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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_class-features/?format=api",
            "name": "Class Features",
            "desc": "When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",
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            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_experience-points/?format=api",
            "name": "Experience Points",
            "desc": "The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.",
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            "name": "Extra Attack",
            "desc": "If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.",
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            "name": "Hit Points and Hit Dice",
            "desc": "You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.\n\nYou add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.",
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            "name": "Prerequisites",
            "desc": "To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.\n\n**Multiclassing Prerequisites (table)**\n\n| Class     | Ability Score Minimum       |\n|-----------|-----------------------------|\n| Barbarian | Strength 13                 |\n| Bard      | Charisma 13                 |\n| Cleric    | Wisdom 13                   |\n| Druid     | Wisdom 13                   |\n| Fighter   | Strength 13 or Dexterity 13 |\n| Monk      | Dexterity 13 and Wisdom 13  |\n| Paladin   | Strength 13 and Charisma 13 |\n| Ranger    | Dexterity 13 and Wisdom 13  |\n| Rogue     | Dexterity 13                |\n| Sorcerer  | Charisma 13                 |\n| Warlock   | Charisma 13                 |\n| Wizard    | Intelligence 13             |",
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            "name": "Proficiencies",
            "desc": "When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.\n\n**Multiclassing Proficiencies (table)**\n\n| Class     | Proficiencies Gained                                                                                       |\n|-----------|------------------------------------------------------------------------------------------------------------|\n| Barbarian | Shields, simple weapons, martial weapons                                                                   |\n| Bard      | Light armor, one skill of your choice, one musical instrument of your choice                               |\n| Cleric    | Light armor, medium armor, shields                                                                         |\n| Druid     | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)               |\n| Fighter   | Light armor, medium armor, shields, simple weapons, martial weapons                                        |\n| Monk      | Simple weapons, shortswords                                                                                |\n| Paladin   | Light armor, medium armor, shields, simple weapons, martial weapons                                        |\n| Ranger    | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list |\n| Rogue     | Light armor, one skill from the class's skill list, thieves' tools                                         |\n| Sorcerer  | -                                                                                                          |\n| Warlock   | Light armor, simple weapons                                                                                |\n| Wizard    | -                                                                                                          |",
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            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_proficiency-bonus/?format=api",
            "name": "Hit Points and Hit Dice",
            "desc": "Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.",
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            "name": "Spellcasting",
            "desc": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.\n\n**_Spells Known and Prepared._** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.\n\nEach spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.\n\n**_Spell Slots._** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.\n\nIf you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.\n\nFor example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.\n\n**_Pact Magic._** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.\n\n**Multiclass Spellcaster: Spell Slots per Spell Level (table)**\n\n| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |\n|-------|-----|-----|-----|-----|-----|-----|-----|-----|-----|\n| 1st   | 2   | -   | -   | -   | -   | -   | -   | -   | -   |\n| 2nd   | 3   | -   | -   | -   | -   | -   | -   | -   | -   |\n| 3rd   | 4   | 2   | -   | -   | -   | -   | -   | -   | -   |\n| 4th   | 4   | 3   | -   | -   | -   | -   | -   | -   | -   |\n| 5th   | 4   | 3   | 2   | -   | -   | -   | -   | -   | -   |\n| 6th   | 4   | 3   | 3   | -   | -   | -   | -   | -   | -   |\n| 7th   | 4   | 3   | 3   | 1   | -   | -   | -   | -   | -   |\n| 8th   | 4   | 3   | 3   | 2   | -   | -   | -   | -   | -   |\n| 9th   | 4   | 3   | 3   | 3   | 1   | -   | -   | -   | -   |\n| 10th  | 4   | 3   | 3   | 3   | 2   | -   | -   | -   | -   |\n| 11th  | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   |\n| 12th  | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   |\n| 13th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   |\n| 14th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   |\n| 15th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   |\n| 16th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   |\n| 17th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | 1   |\n| 18th  | 4   | 3   | 3   | 3   | 3   | 1   | 1   | 1   | 1   |\n| 19th  | 4   | 3   | 3   | 3   | 3   | 2   | 1   | 1   | 1   |\n| 20th  | 4   | 3   | 3   | 3   | 3   | 2   | 2   | 1   | 1   |",
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            "name": "Unarmored Defense",
            "desc": "If you already have the Unarmored Defense feature, you can't gain it again from another class.",
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            "name": "Damage Threshold",
            "desc": "Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.",
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            "name": "Huge and Gargantuan Objects",
            "desc": "Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an _earthquake_ spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.",
