| Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. |\n| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |\n| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |\n| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |\n| **_Shield_** | | | | | |\n| Shield | 10 gp | +2 | - | - | 6 lb. |",
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"name": "Unseen Attackers and Targets",
"desc": "Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.\n\nWhen you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly.\n\nWhen a creature can't see you, you have advantage on attack rolls against it. If you are hidden---both unseen and unheard---when you make an attack, you give away your location when the attack hits or misses.",
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"name": "Suggested Characteristics",
"desc": "A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.",
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"name": "Practicing a Profession",
"desc": "You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.\n\nIf you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.\n\nIf you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.",
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"name": "Other Actions on Your Turn",
"desc": "Your turn can include a variety of flourishes that require neither your action nor your move.\n\nYou can communicate however you are able, through brief utterances and gestures, as you take your turn.\n\nYou can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.\n\nIf you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.\n\nThe GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",
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"name": "Blindsight",
"desc": "A creature with blindsight can perceive its surroundings without relyingon sight, within a specific radius. Creatures without eyes, such asoozes, and creatures with echolocation or heightened senses, such asbats and true dragons, have this sense.",
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"name": "Services",
"desc": "Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.\n\nSome of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.\n\nOther hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.\n\nSkilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.\n\n**Services (table)**\n\n| Service Pay | Pay |\n|-------------------|---------------|\n| **_Coach cab_** | |\n| - Between towns | 3 cp per mile |\n| - Within a city | 1 cp |\n| **_Hireling_** | |\n| - Skilled | 2 gp per day |\n| - Untrained | 2 sp per day |\n| Messenger | 2 cp per mile |\n| Road or gate toll | 1 cp |\n| Ship's passage | 1 sp per mile |",
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"name": "Paired Items",
"desc": "Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.",
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"name": "Alignment",
"desc": "A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the *Player’s Handbook* for descriptions of the different alignments.\n\nThe alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you.\n\nSome creatures can have **any alignment**. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.\n\nMany creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they don’t have an alignment.",
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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.",
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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": "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": "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": "Transistive Planes",
"desc": "The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as _etherealness_ and _astral projection_ allow characters to enter these planes and traverse them to reach the planes beyond.\n\nThe **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the _see invisibility_ and _true seeing_ spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as _forcecage_ and _wall of force_. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.\n\nThe **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.",
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"name": "Alignment",
"desc": "Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.",
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"name": "Spell Slots",
"desc": "Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.\n\nWhen a character casts a spell, he or she expends a slot of that spell's level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts _magic missile_, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.\n\nFinishing a long rest restores any expended spell slots.\n\nSome characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.",
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"name": "Trap Effects",
"desc": "The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.\n\nThe attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.\n\nA trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.\n\n**Trap Save DCs and Attack Bonuses (table)**\n| Trap Danger | Save DC | Attack Bonus |\n|-------------|---------|--------------|\n| Setback | 10-11 | +3 to +5 |\n| Dangerous | 12-15 | +6 to +8 |\n| Deadly | 16-20 | +9 to +12 |\n\n**Damage Severity by Level (table)**\n| Character Level | Setback | Dangerous | Deadly |\n|-----------------|---------|-----------|--------|\n| 1st-4th | 1d10 | 2d10 | 4d10 |\n| 5th-10th | 2d10 | 4d10 | 10d10 |\n| 11th-16th | 4d10 | 10d10 | 18d10 |\n| 17th-20th | 10d10 | 18d10 | 24d10 |",
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"name": "Special Weapons",
"desc": "Weapons with special rules are described here.\n\n**_Lance._** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.\n\n**_Net._** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.\n\nWhen you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.",
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"name": "Weapons Table",
"desc": "| Name | Cost | Damage | Weight | Properties |\n|------------------------------|-------|-----------------|---------|--------------------------------------------------------|\n| **_Simple Melee Weapons_** | | | | |\n| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |\n| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |\n| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |\n| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |\n| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |\n| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |\n| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - |\n| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |\n| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |\n| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |\n| **_Simple Ranged Weapons_** | | | | |\n| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |\n| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |\n| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |\n| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |\n| **_Martial Melee Weapons_** | | | | |\n| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |\n| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - |\n| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |\n| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |\n| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |\n| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |\n| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |\n| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |\n| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |\n| Morningstar | 15 gp | 1d8 piercing | 4 lb. | - |\n| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |\n| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |\n| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |\n| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |\n| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |\n| War pick | 5 gp | 1d8 piercing | 2 lb. | - |\n| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |\n| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |\n| **_Martial Ranged Weapons_** | | | | |\n| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |\n| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |\n| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |\n| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |\n| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) |",
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"name": "Proficiency Bonus",
"desc": "Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.\n\nYour proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.\n\nOccasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.\n\nBy the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.\n\nIn general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_dash/?format=api",
"name": "Dash",
"desc": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.\n\nAny increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_armor_heavy-armor/?format=api",
"name": "Heavy Armor",
"desc": "Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.\n\nHeavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.\n\n**_Ring Mail._** This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.\n\n**_Chain Mail._** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.\n\n**_Splint._** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.\n\n**_Plate._** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_attacking_rolling-1-or-20/?format=api",
"name": "Rolling 1 or 20",
"desc": "Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.\n\n> **Sage Advice**\n\n> Spell attacks can score critical hits, just like any other attack.\n\n> \n\n> Source: [Sage Advice > Compendium](http://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf)\n\nIf the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit.\n\nIf the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.",
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"initialHeaderLevel": 3,
"document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
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]
}