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"url": "https://api-beta.open5e.com/v2/rules/srd_traps_fire-breating-statue/?format=api",
"name": "Fire-Breathing Statue",
"desc": "_Magic trap_\n\nThis trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.\n\nThe DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as _detect magic_, reveals an aura of evocation magic around the statue.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n\nWedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful _dispel magic_ (DC 13) cast on the statue destroys the trap.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_traps_falling-net/?format=api",
"name": "Falling Net",
"desc": "_Mechanical trap_\n\nThis trap uses a trip wire to release a net suspended from the ceiling.\n\nThe trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nWhen the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10\n\nStrength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.",
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"name": "Falling",
"desc": "A fall from a great height is one of the most common hazards facing anadventurer. At the end of a fall, a creature takes 1d6 bludgeoningdamage for every 10 feet it fell, to a maximum of 20d6. The creaturelands prone, unless it avoids taking damage from the fall.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_extra-attack/?format=api",
"name": "Extra Attack",
"desc": "If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_experience-points-by-cr/?format=api",
"name": "Experience Points by Challenge Rating",
"desc": "| Challenge | XP |\n|---------------|------|\n| 0 | 0 or 10 |\n| ⅛ | 25 |\n| ¼ | 50 |\n| ½ |100 |\n| 1 | 200 |\n| 2 | 450 |\n| 3 | 700 |\n| 4 | 1,100 |\n| 5 | 1,800 |\n| 6 | 2,300 |\n| 7 | 2,900 |\n| 8 | 3,900 |\n| 9 | 5,000 |\n| 10 | 5,900 |\n| 11 | 7,200 |\n| 12 | 8,400 |\n| 13 | 10,000 |\n| 14 | 11,500 |\n| 15 | 13,000 |\n| 16 | 15,000 |\n| 17 | 18,000 |\n| 18 | 20,000 |\n| 19 | 22,000 |\n| 20 | 25,000 |\n| 21 | 33,000 |\n| 22 | 41,000 |\n| 23 | 50,000 |\n| 24 | 62,000 |\n| 25 | 75,000 |\n| 26 | 90,000 |\n| 27 | 105,000 |\n| 28 | 120,000 |\n| 29 | 135,000 |\n| 30 | 155,000 |",
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"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_experience-points/?format=api",
"name": "Experience Points",
"desc": "The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.\n\nUnless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_experience-points/?format=api",
"name": "Experience Points",
"desc": "The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_equipment/?format=api",
"name": "Equipment",
"desc": "Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_equipment/?format=api",
"name": "Equipment",
"desc": "A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.\n\nYou can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.\n\nIf a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_egyptian-deities/?format=api",
"name": "Egyptian Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|-------------------------------------------------|-----------|--------------------------|--------------------------------------|\n| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |\n| Anubis, god of judgment and death | LN | Death | Black jackal |\n| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |\n| Bast, goddess of cats and vengeance | CG | War | Cat |\n| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |\n| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |\n| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |\n| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |\n| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |\n| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |\n| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |\n| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |\n| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |\n| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |",
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"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_duration/?format=api",
"name": "Duration",
"desc": "A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.\n\n### Instantaneous\n\nMany spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.\n\n### Concentration\n\nSome spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.\n\nIf a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).\n\nNormal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:\n\n* **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.\n* **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.\n* **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die.\n\nThe GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_downtime-activities/?format=api",
"name": "Downtime Activities",
"desc": "Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.\n\n Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.",
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"name": "Dodge",
"desc": "When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.",
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"name": "Disengage",
"desc": "If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_movement_difficult-terrain/?format=api",
"name": "Difficult Terrain",
"desc": "The travel speeds given in the Travel Pace table assume relativelysimple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground---all considered difficult terrain.\n\nYou move at half speed in difficult terrain---moving 1 foot in difficult terrain costs 2 feet of speed---so you can cover only half the normal distance in a minute, an hour, or a day.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_abilities_dexterity/?format=api",
"name": "Dexterity",
"desc": "Dexterity measures agility, reflexes, and balance.\n\n## Dexterity Checks\n\nA Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.\n\n### Acrobatics \nYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.\n\n### Sleight of Hand \nWhenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.\n\n## Stealth \nMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.\n\n### Other Dexterity Checks \nThe GM might call for a Dexterity check when you try to accomplish tasks like the following: - Control a heavily laden cart on a steep descent - Steer a chariot around a tight turn - Pick a lock - Disable a trap - Securely tie up a prisoner - Wriggle free of bonds - Play a stringed instrument - Craft a small or detailed object **Hiding** The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.\n\nYou can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.\n\nAn invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.\n\nIn combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you.\nHowever, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.\n\n**Passive Perception.** When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 - the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.\n\n**What Can You See?** One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in the-environment.\n\n## Attack Rolls and Damage\n\nYou add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.\n\n## Armor Class \nDepending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.\n\n## Initiative \nAt the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.",
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"name": "Detecting and Disabling a Trap",