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            "name": "Objects and Damage Types",
            "desc": "Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_objects_statistics-for-objects/?format=api",
            "name": "Statistics for Objects",
            "desc": "When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.\n\n**_Armor Class_**. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.\n\n**Object Armor Class (table)**\n| Substance           | AC |\n|---------------------|----|\n| Cloth, paper, rope  | 11 |\n| Crystal, glass, ice | 13 |\n| Wood, bone          | 15 |\n| Stone               | 17 |\n| Iron, steel         | 19 |\n| Mithral             | 21 |\n| Adamantine          | 23 |\n\n**_Hit Points_**. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.\n\n**Object Hit Points (table)**\n\n| Size                                  | Fragile  | Resilient |\n|---------------------------------------|----------|-----------|\n| Tiny (bottle, lock)                   | 2 (1d4)  | 5 (2d4)   |\n| Small (chest, lute)                   | 3 (1d6)  | 10 (3d6)  |\n| Medium (barrel, chandelier)           | 4 (1d8)  | 18 (4d8)  |\n| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |",
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            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_celtic-deities/?format=api",
            "name": "Celtic Deities",
            "desc": "| Deity                                             | Alignment | Suggested Domains | Symbol                             |\n|---------------------------------------------------|-----------|-------------------|------------------------------------|\n| The Daghdha, god of weather and crops             | CG        | Nature, Trickery  | Bubbling cauldron or shield        |\n| Arawn, god of life and death                      | NE        | Life, Death       | Black star on gray background      |\n| Belenus, god of sun, light, and warmth            | NG        | Light             | Solar disk and standing stones     |\n| Brigantia, goddess of rivers and livestock        | NG        | Life              | Footbridge                         |\n| Diancecht, god of medicine and healing            | LG        | Life              | Crossed oak and mistletoe branches |\n| Dunatis, god of mountains and peaks               | N         | Nature            | Red sun-capped mountain peak       |\n| Goibhniu, god of smiths and healing               | NG        | Knowledge, Life   | Giant mallet over sword            |\n| Lugh, god of arts, travel, and commerce           | CN        | Knowledge, Life   | Pair of long hands                 |\n| Manannan mac Lir, god of oceans and sea creatures | LN        | Nature, Tempest   | Wave of white water on green       |\n| Math Mathonwy, god of magic                       | NE        | Knowledge         | Staff                              |\n| Morrigan, goddess of battle                       | CE        | War               | Two crossed spears                 |\n| Nuada, god of war and warriors                    | N         | War               | Silver hand on black background    |\n| Oghma, god of speech and writing                  | NG        | Knowledge         | Unfurled scroll                    |\n| Silvanus, god of nature and forests               | N         | Nature            | Summer oak tree                    |",
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        },
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            "name": "Egyptian Deities",
            "desc": "| Deity                                           | Alignment | Suggested Domains        | Symbol                               |\n|-------------------------------------------------|-----------|--------------------------|--------------------------------------|\n| Re-Horakhty, god of the sun, ruler of the gods  | LG        | Life, Light              | Solar disk encircled by serpent      |\n| Anubis, god of judgment and death               | LN        | Death                    | Black jackal                         |\n| Apep, god of evil, fire, and serpents           | NE        | Trickery                 | Flaming snake                        |\n| Bast, goddess of cats and vengeance             | CG        | War                      | Cat                                  |\n| Bes, god of luck and music                      | CN        | Trickery                 | Image of the misshapen deity         |\n| Hathor, goddess of love, music, and motherhood  | NG        | Life, Light              | Horned cowʼs head with lunar disk    |\n| Imhotep, god of crafts and medicine             | NG        | Knowledge                | Step pyramid                         |\n| Isis, goddess of fertility and magic            | NG        | Knowledge, Life          | Ankh and star                        |\n| Nephthys, goddess of death and grief            | CG        | Death                    | Horns around a lunar disk            |\n| Osiris, god of nature and the underworld        | LG        | Life, Nature             | Crook and flail                      |\n| Ptah, god of crafts, knowledge, and secrets     | LN        | Knowledge                | Bull                                 |\n| Set, god of darkness and desert storms          | CE        | Death, Tempest, Trickery | Coiled cobra                         |\n| Sobek, god of water and crocodiles              | LE        | Nature, Tempest          | Crocodile head with horns and plumes |\n| Thoth, god of knowledge and wisdom              | N         | Knowledge                | Ibis                                 |",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_greek-deities/?format=api",
            "name": "Greek Deities",
