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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_silvered-weapons/?format=api",
            "name": "Silvered Weapons",
            "desc": "Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_weapons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_d20-tests_attack-rolls/?format=api",
            "name": "Attack Rolls",
            "desc": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition.\n\n## Ability Modifier\n\nThe Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls.\n\nTable: Attack Roll Abilities\n\n|Ability|Attack Type|\n|---|---|\n|Strength|Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)|\n|Dexterity|Ranged attack with a weapon|\n|Varies|Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)|\n\nSome features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property.\n\n## Proficiency Bonus\n\nYou add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies.\n\n## Armor Class\n\nA creature’s Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block.\n\n**Calculating AC.** All creatures start with the same base AC calculation:\n\nA creature’s AC can then be modified by armor, magic items, spells, and more.\n\n**Only One Base AC.** Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature.\n\nRolling 20 or 1\n\nIf you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”).\n\nIf you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misses regardless of any modifiers or the target’s AC.",
            "index": 3,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_saving-throw-proficiencies/?format=api",
            "name": "Saving Throw Proficiencies",
            "desc": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks.\n\nEach class gives proficiency in at least two saving throws, representing that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.",
            "index": 3,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_hiding/?format=api",
            "name": "Hiding",
            "desc": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_exploration/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_interacting-with-objects/?format=api",
            "name": "Interacting with Objects",
            "desc": "Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections.\n\n## What Is an Object?\n\nFor the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects.\n\n## Time-Limited Object Interactions\n\nWhen time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize action, as explained in “Combat” later in “Playing the Game.”\n\n## Finding Hidden Objects\n\nWhen your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both.\n\nIf you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total.\n\n## Carrying Objects\n\nYou can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in “Rules Glossary.”\n\n## Breaking Objects\n\nAs an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_movement-and-position/?format=api",
            "name": "Movement and Position",
            "desc": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.\n\nYour movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move.\n\nHowever you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.\n\nA character’s Speed is determined during character creation. A monster’s Speed is noted in the monster’s stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.\n\n## Difficult Terrain\n\nCombatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain.\n\nEvery foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain.\n\n## Breaking Up Your Move\n\nYou can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.\n\n## Dropping Prone\n\nOn your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0.\n\n## Creature Size\n\nA creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively.\n\nA character’s size is determined by species, and a monster’s size is specified in the monster’s stat block.\n\nTable: Creature Size and Space\n\n|Size|Space (Feet)|Space (Squares)|\n|---|---|---|\n|Tiny|2½ by 2½ feet|4 per square|\n|Small|5 by 5 feet|1 square|\n|Medium|5 by 5 feet|1 square|\n|Large|10 by 10 feet|4 squares (2 by 2)|\n|Huge|15 by 15 feet|9 squares (3 by 3)|\n|Gargantuan|20 by 20 feet|16 squares (4 by 4)|\n\n## Moving around Other Creatures\n\nDuring your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you.\n\nAnother creature’s space is Difficult Terrain for you unless that creature is Tiny or your ally.\n\nYou can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see “Rules Glossary”) unless you are Tiny or are of a larger size than the other creature.",
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            "name": "Damage Rolls",
            "desc": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there’s a penalty to the damage, it’s possible to deal 0 damage but not negative damage.\n\nWhen attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don’t add your ability modifier to a fixed damage amount that doesn’t use a roll, such as the damage of a Blowgun. See “Equipment” for weapons’ damage dice and “Spells” for spells’ damage dice.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_ability-scores/?format=api",
            "name": "Step 3: Ability Scores",
            "desc": "To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means.\n\n### Generate Your Scores\n\nDetermine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one.\n\n**Standard Array.** Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8.\n\n**Random Generation.** Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers.\n\n**Point Cost.** You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points.\n\n| Score | Cost | Score | Cost |\n|---|---|---|---|\n| 8| 0| 12| 4|\n| 9| 1| 13| 5|\n| 10| 2| 14| 7|\n| 11| 3| 15| 9|\n\n### Assign Ability Scores\n\nOnce you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well.\n\nIf you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores.\n\n| Class | Str. | Dex. | Con. | Int. | Wis. | Cha. |\n|---|---|---|---|---|---|---|\n| Barbarian | 15| 13| 14| 10| 12| 8|\n| Bard| 8| 14| 12| 13| 10| 15|\n| Cleric| 14| 8| 13| 10| 15| 12|\n| Druid| 8| 12| 14| 13| 15| 10|\n| Fighter| 15| 14| 13| 8| 10| 12|\n| Monk| 12| 15| 13| 10| 14| 8|\n| Paladin| 15| 10| 13| 8| 12| 14|\n| Ranger| 12| 15| 13| 8| 14| 10|\n| Rogue| 12| 15| 13| 14| 10| 8|\n| Sorcerer| 10| 13| 14| 8| 12| 15|\n| Warlock| 8| 14| 13| 12| 10| 15|\n| Wizard| 8| 12| 13| 15| 14| 10|\n\n### Adjust Ability Scores\n\nAfter assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20.\n\nSome players like to increase their class's primary ability, while others prefer to increase a low score.\n\n### Determine Ability Modifiers\n\nFinally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores.\n\n| Score | Modifier | Score | Modifier |\n|---|---|---|---|\n| 3| −4| 12–13 | +1|\n| 4–5| −3| 14–15| +2|\n| 6–7| −2| 16–17 | +3|\n| 8–9| −1| 18–19 | +4|\n| 10–11| +0| 20| +5|",
