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"name": "Proficiency Bonus by Challenge Rating",
"desc": "| Challenge | Proficiency Bonus |\n|---------------|--------------------------|\n| 0 | +2 |\n| ⅛ | +2 |\n| ¼ | +2 |\n| ½ |+2 |\n| 1 | +2 |\n| 2 | +2 |\n| 3 | +2 |\n| 4 | +2 |\n| 5 | +3 |\n| 6 | +3 |\n| 7 | +3 |\n| 8 | +3 |\n| 9 | +4 |\n| 10 | +4 |\n| 11 | +4 |\n| 12 | +4 |\n| 13 | +5 |\n| 14 | +5 |\n| 15 | +5 |\n| 16 | +5 |\n| 17 | +6 |\n| 18 | +6 |\n| 19 | +6 |\n| 20 | +6 |\n| 21 | +7 |\n| 22 | +7 |\n| 23 | +7 |\n| 24 | +7 |\n| 25 | +8 |\n| 26 | +8 |\n| 27 | +8 |\n| 28 | +8 |\n| 29 | +9 |\n| 30 | +9 |\n\n",
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"url": "https://api-beta.open5e.com/v2/rules/srd_abilities_proficiency-bonus/?format=api",
"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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"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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"name": "Proficiencies",
"desc": "When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.\n\n**Multiclassing Proficiencies (table)**\n\n| Class | Proficiencies Gained |\n|-----------|------------------------------------------------------------------------------------------------------------|\n| Barbarian | Shields, simple weapons, martial weapons |\n| Bard | Light armor, one skill of your choice, one musical instrument of your choice |\n| Cleric | Light armor, medium armor, shields |\n| Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) |\n| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |\n| Monk | Simple weapons, shortswords |\n| Paladin | Light armor, medium armor, shields, simple weapons, martial weapons |\n| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list |\n| Rogue | Light armor, one skill from the class's skill list, thieves' tools |\n| Sorcerer | - |\n| Warlock | Light armor, simple weapons |\n| Wizard | - |",
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"name": "Prerequisites",
"desc": "To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.\n\n**Multiclassing Prerequisites (table)**\n\n| Class | Ability Score Minimum |\n|-----------|-----------------------------|\n| Barbarian | Strength 13 |\n| Bard | Charisma 13 |\n| Cleric | Wisdom 13 |\n| Druid | Wisdom 13 |\n| Fighter | Strength 13 or Dexterity 13 |\n| Monk | Dexterity 13 and Wisdom 13 |\n| Paladin | Strength 13 and Charisma 13 |\n| Ranger | Dexterity 13 and Wisdom 13 |\n| Rogue | Dexterity 13 |\n| Sorcerer | Charisma 13 |\n| Warlock | Charisma 13 |\n| Wizard | Intelligence 13 |",
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"name": "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": "Poison Needle",
"desc": "_Mechanical trap_\n\nA poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.\n\nWhen the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11\n\n(2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.\n\nA successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.",
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"name": "Poison Darts",
"desc": "_Mechanical trap_\n\nWhen a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.\n\nThe tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8\n\nbonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.",
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"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.",
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{
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"name": "Planar Travel",
"desc": "When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.\n\nTravel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.\n\n**_Spells._** A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.\n\n**_Portals._** A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).",
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"name": "Pits",
"desc": "_Mechanical trap_\n\nFour basic pit traps are presented here.\n\n**_Simple Pit_**. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.\n\nThe DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).\n\n**_Hidden Pit_**. This pit has a cover constructed from material identical to the floor around it.\n\nA successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.\n\nWhen a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.\n\nOnce the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the _arcane lock_ spell or similar magic.\n\n**_Locking Pit_**. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.\n\nA successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.\n\n**_Spiked Pit_**. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.",
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"name": "Passive Checks",
"desc": "A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.\n\nHere's how to determine a character's total for a passive check: > 10 + all modifiers that normally apply to the check If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**.\n\nFor example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.\n\nThe rules on hiding in the Dexterity section below rely on passive checks, as do the exploration rules.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_paired-items/?format=api",
"name": "Paired Items",
"desc": "Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_planes_outer-planes/?format=api",
"name": "Outer Planes",
"desc": "If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.\n\nWhen discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.\n\nEven in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.\n\nDistance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.\n\nThe most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.\n\nThe planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.",
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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": "Opportunity Attacks",
"desc": "In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.\n\nYou can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.\n\nYou can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_objects_objects-and-damage-types/?format=api",
"name": "Objects and Damage Types",
"desc": "Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_norse-deities/?format=api",