            "desc": "| Deity                                      | Alignment | Suggested Domains      | Symbol                                |\n|--------------------------------------------|-----------|------------------------|---------------------------------------|\n| Zeus, god of the sky, ruler of the gods    | N         | Tempest                | Fist full of lightning bolts          |\n| Aphrodite, goddess of love and beauty      | CG        | Light                  | Sea shell                             |\n| Apollo, god of light, music, and healing   | CG        | Knowledge, Life, Light | Lyre                                  |\n| Ares, god of war and strife                | CE        | War                    | Spear                                 |\n| Artemis, goddess of hunting and childbirth | NG        | Life, Nature           | Bow and arrow on lunar disk           |\n| Athena, goddess of wisdom and civilization | LG        | Knowledge, War         | Owl                                   |\n| Demeter, goddess of agriculture            | NG        | Life                   | Mare's head                           |\n| Dionysus, god of mirth and wine            | CN        | Life                   | Thyrsus (staff tipped with pine cone) |\n| Hades, god of the underworld               | LE        | Death                  | Black ram                             |\n| Hecate, goddess of magic and the moon      | CE        | Knowledge, Trickery    | Setting moon                          |\n| Hephaestus, god of smithing and craft      | NG        | Knowledge              | Hammer and anvil                      |\n| Hera, goddess of marriage and intrigue     | CN        | Trickery               | Fan of peacock feathers               |\n| Hercules, god of strength and adventure    | CG        | Tempest, War           | Lion's head                           |\n| Hermes, god of travel and commerce         | CG        | Trickery               | Caduceus (winged staff and serpents)  |\n| Hestia, goddess of home and family         | NG        | Life                   | Hearth                                |\n| Nike, goddess of victory                   | LN        | War                    | Winged woman                          |\n| Pan, god of nature                         | CN        | Nature                 | Syrinx (pan pipes)                    |\n| Poseidon, god of the sea and earthquakes   | CN        | Tempest                | Trident                               |\n| Tyche, goddess of good fortune             | N         | Trickery               | Red pentagram                         |",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_norse-deities/?format=api",
            "name": "Norse Deities",
            "desc": "| Deity                                     | Alignment | Suggested Domains | Symbol                            |\n|-------------------------------------------|-----------|-------------------|-----------------------------------|\n| Odin, god of knowledge and war            | NG        | Knowledge, War    | Watching blue eye                 |\n| Aegir, god of the sea and storms          | NE        | Tempest           | Rough ocean waves                 |\n| Balder, god of beauty and poetry          | NG        | Life, Light       | Gem-encrusted silver chalice      |\n| Forseti, god of justice and law           | N         | Light             | Head of a bearded man             |\n| Frey, god of fertility and the sun        | NG        | Life, Light       | Ice-blue greatsword               |\n| Freya, goddess of fertility and love      | NG        | Life              | Falcon                            |\n| Frigga, goddess of birth and fertility    | N         | Life, Light       | Cat                               |\n| Heimdall, god of watchfulness and loyalty | LG        | Light, War        | Curling musical horn              |\n| Hel, goddess of the underworld            | NE        | Death             | Woman's face, rotting on one side |\n| Hermod, god of luck                       | CN        | Trickery          | Winged scroll                     |\n| Loki, god of thieves and trickery         | CE        | Trickery          | Flame                             |\n| Njord, god of sea and wind                | NG        | Nature, Tempest   | Gold coin                         |\n| Odur, god of light and the sun            | CG        | Light             | Solar disk                        |\n| Sif, goddess of war                       | CG        | War               | Upraised sword                    |\n| Skadi, god of earth and mountains         | N         | Nature            | Mountain peak                     |\n| Surtur, god of fire giants and war        | LE        | War               | Flaming sword                     |\n| Thor, god of storms and thunder           | CG        | Tempest, War      | Hammer                            |\n| Thrym, god of frost giants and cold       | CE        | War               | White double-bladed axe           |\n| Tyr, god of courage and strategy          | LN        | Knowledge, War    | Sword                             |\n| Uller, god of hunting and winter          | CN        | Nature            | Longbow                           |",
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            "name": "The Celtic Pantheon",
            "desc": "It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.\n\nThe Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.",
            "index": 1,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-egyptian-pantheon/?format=api",
            "name": "The Egyptian Pantheon",
            "desc": "The Egyptian Pantheon\n\nThese gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.\n\nThe Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.",
            "index": 5,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-greek-pantheon/?format=api",
            "name": "The Greek Pantheon",
            "desc": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.",
            "index": 3,
            "initialHeaderLevel": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-norse-pantheon/?format=api",
            "name": "The Norse Pantheon",
            "desc": "Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.\n\nThe Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).",
            "index": 7,
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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.",
            "index": 2,
            "initialHeaderLevel": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_demiplanes/?format=api",
            "name": "Demiplanes",
            "desc": "Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as _demiplane_, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a _plane shift_ spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The _gate_ spell is more reliable, assuming the caster knows of the demiplane.",
            "index": 7,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_inner-planes/?format=api",
            "name": "Inner Planes",
            "desc": "The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes**-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.\n\nAt their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.",
            "index": 5,