"desc": "Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.\n\nA trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.\n\nAny character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, _dispel magic_ has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use _dispel magic_.\n\nIn most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.\n\nYou should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.\n\nFoiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.\n\nTraps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_planes_demiplanes/?format=api",
"name": "Demiplanes",
"desc": "Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as _demiplane_, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a _plane shift_ spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The _gate_ spell is more reliable, assuming the caster knows of the demiplane.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_dash/?format=api",
"name": "Dash",
"desc": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.\n\nAny increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.",
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"name": "Damage Types",
"desc": "Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.\n\nThe damage types follow, with examples to help a GM assign a damage type to a new effect.\n\n**Acid.** The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.\n\n**Bludgeoning.** Blunt force attacks---hammers, falling, constriction, and the like---deal bludgeoning damage.\n\n**Cold.** The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.\n\n**Fire.** Red dragons breathe fire, and many spells conjure flames to deal fire damage.\n\n**Force.** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including _magic missile_ and _spiritual weapon_.\n\n**Lightning.** A _lightning bolt_ spell and a blue dragon's breath deal lightning damage.\n\n**Necrotic.** Necrotic damage, dealt by certain undead and a spell such as _chill touch_, withers matter and even the soul.\n\n**Piercing.** Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.\n\n**Poison.** Venomous stings and the toxic gas of a green dragon's breath deal poison damage.\n\n**Psychic.** Mental abilities such as a mind flayer's psionic blast deal psychic damage.\n\n**Radiant.** Radiant damage, dealt by a cleric's _flame strike_ spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.\n\n**Slashing.** Swords, axes, and monsters' claws deal slashing damage.\n\n**Thunder.** A concussive burst of sound, such as the effect of the srd:thunderwave spell, deals thunder damage.",
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"name": "Damage Threshold",
"desc": "Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.",
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"name": "Damage Rolls",
"desc": "Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_resistance-and-vulnerability/?format=api",
"name": "Damage Resistance and Vulnerability",
"desc": "Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.\n\nIf a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it.\n\nResistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.\n\nMultiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three--- quarters.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_customizing-a-background/?format=api",
"name": "Customizing a Background",
"desc": "You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_critical-hits/?format=api",
"name": "Critical Hits",
"desc": "Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.",
"index": 3,
"initialHeaderLevel": 3,
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"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_damage-and-healing/?format=api"
},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_creating-sentient-magic-items/?format=api",
"name": "Creating Sentient Magic Items",
"desc": "When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.\n\n## Abilities\n\nA sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.\n\n## Communication\n\nA sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.\n\n| d100 | Communication |\n|--------|-----------------------|\n| 01–60 | The item communicates by transmitting emotion to the creature carrying or wielding it. |\n| 61–90 | The item can speak, read, and understand one or more languages. |\n| 91–00 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |\n\n## Senses\n\nWith sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.\n\n| d4 | Senses |\n|-----|------------|\n| 1 | Hearing and normal vision out to 30 feet. |\n| 2 | Hearing and normal vision out to 60 feet |\n| 3 | Hearing and normal vision out to 120 feet. |\n| 4 | Hearing and darkvision out to 120 feet. |\n\n## Alignment\n\nA sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.\n\n| d100 | Alignment |\n|--------|---------------|\n| 01–15 | Lawful good |\n| 16–35 | Neutral good |\n| 36–50 | Chaotic good |\n| 51–63 | Lawful neutral |\n| 64–73 | Neutral |\n| 74–85 | Chaotic neutral |\n| 86–89 | Lawful evil |\n| 90–96 | Neutral evil |\n| 97–00 | Chaotic evil |\n\n ## Special Purpose\n\nYou can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.\n\n| d10 | Purpose |\n|-------|-------------|\n| 1 | *Aligned:* The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) |\n| 2 | *Bane:* The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. |\n| 3 | *Protector:* The item seeks to defend a particular race or kind of creature, such as elves or druids. |\n| 4 | *Crusader:* The item seeks to defeat, weaken, or destroy the servants of a particular deity. |\n| 5 | *Templar:* The item seeks to defend the servants and interests of a particular deity. |\n| 6 | *Destroyer:* The item craves destruction and goads its user to fight arbitrarily. |\n| 7 | *Glory Seeker:* The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. |\n| 8 | *Lore Seeker:* The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. |\n| 9 | *Destiny Seeker:* The item is convinced that it and its wielder have key roles to play in future events. |\n| 10 | *Creator Seeker:* The item seeks its creator and wants to understand why it was created. |",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_crafting/?format=api",
"name": "Crafting",
"desc": "You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it.\n\nFor example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.\n\nFor every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5- gp increments until you reach the market value of the item.\n\nFor example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.\n\n Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.\n\n While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_mounted-combat_controlling-a-mount/?format=api",
"name": "Controlling a Mount",
"desc": "While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.\n\nYou can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.\n\nAn independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.\n\nIn either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_abilities_contests/?format=api",
"name": "Contents",
"desc": "Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal---for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.\n\nBoth participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest.\nThat character or monster either succeeds at the action or prevents the other one from succeeding.\n\nIf the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.",
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"initialHeaderLevel": 3,
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_consumables/?format=api",
"name": "Consumables",
"desc": "Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.",
"index": 7,
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_spells/?format=api",
"name": "Consumables",
