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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                           |",
            "index": 8,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_multiple-items-of-same-kind/?format=api",
            "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.",
            "index": 3,
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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_monsters_multiattack/?format=api",
            "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.",
            "index": 27,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_mounts-and-vehicles_mounts/?format=api",
            "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.           |",
            "index": 1,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_mounted-combat_mounting-and-dismounting/?format=api",
            "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.",
            "index": 1,
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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.",
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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.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_melee-and-ranged-attacks/?format=api",
            "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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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_melee-attacks/?format=api",
            "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.",
            "index": 8,
            "initialHeaderLevel": 2,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?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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        },
        {
            "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.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_longer-casting-times/?format=api",
            "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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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_limited-usage/?format=api",
            "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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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_armor_light-armor/?format=api",
            "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_between-adventures_lifestyle-expenses/?format=api",
            "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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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_lifestyle-expenses/?format=api",
            "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.",
            "index": 35,
            "initialHeaderLevel": 3,
            "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_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.",
            "index": 33,
            "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_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.",
            "index": 34,
            "initialHeaderLevel": 3,
            "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_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,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "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.",
            "index": 36,
            "initialHeaderLevel": 3,
            "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_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.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?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.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_movement/?format=api"
        },
        {
            "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.",
            "index": 9,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_environment/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_intelligence/?format=api",
            "name": "Intelligence",
            "desc": "Intelligence measures mental acuity, accuracy of recall, and the ability to reason.\n\n## Intelligence Checks  \nAn Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.\n\n### Arcana\n\nYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.\n\n### History\n\nYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.\n\n### Investigation\n\nWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.\n\n### Nature\n\nYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.\n\n### Religion\n\nYour Intelligence (Religion) check  measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.\n\n### Other Intelligence Checks  \nThe GM might call for an Intelligence check when you try to accomplish tasks like the following:  - Communicate with a creature without using words - Estimate the value of a precious item - Pull together a disguise to pass as a city guard - Forge a document - Recall lore about a craft or trade - Win a game of skill\n\n## Spellcasting Ability\n\nWizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.",
            "index": 14,
            "initialHeaderLevel": 3,
            "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_planes_inner-planes/?format=api",
            "name": "Inner Planes",
            "desc": "The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes**-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.\n\nAt their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.",
            "index": 5,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_innate-spellcasting/?format=api",
            "name": "Innate Spellcasting",
            "desc": "A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating.\n\nAn innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage.\n\nA monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them.",
            "index": 22,
            "initialHeaderLevel": 3,
            "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_combat-sequence_initiative/?format=api",
            "name": "Initiative",
            "desc": "Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.\n\nThe GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.\n\nIf a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_combat-sequence/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_improvised-weapons/?format=api",
            "name": "Improvised Weapons",
            "desc": "Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.\n\nOften, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.\n\nAn object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.",
            "index": 3,
            "initialHeaderLevel": 2,
            "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_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.",
            "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_objects/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_hit-points-and-hit-dice/?format=api",
            "name": "Hit Points and Hit Dice",
            "desc": "You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.\n\nYou add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_proficiency-bonus/?format=api",
            "name": "Hit Points and Hit Dice",
            "desc": "Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.",
            "index": 4,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_hit-points/?format=api",
            "name": "Hit Points",
            "desc": "Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.\n\nA creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.\n\nWhenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.\n\n## Damage Rolls\n\nEach 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": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_hit-points/?format=api",
            "name": "Hit Points",
            "desc": "A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player’s Handbook*.\n\nA monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).\n\nA monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.",
            "index": 6,
            "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_monsters_hit-dice-by-size/?format=api",
            "name": "Hit Dice by Size",
            "desc": "| Monster Size | Hit Die | Average HP per Die |\n|-------------------|-----------|----------------------------|\n| Tiny | d4 | 2½ |\n| Small | d6 | 3½ |\n| Medium | d8 | 4½ |\n| Large | d10 | 5½ |\n| Huge | d12 | 6½ |\n| Gargantuan | d20 | 10½ |\n\nA monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).",
            "index": 7,
            "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_actions-in-combat_hide/?format=api",
            "name": "Hide",
            "desc": "When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in srd:unseen-attackers-and-targets.",
            "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_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_help/?format=api",
            "name": "Help",
            "desc": "You can lend your aid to another creature in the completion of a task.\n\nWhen you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.\n\nAlternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.",