            "index": 3,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_multiclassing_hit-points/?format=api",
            "name": "Hit Points and Hit Point Dice",
            "desc": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1.\n\nAdd together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_advantage-and-disadvantage/?format=api",
            "name": "Advantage and Disadvantage",
            "desc": "Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll.\nWhen that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.\n\nIf multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20.\nIf two favorable situations grant advantage, for example, you still roll only one additional d20.\n\nIf circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.\n\nWhen you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.\n\nYou usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_cast-a-spell/?format=api",
            "name": "Cast a Spell",
            "desc": "Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.",
            "index": 2,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_armor_medium-armor/?format=api",
            "name": "Medium Armor",
            "desc": "Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.\n\n**_Hide._** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.\n\n**_Chain Shirt._** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.\n\n**_Scale Mail._** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.\n\n**_Breastplate._** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.\n\n**_Half Plate._** Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.",
            "index": 2,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_attack-modifiers/?format=api",
            "name": "Modifiers to the Roll",
            "desc": "When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.\n\n**Ability Modifier.** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.\n\nSome spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.\n\n**Proficiency Bonus.** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_languages/?format=api",
            "name": "Languages",
            "desc": "Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.",
            "index": 2,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_downtime-activities/?format=api",
            "name": "Downtime Activities",
            "desc": "Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.\n\n Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.",
            "index": 2,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_combat-sequence_your-turn/?format=api",
            "name": "Your Turn",
            "desc": "On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed---sometimes called your walking speed---is noted on your character sheet.\n\nThe most common actions you can take are described in srd:actions-in-combat. Many class features and other abilities provide additional options for your action.\n\nsrd:movement-and-position gives the rules for your move.\n\nYou can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in srd:actions-in-combat.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_damage-rolls/?format=api",
            "name": "Damage Rolls",
            "desc": "Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_diseases_cackle-fever/?format=api",
            "name": "Cackle Fever",
            "desc": "This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”\n\nSymptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.\n\nAny event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.\n\nAny humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.\n\nAt the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_suffocating/?format=api",
            "name": "Suffocating",
            "desc": "A creature can hold its breath for a number of minutes equal to 1 + itsConstitution modifier (minimum of 30 seconds).\nWhen a creature runs out of breath or is choking, it can survive for anumber of rounds equal to its Constitution modifier (minimum of 1round). At the start of its next turn, it drops to 0 hit points and isdying, and it can't regain hit points or be stabilized until it canbreathe again.\nFor example, a creature with a Constitution of 14 can hold its breathfor 3 minutes. If it starts suffocating, it has 2 rounds to reach airbefore it drops to 0 hit points.",
            "index": 2,
            "initialHeaderLevel": 2,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_environment/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_self-sufficiency/?format=api",
            "name": "Self-Sufficiency",
            "desc": "> The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.\n>\n> Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.",
            "index": 2,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_expenses/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_madness_madness-effects/?format=api",
            "name": "Madness Effects",
            "desc": "Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.\n\nA character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.\n\nA character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.\n\nA character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.\n\n**Short-Term Madness (table)**\n| d100   | Effect (lasts 1d10 minutes)                                                                                                  |\n|--------|------------------------------------------------------------------------------------------------------------------------------|\n| 01-20  | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.        |\n| 21-30  | The character becomes incapacitated and spends the duration screaming, laughing, or weeping.                                 |\n| 31-40  | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |\n| 41-50  | The character begins babbling and is incapable of normal speech or spellcasting.                                             |\n| 51-60  | The character must use his or her action each round to attack the nearest creature.                                          |\n| 61-70  | The character experiences vivid hallucinations and has disadvantage on ability checks.                                       |\n| 71-75  | The character does whatever anyone tells him or her to do that isn't obviously self- destructive.                            |\n| 76-80  | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.                       |\n| 81-90  | The character is stunned.                                                                                                    |\n| 91-100 | The character falls unconscious.                                                                                             |\n\n**Long-Term Madness (table)**\n| d100   | Effect (lasts 1d10 × 10 hours)                                                                                                                                                                                                       |\n|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-10  | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.                                                                                       |\n| 11-20  | The character experiences vivid hallucinations and has disadvantage on ability checks.                                                                                                                                               |\n| 21-30  | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.                                                                                                                                |\n| 31-40  | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.                                                                      |\n| 41-45  | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.                                                                                                          |\n| 46-55  | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.                                           |\n| 56-65  | The character is blinded (25%) or deafened (75%).                                                                                                                                                                                    |\n| 66-75  | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.                                                           |\n| 76-85  | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |\n| 86-90  | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.            |\n| 91-95  | The character loses the ability to speak.                                                                                                                                                                                            |\n| 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character.                                                                                                                                             |\n\n**Indefinite Madness (table)**\n| d100   | Flaw (lasts until cured)                                                                                                                 |\n|--------|------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-15  | “Being drunk keeps me sane.”                                                                                                             |\n| 16-25  | “I keep whatever I find.”                                                                                                                |\n| 26-30  | “I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name.”                                |\n| 31-35  | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.”                                                  |\n| 36-45  | “Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.”                                   |\n| 46-50  | “I find it hard to care about anything that goes on around me.”                                                                          |\n| 51-55  | “I don't like the way people judge me all the time.”                                                                                     |\n| 56-70  | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”                                                       |\n| 71-80  | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.” |\n| 81-85  | “There's only one person I can trust. And only I can see this special friend.”                                                           |\n| 86-95  | “I can't take anything seriously. The more serious the situation, the funnier I find it.”                                                |\n| 96-100 | “I've discovered that I really like killing people.”                                                                                     |\n## Curing Madness\n\nA _calm emotions_ spell can suppress the effects of madness, while a _lesser restoration_ spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, _remove curse_ or _dispel evil_ might also prove effective. A _greater restoration_ spell or more powerful magic is required to rid a character of indefinite madness.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_wearing-and-wielding/?format=api",
            "name": "Wearing and Wielding Items",
            "desc": "Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.\n\nIn most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.\n\nWhen a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_modifying-creatures/?format=api",
            "name": "Modifying Creatures",
            "desc": "Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.",
            "index": 2,
            "initialHeaderLevel": 4,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_type/?format=api",
            "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.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_mounted-combat_controlling-a-mount/?format=api",
            "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_mounts-and-vehicles_tack-harness-land-vehicles/?format=api",
            "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. |",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_travel-pace/?format=api",
            "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.",
            "index": 2,
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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.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_objects_huge-and-gargantuan-objects/?format=api",
            "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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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_celtic-deities/?format=api",
            "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                    |",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_beyond-the-material/?format=api",
            "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.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_ability-score-increases/?format=api",
            "name": "Ability Score Increases",