"desc": "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.\n\nA magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.",
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},
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"url": "https://api-beta.open5e.com/v2/rules/srd_abilities_constitution/?format=api",
"name": "Constitution",
"desc": "Constitution measures health, stamina, and vital force.\n\n## Constitution Checks \nConstitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.\n\nThe GM might call for a Constitution check when you try to accomplish tasks like the following: - Hold your breath - March or labor for hours without rest - Go without sleep - Survive without food or water - Quaff an entire stein of ale in one go ## Hit Points \nYour Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.\n\nIf your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_conflict/?format=api",
"name": "Conflict",
"desc": "A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:\n\n* The item insists on being carried or worn at all times.\n* The item demands that its wielder dispose of anything the item finds repugnant.\n* The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.\n* The item demands to be given to someone else.\n\nIf its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:\n\n* Make it impossible for its wielder to attune to it.\n* Suppress one or more of its activated properties.\n* Attempt to take control of its wielder.\n\nIf a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_components/?format=api",
"name": "Components",
"desc": "A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.\n\n### Verbal (V)\n\nMost spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the _silence_ spell, can't cast a spell with a verbal component.\n\n### Somatic (S)\n\nSpellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.\n\n### Material (M)\n\nCasting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.\n\nIf a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.\n\nA spellcaster must have a hand free to access a spell's material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components",
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"initialHeaderLevel": 2,
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_traps_complex-traps/?format=api",
"name": "Complex Traps",
"desc": "Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.\n\nWhen a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.\n\nFor example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_command-word/?format=api",
"name": "Command Word",
"desc": "A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_traps_collapsing-roof/?format=api",
"name": "Collapsing Roof",
"desc": "_Mechanical trap_\n\nThis trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.\n\nThe trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nAnyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.\n\nThe ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.\n\nWhen the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_movement_climbing-swimming-crawling/?format=api",
"name": "Climbing, Swimming and Crawling",
"desc": "While climbing or swimming, each foot of movement costs 1 extra foot (2extra feet in difficult terrain), unless a creature has a climbing orswimming speed. At the GM's option, climbing a slippery vertical surfaceor one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require asuccessful Strength (Athletics) check.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_class-features/?format=api",
"name": "Class Features",
"desc": "When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_abilities_charisma/?format=api",
"name": "Charisma",
"desc": "Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.\n\n## Charisma Checks\n\nA Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.\n\n### Deception\n\nYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.\n\n### Intimidation \nWhen you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.\n\n### Performance \nYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.\n\n### Persuasion \nWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk\n\n### Other Charisma Checks\n\nThe GM might call for a Charisma check when you try to accomplish tasks like the following:\n\n- Find the best person to talk to for news, rumors, and gossip\n- Blend into a crowd to get the sense of key topics of conversation\n\n\n## Spellcasting Ability\n\nBards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.",
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},
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"url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_charges/?format=api",
"name": "Charges",
"desc": "Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_channel-divinity/?format=api",
"name": "Channel Divinity",
"desc": "If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_challenge/?format=api",
"name": "Challenge",
"desc": "A monster’s **challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.\n\nMonsters that are significantly weaker than 1st-level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.\n\nSome monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_celtic-deities/?format=api",
"name": "Celtic Deities",
"desc": "| Deity | Alignment | Suggested Domains | Symbol |\n|---------------------------------------------------|-----------|-------------------|------------------------------------|\n| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield |\n| Arawn, god of life and death | NE | Life, Death | Black star on gray background |\n| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones |\n| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge |\n| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches |\n| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak |\n| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword |\n| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands |\n| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green |\n| Math Mathonwy, god of magic | NE | Knowledge | Staff |\n| Morrigan, goddess of battle | CE | War | Two crossed spears |\n| Nuada, god of war and warriors | N | War | Silver hand on black background |\n| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |\n| Silvanus, god of nature and forests | N | Nature | Summer oak tree |",
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"name": "Casting in Armor",
"desc": "Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.",
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"name": "Casting a Spell at a Higher Level",
"desc": "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts _magic missile_ using one of her 2nd-level slots, that _magic missile_ is 2nd level. Effectively, the spell expands to fill the slot it is put into.\n\nSome spells, such as _magic missile_ and _cure wounds_, have more powerful effects when cast at a higher level, as detailed in a spell's description.",
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"name": "Casting a Spell",
"desc": "When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.\n\nEach spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",
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"name": "Casting Time",
"desc": "Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",
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"name": "Cast a Spell",
"desc": "Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.",
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"name": "Cantrips",
"desc": "A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.",
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