"name": "Norse Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|-------------------------------------------|-----------|-------------------|-----------------------------------|\n| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye |\n| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves |\n| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice |\n| Forseti, god of justice and law | N | Light | Head of a bearded man |\n| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword |\n| Freya, goddess of fertility and love | NG | Life | Falcon |\n| Frigga, goddess of birth and fertility | N | Life, Light | Cat |\n| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn |\n| Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side |\n| Hermod, god of luck | CN | Trickery | Winged scroll |\n| Loki, god of thieves and trickery | CE | Trickery | Flame |\n| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin |\n| Odur, god of light and the sun | CG | Light | Solar disk |\n| Sif, goddess of war | CG | War | Upraised sword |\n| Skadi, god of earth and mountains | N | Nature | Mountain peak |\n| Surtur, god of fire giants and war | LE | War | Flaming sword |\n| Thor, god of storms and thunder | CG | Tempest, War | Hammer |\n| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |\n| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |\n| Uller, god of hunting and winter | CN | Nature | Longbow |",
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"name": "Multiple Items of the Same Kind",
"desc": "Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.",
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"name": "Multiattack",
"desc": "A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack.",
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"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": "Mounts and Other Animals",
"desc": "| Item | Cost | Speed | Carrying Capacity |\n|----------------|--------|--------|-------------------|\n| Camel | 50 gp | 50 ft. | 480 lb. |\n| Donkey or mule | 8 gp | 40 ft. | 420 lb. |\n| Elephant | 200 gp | 40 ft. | 1,320 lb. |\n| Horse, draft | 50 gp | 40 ft. | 540 lb. |\n| Horse, riding | 75 gp | 60 ft. | 480 lb. |\n| Mastiff | 25 gp | 40 ft. | 195 lb. |\n| Pony | 30 gp | 40 ft. | 225 lb. |\n| Warhorse | 400 gp | 60 ft. | 540 lb. |",
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"name": "Mounting and Dismounting",
"desc": "Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.\n\nIf an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing srd:prone in a space within 5 feet of it. If you're knocked srd:prone while mounted, you must make the same saving throw.\n\nIf your mount is knocked srd:prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall srd:prone in a space within 5 feet it.",
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"name": "Mounted Combat",
"desc": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules.\n\n## Mounting and Dismounting\n\nDuring your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse.\n\n## Controlling a Mount\n\nYou can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training.\n\nThe Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.\n\nIn contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order and moves and acts as it likes.\n\n## Falling Off\n\nIf an effect is about to move your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount.\n\nWhile mounted, you must make the same save if you’re knocked Prone or the mount is.",
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"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.",
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"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.",
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"name": "Melee and Ranged Attacks",
"desc": "The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player’s Handbook*.\n\n***Creature vs. Target.*** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.\n\n***Hit.*** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the \"*Hit*\" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.\n\n***Miss.*** If an attack has an effect that occurs on a miss, that information is presented after the \"*Miss:*\" notation.",
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"name": "Melee Attacks",
"desc": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks.\n\n## Reach\n\nA creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions.\n\n## Opportunity Attacks\n\nCombatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack.\n\n**Avoiding Opportunity Attacks.** You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don’t provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach or if you fall past an enemy.\n\n**Making an Opportunity Attack.** You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach.",
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"name": "Melee Attacks",
"desc": "Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.\n\nMost creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.\n\nInstead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.",
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"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.",
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"name": "Marching Order",
"desc": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it.",
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"name": "Making an Attack",
"desc": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure:\n\n1. **Choose a Target.** Pick a target within your attack’s range: a creature, an object, or a location.\n2. **Determine Modifiers.** The GM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.\n3. **Resolve the Attack.** Make the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.",
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"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.",
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"name": "Longer Casting Times",
"desc": "Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.",
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"name": "Limited Usage",
"desc": "Some special abilities have restrictions on the number of times they can be used.\n\n***X/Day.*** The notation \"X/Day\" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, \"1/Day\" means a special ability can be used once and that the monster must finish a long rest to use it again.\n\n***Recharge X–Y.*** The notation \"Recharge X–Y\" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.\n\nFor example, \"Recharge 5–6\" means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.\n\n***Recharge after a Short or Long Rest.*** This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.",
