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"url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_damage-types/?format=api",
"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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"url": "https://api-beta.open5e.com/v2/rules/srd_objects_damage-threshold/?format=api",
"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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{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_damage-rolls/?format=api",
"name": "Damage Rolls",
"desc": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there’s a penalty to the damage, it’s possible to deal 0 damage but not negative damage.\n\nWhen attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don’t add your ability modifier to a fixed damage amount that doesn’t use a roll, such as the damage of a Blowgun. See “Equipment” for weapons’ damage dice and “Spells” for spells’ damage dice.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_damage-rolls/?format=api",
"name": "Damage Rolls",
"desc": "Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. When attacking with a **weapon**, you add your ability modifier---the same modifier used for the attack roll---to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers.\n\nIf a spell or other effect deals damage to **more** **than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts srd:fireball or a cleric casts srd:flame-strike, the spell's damage is rolled once for all creatures caught in the blast.",
"index": 2,
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_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-2024_damage-and-healing_critical-hits/?format=api",
"name": "Critical Hits",
"desc": "When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.",
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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.",
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{
"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-2024_combat_cover/?format=api",
"name": "Cover",
"desc": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target.\n\nA target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives HalfCover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover.\n\n|Degree|Benefit to Target|Offered By …|\n|---|---|---|\n|Half|+2 bonus to AC and Dexterity saving throws|Another creature or an object that covers at least half of the target|\n|Three Quarters|+5 bonus to AC and Dexterity saving throws|An object that covers at least three-quarters of the target|\n|Total|Can’t be targeted directly|An object that covers the whole target|",
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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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"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.",
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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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"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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"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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"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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},
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"url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_class-features/?format=api",
"name": "Class Features",
"desc": "When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",
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"name": "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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"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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"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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"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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"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_casting-in-armor/?format=api",
"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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"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_casting-time/?format=api",
"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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"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_cantrips/?format=api",
"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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"name": "Cackle Fever",
"desc": "This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”\n\nSymptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.\n\nAny event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.\n\nAny humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.\n\nAt the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.",
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"name": "Bonus Actions",
"desc": "Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.\n\n> **Sage Advice**\n\n> Actions and bonus actions can't be exchanged. If you have two abilities that require bonus actions to activate you can only use one, even if you take no other actions.\n\n> Source: [Sage Advice > Compendium](http://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf)\n\nYou can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.\n\nYou choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_bonus-action/?format=api",
"name": "Bonus Action",
"desc": "A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_reactions/?format=api",
"name": "Bonus Action",
"desc": "Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_environment_blindsight/?format=api",
"name": "Blindsight",
"desc": "A creature with blindsight can perceive its surroundings without relyingon sight, within a specific radius. Creatures without eyes, such asoozes, and creatures with echolocation or heightened senses, such asbats and true dragons, have this sense.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_environment_darkvision/?format=api",
"name": "Blindsight",
"desc": "Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature withdarkvision can see in darkness as if the darkness were dim light, soareas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_planes_beyond-the-material/?format=api",
"name": "Beyond the Material",
"desc": "Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.",
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"name": "Attunement",
"desc": "Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.\n\nWithout becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.\n\nAttuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.\n\nAn item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one *ring of protection* at a time.\n\nA creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.",
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"name": "Attack Rolls",
"desc": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition.\n\n## Ability Modifier\n\nThe Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls.\n\nTable: Attack Roll Abilities\n\n|Ability|Attack Type|\n|---|---|\n|Strength|Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)|\n|Dexterity|Ranged attack with a weapon|\n|Varies|Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)|\n\nSome features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property.\n\n## Proficiency Bonus\n\nYou add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies.\n\n## Armor Class\n\nA creature’s Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block.\n\n**Calculating AC.** All creatures start with the same base AC calculation:\n\nA creature’s AC can then be modified by armor, magic items, spells, and more.\n\n**Only One Base AC.** Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature.\n\nRolling 20 or 1\n\nIf you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”).\n\nIf you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misses regardless of any modifiers or the target’s AC.",
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"name": "Attack Rolls",
"desc": "When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",
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"name": "Attack",
"desc": "The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.\n\nWith this action, you make one melee or ranged attack. See the Making an Attack section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.",
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"name": "Armor, Weapon and Tool Proficiency",
"desc": "Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.\n\nFor example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.\n\nSee the *Player’s Handbook* for rules on using armor or weapons without proficiency.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_armor_armor-table/?format=api",
"name": "Armor Table",
"desc": "| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |\n|--------------------|----------|---------------------------|----------|--------------|--------|\n| **_Light Armor_** | | | | | |\n| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. |\n| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. |\n| Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. |\n| **_Medium Armor_** | | | | | |\n| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. |\n| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. |\n| Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. |\n| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. |\n| Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. |\n| **_Heavy Armor_** | | | | | |\n| Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. |\n| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |\n| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |\n| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |\n| **_Shield_** | | | | | |\n| Shield | 10 gp | +2 | - | - | 6 lb. |",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_armor-class/?format=api",
"name": "Armor Class",
"desc": "A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_areas-of-effect/?format=api",
"name": "Areas of Effect",
"desc": "Spells such as _burning hands_ and _cone of cold_ cover an area, allowing them to affect multiple creatures at once.\n\nA spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a **point of origin**, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.\n\nA spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.\n\n### Cone\n\nA cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.\n\nA cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.\n\n### Cube\n\nYou select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.\n\nA cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.\n\n### Cylinder\n\nA cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.\n\nA cylinder's point of origin is included in the cylinder's area of effect.\n\n### Line\n\nA line extends from its point of origin in a straight path up to its length and covers an area defined by its width.\n\nA line's point of origin is not included in the line's area of effect, unless you decide otherwise.\n\n### Sphere\n\nYou select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.\n\nA sphere's point of origin is included in the sphere's area of effect.\n\n## Spell Saving Throws\n\nMany spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.\n\nThe DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_monsters_ammunition/?format=api",
"name": "Ammunition",
"desc": "A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.",
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}
]
}