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            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_self-sufficiency/?format=api",
            "name": "Self-Sufficiency",
            "desc": "> The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.\n>\n> Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_suggested-characteristics/?format=api",
            "name": "Suggested Characteristics",
            "desc": "A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.",
            "index": 4,
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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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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_interacting-with-objects/?format=api",
            "name": "Interacting with Objects",
            "desc": "A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or hercharacter is doing something, such as moving a lever, and the GM describes what, if anything, happens.\nFor example, a character might decide to pull a lever, which might, inturn, raise a portcullis, cause a room to flood with water, or open asecret door in a nearby wall. If the lever is rusted in position,though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.\nCharacters can also damage objects with their weapons and spells.\nObjects are immune to poison and psychic damage, but otherwise they canbe affected by physical and magical attacks much like creatures can. TheGM determines an object's Armor Class and hit points, and might decidethat certain objects have resistance or immunity to certain kinds ofattacks. (It's hard to cut a rope with a club, for example.) Objectsalways fail Strength and Dexterity saving throws, and they are immune toeffects that require other saves. When an object drops to 0 hit points,it breaks.\nA character can also attempt a Strength check to break an object. The GM sets the DC for any such check.",
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        },
        {
            "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.",
            "index": 6,
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_suffocating/?format=api",
            "name": "Suffocating",
            "desc": "A creature can hold its breath for a number of minutes equal to 1 + itsConstitution modifier (minimum of 30 seconds).\nWhen a creature runs out of breath or is choking, it can survive for anumber of rounds equal to its Constitution modifier (minimum of 1round). At the start of its next turn, it drops to 0 hit points and isdying, and it can't regain hit points or be stabilized until it canbreathe again.\nFor example, a creature with a Constitution of 14 can hold its breathfor 3 minutes. If it starts suffocating, it has 2 rounds to reach airbefore it drops to 0 hit points.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_multiattack/?format=api",
            "name": "Multiattack",
            "desc": "A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack.",
            "index": 27,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_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.",
            "index": 4,
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_truesight/?format=api",
            "name": "Truesight",
            "desc": "A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects,automatically detect visual illusions and succeed on saving throwsagainst them, and perceives the original form of a shapechanger or acreature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.",
            "index": 6,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_falling/?format=api",
            "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_monsters_legendary-creatures/?format=api",
            "name": "Legendary Creature",
            "desc": "A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around.\n\nIf a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.",
            "index": 33,
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_legendary-actions/?format=api",
            "name": "Legendary Actions",
            "desc": "A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_legendary-creatures-lair/?format=api",
            "name": "Legendary Creature’s Lair",
            "desc": "A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.",
            "index": 35,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_size/?format=api",
            "name": "Size",
            "desc": "A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the *Player’s Handbook* for more information on creature size and space.\n\n### Size Categories\n\n| Size | Space | Examples |\n|--------|----------|---------------|\n| Tiny | 2½ by 2½ ft. | Imp, sprite |\n| Small | 5 b 5 ft. | Giant rat, goblin |\n| Medium | 5 b 5 ft. | Orc, werewolf |\n| Large | 10 b 10 ft. | Hippogriff, ogre |\n| Huge | 15 b 15 ft. | Fire giant, treant |\n| Gargantuan | 20 b 20 ft. or larger | Kraken, purple worm ",
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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.",
            "index": 28,
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_tags/?format=api",
            "name": "Tags",
            "desc": "A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_psionics/?format=api",
            "name": "Psionics",
            "desc": "A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its spells.",
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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_monsters_hit-points/?format=api",
            "name": "Hit Points",
            "desc": "A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player’s Handbook*.\n\nA monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).\n\nA monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_spellcasting/?format=api",
            "name": "Spellcasting",
            "desc": "A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player’s Handbook*). The spellcaster level is also used for any cantrips included in the feature.\n\nThe monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.\n\nA monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.\n\nYou can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_innate-spellcasting/?format=api",
            "name": "Innate Spellcasting",
            "desc": "A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating.\n\nAn innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage.\n\nA monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them.",
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        {
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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": "Alignment",
            "desc": "A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the *Player’s Handbook* for descriptions of the different alignments.\n\nThe alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you.\n\nSome creatures can have **any alignment**. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.\n\nMany creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they don’t have an alignment.",
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            "name": "Speed",
            "desc": "A monster’s speed tells you how far it can move on its turn. For more information on speed, see the *Player’s Handbook*.\n\nAll creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.\n\nSome creatures have one or more of the following additional movement modes.\n\n## Burrow\n\nA monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so.\n\n## Climb\n\nA monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb.\n\n## Fly\n\nA monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player’s Handbook*). Such a monster stops hovering when it dies.\n\n## Swim\n\nA monster that has a swimming speed doesn’t need to spend extra movement to swim.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_type/?format=api",
            "name": "Type",
            "desc": "A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.\n\nThe game includes the following monster types, which have no rules of their own.\n\n**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.\n\n**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.\n\n**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.\n\n**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.\n\n**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.\n\n**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers and invisible stalkers.\n\n**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.\n\n**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.\n\n**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.\n\n**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.\n\n**Monstrosities** are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.\n\n**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.\n\n**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.\n\n**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_passive-checks/?format=api",