            "desc": "Every race increases one or more of a character’s ability scores.",
            "index": 2,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_spell-level/?format=api",
            "name": "Spell Level",
            "desc": "Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) _magic missile_ at 1st level and the earth-shaking _wish_ at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.\n\nSpell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_triggering-a-trap/?format=api",
            "name": "Triggering a Trap",
            "desc": "Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the _glyph of warding_ spell) have more complicated trigger conditions, including a password that prevents the trap from activating.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_weapon-properties/?format=api",
            "name": "Weapon Properties",
            "desc": "Many weapons have special properties related to their use, as shown in the Weapons table.\n\n**_Ammunition._** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.\n\n**_Finesse._** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\n**_Heavy._** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. \n\n**_Light_**. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\n\n**_Loading._** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\n\n**_Range._** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\n\n**_Reach._** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\n\n**_Special._** A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see “Special Weapons” later in this section).\n\n**_Thrown._** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\n\n**_Two-Handed._** This weapon requires two hands when you attack with it.\n\n**_Versatile._** This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_the-six-abilities_ability-modifiers/?format=api",
            "name": "Ability Modifiers",
            "desc": "Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in “D20 Tests”). An ability modifier is derived from its score, as shown in the Ability Modifiers table.\n\n> **Round Down**\n> Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.\n\n|Score|Modifier|\n|---|---|\n|1|−5|\n|2–3|−4|\n|4–5|−3|\n|6–7|−2|\n|8–9|−1|\n|10–11|+0|\n|12–13|+1|\n|14–15|+2|\n|16–17|+3|\n|18–19|+4|\n|20–21|+5|\n|22–23|+6|\n|24–25|+7|\n|26–27|+8|\n|28–29|+9|\n|30|+10|",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_the-six-abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_d20-tests_saving-throw/?format=api",
            "name": "Saving Throws",
            "desc": "A saving throw—also called a save—represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it.\n\nIf you don’t want to resist the effect, you can choose to fail the save without rolling.\n\n## Ability Modifier\n\nSaving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table.\n\nTable: Saving Throw Examples\n\n|Ability|Make a Save To …|\n|---|---|\n|Strength|Physically resist direct force|\n|Dexterity|Dodge out of harm’s way|\n|Constitution|Endure a toxic hazard|\n|Intelligence|Recognize an illusion as fake|\n|Wisdom|Resist a mental assault|\n|Charisma|Assert your identity|\n\n## Proficiency Bonus\n\nYou add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”\n\n## Difficulty Class\n\nThe Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster’s spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_d20-tests/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_skill-proficiencies/?format=api",
            "name": "Skill Proficiencies",
            "desc": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation.\n\nIf a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving that skill but doesn’t add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus.\n\nTable: Skills\n\n|Skill|Ability|Example Uses|\n|---|---|---|\n|Acrobatics|Dexterity|Stay on your feet in a tricky situation, or perform an acrobatic stunt.|\n|Animal Handling|Wisdom|Calm or train an animal, or get an animal to behave in a certain way.|\n|Arcana|Intelligence|Recall lore about spells, magic items, and the planes of existence.|\n|Athletics|Strength|Jump farther than normal, stay afloat in rough water, or break something.|\n|Deception|Charisma|Tell a convincing lie, or wear a disguise convincingly.|\n|History|Intelligence|Recall lore about historical events, people, nations, and cultures.|\n|Insight|Wisdom|Discern a person’s mood and intentions.|\n|Intimidation|Charisma|Awe or threaten someone into doing what you want.|\n|Investigation|Intelligence|Find obscure information in books, or deduce how something works.|\n|Medicine|Wisdom|Diagnose an illness, or determine what killed the recently slain.|\n|Nature|Intelligence|Recall lore about terrain, plants, animals, and weather.|\n|Perception|Wisdom|Using a combination of senses, notice something that’s easy to miss.|\n|Performance|Charisma|Act, tell a story, perform music, or dance.|\n|Persuasion|Charisma|Honestly and graciously convince someone of something.|\n|Religion|Intelligence|Recall lore about gods, religious rituals, and holy symbols.|\n|Sleight of Hand|Dexterity|Pick a pocket, conceal a handheld object, or perform legerdemain.|\n|Stealth|Dexterity|Escape notice by moving quietly and hiding behind things.|\n|Survival|Wisdom|Follow tracks, forage, find a trail, or avoid natural hazards.|\n\n## Skill Lists\n\nThe skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to.\n\n## Determining Skills\n\nA character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in its stat block.",
            "index": 2,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_proficiency/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_social-interaction_ability-checks/?format=api",
            "name": "Ability Checks",
            "desc": "Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC’s response to you. In such situations, the GM will typically ask you to take the Influence action.\n\nPay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_social-interaction/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_vision-and-light/?format=api",
            "name": "Vision and Light",
            "desc": "Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells are affected by sight, so effects that obscure vision can hinder you, as explained below.\n\n## Obscured Areas\n\nAn area might be Lightly or Heavily Obscured. In a Lightly Obscured area—such as an area with Dim Light, patchy fog, or moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight.\n\nA Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there.\n\n## Light\n\nThe presence or absence of light determines the category of illumination in an area, as defined below.\n\n**Bright Light.** Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.\n\n**Dim Light.** Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light.\n\n**Darkness.** Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness.\n\n## Special Senses\n\nSome creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses:\n\n* Blindsight\n* Darkvision\n* Tremorsense\n* Truesight",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_playing-on-a-grid/?format=api",