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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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"name": "Lifestyle Expenses",
"desc": "Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.\n\nLiving a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.",
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"name": "Lifestyle Expenses",
"desc": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\n\nAt the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\n\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.\n\n**Lifestyle Expenses (table)**\n\n| Lifestyle | Price/Day |\n|--------------|---------------|\n| Wretched | - |\n| Squalid | 1 sp |\n| Poor | 2 sp |\n| Modest | 1 gp |\n| Comfortable | 2 gp |\n| Wealthy | 4 gp |\n| Aristocratic | 10 gp minimum |\n\n**_Wretched._** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.\n\n**_Squalid._** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.\n\n**_Poor._** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.\n\n**_Modest._** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.\n\n**_Comfortable._** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.\n\n**_Wealthy._** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.\n\n**_Aristocratic._** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_legendary-creatures-lair/?format=api",
"name": "Legendary Creature’s Lair",
"desc": "A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_legendary-creatures/?format=api",
"name": "Legendary Creature",
"desc": "A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around.\n\nIf a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_legendary-actions/?format=api",
"name": "Legendary Actions",
"desc": "A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.",
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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.",
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"initialHeaderLevel": 2,
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"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_backgrounds/?format=api"
},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_languages/?format=api",
"name": "Languages",
"desc": "The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A \"—\" indicates that a creature neither speaks nor understands any language.",
"index": 16,
"initialHeaderLevel": 2,
"document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_race_languages/?format=api",
"name": "Languages",
"desc": "By virtue of your race, your character can speak, read, and write certain languages.",
"index": 7,
"initialHeaderLevel": 3,
"document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_races/?format=api"
},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_lair-actions/?format=api",
"name": "Lair Actions",
"desc": "If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_known-and-prepared-spells/?format=api",
"name": "Known and Prepared Spells",
"desc": "Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.\n\nIn every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.",
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"initialHeaderLevel": 2,
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"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
},
{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_knocking-out-a-creature/?format=api",
"name": "Knocking out a Creature",
"desc": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check.",
"index": 10,
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"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_damage-and-healing/?format=api"
},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_movement_jumping/?format=api",
"name": "Jumping",
"desc": "Your Strength determines how far you can jump.\n\n**Long Jump.** When you make a long jump, you cover a number of feet upto your Strength score if you move at least 10 feet on foot immediatelybefore the jump. When you make a standing long jump, you can leap onlyhalf that distance. Either way, each foot you clear on the jump costs afoot of movement.\nThis rule assumes that the height of your jump doesn't matter, such as ajump across a stream or chasm. At your GM's option, you must succeed ona DC 10 Strength (Athletics) check to clear a low obstacle (no tallerthan a quarter of the jump's distance), such as a hedge or low wall.\nOtherwise, you hit it.\nWhen you land in difficult terrain, you must succeed on a DC 10Dexterity (Acrobatics) check to land on your feet. Otherwise, you landprone.\n\n**High Jump.** When you make a high jump, you leap into the air a numberof feet equal to 3 + your Strength modifier if you move at least 10 feeton foot immediately before the jump. When you make a standing high jump,you can jump only half that distance. Either way, each foot you clear onthe jump costs a foot of movement. In some circumstances, your GM mightallow you to make a Strength (Athletics) check to jump higher than younormally can.\nYou can extend your arms half your height above yourself during thejump. Thus, you can reach above you a distance equal to the height ofthe jump plus 1½ times your height.",
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},
{
"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_environment_interacting-with-objects/?format=api",
"name": "Interacting with Objects",
"desc": "A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or hercharacter is doing something, such as moving a lever, and the GM describes what, if anything, happens.\nFor example, a character might decide to pull a lever, which might, inturn, raise a portcullis, cause a room to flood with water, or open asecret door in a nearby wall. If the lever is rusted in position,though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.\nCharacters can also damage objects with their weapons and spells.\nObjects are immune to poison and psychic damage, but otherwise they canbe affected by physical and magical attacks much like creatures can. TheGM determines an object's Armor Class and hit points, and might decidethat certain objects have resistance or immunity to certain kinds ofattacks. (It's hard to cut a rope with a club, for example.) Objectsalways fail Strength and Dexterity saving throws, and they are immune toeffects that require other saves. When an object drops to 0 hit points,it breaks.\nA character can also attempt a Strength check to break an object. The GM sets the DC for any such check.",
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