            "name": "Passive Checks",
            "desc": "A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.\n\nHere's how to determine a character's total for a passive check:  > 10 + all modifiers that normally apply to the check  If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**.\n\nFor example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.\n\nThe rules on hiding in the Dexterity section below rely on passive checks, as do the exploration rules.",
            "index": 8,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_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.",
            "index": 12,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_magic-items/?format=api"
        },
        {
            "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.",
            "index": 11,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_what-is-a-spell/?format=api",
            "name": "What Is a Spell?",
            "desc": "A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.\n\nSpells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead.\n\nUncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "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",
            "index": 15,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_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.",
            "index": 16,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "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.",
            "index": 32,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_targets/?format=api",
            "name": "Targets",
            "desc": "A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).\n\nUnless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.\n\n### A Clear Path to the Target\n\nTo target something, you must have a clear path to it, so it can't be behind total cover.\n\nIf you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.\n\n### Targeting Yourself\n\nIf a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.",
            "index": 17,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_schools-of-magic/?format=api",
            "name": "The Schools of Magic",
            "desc": "Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.\n>\n> The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.\n>\n> **Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.\n>\n> **Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.\n>\n> **Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.\n>\n> **Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.\n>\n> **Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.\n>\n> **Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.\n>\n> **Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\n>\n> Creating the undead through the use of necromancy spells such as _animate dead_ is not a good act, and only evil casters use such spells frequently.\n>\n> **Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.\n\n## Combining Magical Effects\n\nThe effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.\n\nFor example, if two clerics cast _bless_ on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.",
            "index": 20,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_activating-an-item/?format=api",
            "name": "Activating an Item",
            "desc": "Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.\n\nIf an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.",
            "index": 5,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_magic-items/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_services/?format=api",
            "name": "Services",
            "desc": "Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.\n\nSome of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.\n\nOther hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.\n\nSkilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.\n\n**Services (table)**\n\n| Service Pay       | Pay           |\n|-------------------|---------------|\n| **_Coach cab_**   |               |\n| - Between towns   | 3 cp per mile |\n| - Within a city   | 1 cp          |\n| **_Hireling_**    |               |\n| - Skilled         | 2 gp per day  |\n| - Untrained       | 2 sp per day  |\n| Messenger         | 2 cp per mile |\n| Road or gate toll | 1 cp          |\n| Ship's passage    | 1 sp per mile |",
            "index": 4,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_expenses/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_ranged-attacks-in-close-combat/?format=api",
            "name": "Ranged Attacks in Close Combat",
            "desc": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_ability-checks/?format=api",
            "name": "Ability Checks",
            "desc": "An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.\n\nFor every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.\n\nThe more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.\n\nTo make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success---the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.",
            "index": 4,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_armor-weapon-tool-proficiencies/?format=api",
            "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.",
            "index": 13,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_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.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_known-and-prepared-spells/?format=api",
            "name": "Known and Prepared Spells",
            "desc": "Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.\n\nIn every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_downtime-activities/?format=api",
            "name": "Downtime Activities",
            "desc": "Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.\n\n Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_lifestyle-expenses/?format=api",
            "name": "Lifestyle Expenses",
            "desc": "Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.\n\nLiving a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_beyond-the-material/?format=api",
            "name": "Beyond the Material",
            "desc": "Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_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.",
            "index": 4,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_objects/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_languages/?format=api",
            "name": "Languages",
            "desc": "By virtue of your race, your character can speak, read, and write certain languages.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_combat-sequence_reactions/?format=api",
            "name": "Reactions",
            "desc": "Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack <srd:opportunity-attacks> is the most common type of reaction.\n\nWhen you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.",
            "index": 5,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_combat-sequence/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_longer-casting-times/?format=api",
            "name": "Longer Casting Times",
            "desc": "Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.",
            "index": 13,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_rituals/?format=api",
            "name": "Rituals",
            "desc": "Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.\n\nTo cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does.",
            "index": 8,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_proficiency-bonus/?format=api",
            "name": "Proficiency Bonus",
            "desc": "Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.\n\nYour proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.\n\nOccasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.\n\nBy the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.\n\nIn general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        }
    ]
}