            "index": 6,
            "initialHeaderLevel": 3,
            "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_heavy-armor/?format=api",
            "name": "Heavy Armor",
            "desc": "Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.\n\nHeavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.\n\n**_Ring Mail._** This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.\n\n**_Chain Mail._** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.\n\n**_Splint._** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.\n\n**_Plate._** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_armor/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_group-checks/?format=api",
            "name": "Group Checks",
            "desc": "When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.\n\nTo make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.\nOtherwise, the group fails.\n\nGroup checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.\n\nEvery task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",
            "index": 10,
            "initialHeaderLevel": 4,
            "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_pantheons_greek-deities/?format=api",
            "name": "Greek Deities",
            "desc": "| Deity                                      | Alignment | Suggested Domains      | Symbol                                |\n|--------------------------------------------|-----------|------------------------|---------------------------------------|\n| Zeus, god of the sky, ruler of the gods    | N         | Tempest                | Fist full of lightning bolts          |\n| Aphrodite, goddess of love and beauty      | CG        | Light                  | Sea shell                             |\n| Apollo, god of light, music, and healing   | CG        | Knowledge, Life, Light | Lyre                                  |\n| Ares, god of war and strife                | CE        | War                    | Spear                                 |\n| Artemis, goddess of hunting and childbirth | NG        | Life, Nature           | Bow and arrow on lunar disk           |\n| Athena, goddess of wisdom and civilization | LG        | Knowledge, War         | Owl                                   |\n| Demeter, goddess of agriculture            | NG        | Life                   | Mare's head                           |\n| Dionysus, god of mirth and wine            | CN        | Life                   | Thyrsus (staff tipped with pine cone) |\n| Hades, god of the underworld               | LE        | Death                  | Black ram                             |\n| Hecate, goddess of magic and the moon      | CE        | Knowledge, Trickery    | Setting moon                          |\n| Hephaestus, god of smithing and craft      | NG        | Knowledge              | Hammer and anvil                      |\n| Hera, goddess of marriage and intrigue     | CN        | Trickery               | Fan of peacock feathers               |\n| Hercules, god of strength and adventure    | CG        | Tempest, War           | Lion's head                           |\n| Hermes, god of travel and commerce         | CG        | Trickery               | Caduceus (winged staff and serpents)  |\n| Hestia, goddess of home and family         | NG        | Life                   | Hearth                                |\n| Nike, goddess of victory                   | LN        | War                    | Winged woman                          |\n| Pan, god of nature                         | CN        | Nature                 | Syrinx (pan pipes)                    |\n| Poseidon, god of the sea and earthquakes   | CN        | Tempest                | Trident                               |\n| Tyche, goddess of good fortune             | N         | Trickery               | Red pentagram                         |",
            "index": 4,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_pantheons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_grappling/?format=api",
            "name": "Grappling",
            "desc": "When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.\n\nThe target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the srd:grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).\n\n**Escaping a Grapple.** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.\n\n **Moving a Grappled Creature.** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.\n\n > **Contests in Combat**\n\n > Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.",
            "index": 11,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_grapple-rules/?format=api",
            "name": "Grapple Rules for Monsters",
            "desc": "Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.\n\nA creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.",
            "index": 31,
            "initialHeaderLevel": 3,
            "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_madness_going-mad/?format=api",
            "name": "Going Mad",
            "desc": "Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as _contact other plane_ and _symbol_, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells*.* Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.\n\nResisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_madness/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_armor_donning-and-doffing/?format=api",
            "name": "Getting Into and Out of Armor",
            "desc": "The time it takes to don or doff armor depends on the armor's category.\n\n**_Don._** This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.\n\n**_Doff._** This is the time it takes to take off armor. If you have help, reduce this time by half.\n\n**Donning and Doffing Armor (table)**\n\n| Category     | Don        | Doff      |\n|--------------|------------|-----------|\n| Light Armor  | 1 minute   | 1 minute  |\n| Medium Armor | 5 minutes  | 1 minute  |\n| Heavy Armor  | 10 minutes | 5 minutes |\n| Shield       | 1 action   | 1 action  |",
            "index": 5,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_armor/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_inspiration_gaining-inspiration/?format=api",
            "name": "Gaining Inspiration",
            "desc": "Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.\n\nYou either have inspiration or you don't - you can't stockpile multiple “inspirations” for later use.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_inspiration/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_food-drink-lodging/?format=api",
            "name": "Food, Drink, and Lodging",
            "desc": "The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.\n\n**Food, Drink, and Lodging (table)**\n\n| Item                     | Cost  |\n|--------------------------|-------|\n| **_Ale_**                |       |\n| - Gallon                 | 2 sp  |\n| - Mug                    | 4 cp  |\n| Banquet (per person)     | 10 gp |\n| Bread, loaf              | 2 cp  |\n| Cheese, hunk             | 1 sp  |\n| **_Inn stay (per day)_** |       |\n| - Squalid                | 7 cp  |\n| - Poor                   | 1 sp  |\n| - Modest                 | 5 sp  |\n| - Comfortable            | 8 sp  |\n| - Wealthy                | 2 gp  |\n| - Aristocratic           | 4 gp  |\n| **_Meals (per day)_**    |       |\n| - Squalid                | 3 cp  |\n| - Poor                   | 6 cp  |\n| - Modest                 | 3 sp  |\n| - Comfortable            | 5 sp  |\n| - Wealthy                | 8 sp  |\n| - Aristocratic           | 2 gp  |\n| Meat, chunk              | 3 sp  |\n| **_Wine_**               |       |\n| - Common (pitcher)       | 2 sp  |\n| - Fine (bottle)          | 10 gp |",
            "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_expenses/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_food-and-water/?format=api",
            "name": "Food and Water",
            "desc": "Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't beremoved until the character eats and drinks the full required amount.\n## Food\nA character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in aday counts as half a day without food.\n\nA character can go without food for a number of days equal to 3 + his orher Constitution modifier (minimum 1). At the end of each day beyondthat limit, a character automatically suffers one level of exhaustion.\n\nA normal day of eating resets the count of days without food to zero.## Water\n\nA character needs one gallon of water per day, or two gallons per day ifthe weather is hot. A character who drinks only half that much watermust succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to evenless water automatically suffers one level of exhaustion at the end of the day.\n\nIf the character already has one or more levels of exhaustion, the character takes two levels in either case.",
            "index": 8,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_environment/?format=api"
        }
    ]
}