            "name": "Playing on a Grid",
            "desc": "If you play using a square grid and miniatures or other tokens, follow these rules.\n\n**Squares.** Each square represents 5 feet.\n\n**Speed.** Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.\n\n**Entering a Square.** To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.\n\n**Corners.** Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.\n\n**Ranges.** To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_resting/?format=api",
            "name": "Resting",
            "desc": "Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests.",
            "index": 2,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_character-origin/?format=api",
            "name": "Step 2: Character Origin",
            "desc": "Determining your character's origin involves choosing a background, a species, and two languages.\n\nA character's background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days.\n\n### Choose a Background\n\nChoose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options.\n\nThe background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there.\n\n| Ability | Background |\n|---|---|\n| Strength | Soldier |\n| Dexterity | Soldier |\n| Constitution | Soldier |\n| Intelligence | Acolyte |\n| Wisdom | Acolyte |\n| Charisma | Acolyte |\n\n**Record Your Feat.** A background gives you a feat, which grants your character particular capabilities. Feats are detailed in \"Feats.\" Write the feat on your character sheet.\n\n**Note Proficiencies.** Your background gives proficiency in two skills and with one tool. Record this information on your character sheet.\n\nYour class also gives proficiencies. Check your class description in \"Classes\" and note the proficiencies on your character sheet.\n\nThe features table in your class description shows your Proficiency Bonus (described in \"Playing the Game\"), which is +2 for a level 1 character. Note this number on your character sheet. You'll fill in other numbers connected to these proficiencies in step 5.\n\n### Choose Starting Equipment\n\nYour background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\"\n\nRecord your chosen equipment on your character sheet. Equipment is described in \"Equipment\", but for now you can just write it all down and look up the specifics in \"Equipment\" later. Note any coins you have left after purchasing your equipment.\n\n### Choose a Species\n\nChoose a species for your character. The following species options are detailed in \"Character Origins\": Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you've chosen a species, write it on your character sheet. Then record your species' traits.\n\nYour character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).\n\n### Imagine Your Past and Present\n\nLet your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your character:\n\n- Who raised you?\n- Who was your dearest childhood friend?\n- Did you grow up with a pet?\n- Have you fallen in love? If so, with whom?\n- Did you join an organization, such as a guild or religion? If so, are you still a member of it?\n- What elements of your past inspire you to go on adventures now?\n\n### Choose Languages\n\nYour character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.\n\nThe Standard Languages table lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely.\n\n| 1d12| Language|\n|---|---|\n| — | Common |\n| 1 | Common Sign Language |\n| 2 | Draconic |\n| 3–4 | Dwarvish |\n| 5–6 | Elvish|\n| 7 |Giant|\n|8|Gnomish|\n|9|Goblin|\n|10–11|Halfling|\n|12|Orc|\n\nThe Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language.\n\n| Language| Language|\n|---|---|\n| Abyssal| Primordial*|\n| Celestial| Sylvan|\n| Deep Speech | Thieves' Cant |\n| Druidic | Undercommon |\n| Infernal| |\n\n (Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.)",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_multiclassing_experience-points/?format=api",
            "name": "Experience Points",
            "desc": "The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in \"Character Creation.\" For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_ability-scores-and-modifiers/?format=api",
            "name": "Ability Scores and Modifiers",
            "desc": "Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.\n\nA score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.\n\nEach ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.\n\n  To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).\n\n Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",
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        },
        {
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            "name": "Attack",
            "desc": "The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.\n\nWith this action, you make one melee or ranged attack. See the Making an Attack section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_alignment_alignment-in-the-multiverse/?format=api",
            "name": "Alignment in the Multiverse",
            "desc": "For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.\n\nThe evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.)\n\nAlignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.\n\nMost creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.",
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            "name": "Light Armor",
            "desc": "Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.\n\n**_Padded._** Padded armor consists of quilted layers of cloth and batting.\n\n**_Leather._** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.\n\n**_Studded Leather._** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_attack-rolls/?format=api",
            "name": "Attack Rolls",
            "desc": "When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_proficiencies/?format=api",
            "name": "Proficiencies",
            "desc": "Each background gives a character proficiency in two skills (described in “Using Ability Scores”).\n\nIn addition, most backgrounds give a character proficiency with one or more tools (detailed in “Equipment”).\n\nIf a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.",
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