            "initialHeaderLevel": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_outer-planes/?format=api",
            "name": "Outer Planes",
            "desc": "If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.\n\nWhen discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.\n\nEven in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.\n\nDistance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.\n\nThe most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.\n\nThe planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.",
            "index": 6,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_planar-travel/?format=api",
            "name": "Planar Travel",
            "desc": "When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.\n\nTravel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.\n\n**_Spells._** A number of spells allow direct or indirect access to other planes of existence. _Plane shift_ and _gate_ can transport adventurers directly to any other plane of existence, with different degrees of precision. _Etherealness_ allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the _astral projection_ spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.\n\n**_Portals._** A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).",
            "index": 3,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_the-material-plane/?format=api",
            "name": "The Material Plane",
            "desc": "The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.\n\nThe worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.",
            "index": 1,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_transistive-planes/?format=api",
            "name": "Transistive Planes",
            "desc": "The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as _etherealness_ and _astral projection_ allow characters to enter these planes and traverse them to reach the planes beyond.\n\nThe **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the _see invisibility_ and _true seeing_ spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as _forcecage_ and _wall of force_. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.\n\nThe **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.",
            "index": 4,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_poisons_sample-poisons/?format=api",
            "name": "Sample Poisons",
            "desc": "Each type of poison has its own debilitating effects.\n\n **_Assassin's Blood (Ingested)_**. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.\n\n **_Burnt Othur Fumes (Inhaled)_**. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.\n\n **_Crawler Mucus (Contact)_**. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\n **_Drow Poison (Injury)_**. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n **_Essence of Ether (Inhaled)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n **_Malice (Inhaled)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.\n\n **_Midnight Tears (Ingested)_**. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.\n\n **_Oil of Taggit (Contact)_**. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.\n\n **_Pale Tincture (Ingested)_**. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.\n\n **_Purple Worm Poison (Injury)_**. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.\n\n **_Serpent Venom (Injury)_**. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.\n\n **_Torpor (Ingested)_**. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.\n\n **_Truth Serum (Ingested)_**. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a _zone of truth_ spell.\n\n **_Wyvern Poison (Injury)_**. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_ability-score-increases/?format=api",
            "name": "Ability Score Increases",
            "desc": "Every race increases one or more of a character’s ability scores.",
            "index": 2,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_age/?format=api",
            "name": "Age",
            "desc": "The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_alignment/?format=api",
            "name": "Alignment",
            "desc": "Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.",
            "index": 4,
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        },
        {
            "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",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_racial-traits/?format=api",
            "name": "Racial Traits",
            "desc": "The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.",
            "index": 1,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_size/?format=api",
            "name": "Size",
            "desc": "Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in \"Equipment.\"",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_speed/?format=api",
            "name": "Speed",
            "desc": "Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\").",
            "index": 6,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_subraces/?format=api",
            "name": "Subraces",
            "desc": "Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.",
            "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_races/?format=api"
        },
        {
            "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_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_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_spellcasting_casting-a-spell/?format=api",
            "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.",
            "index": 9,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_casting-a-spell-at-higher-level/?format=api",
            "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.",
            "index": 5,
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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.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_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.",
            "index": 10,
            "initialHeaderLevel": 2,
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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",
            "index": 15,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_duration/?format=api",
            "name": "Duration",
            "desc": "A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.\n\n### Instantaneous\n\nMany spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.\n\n### Concentration\n\nSome spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.\n\nIf a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).\n\nNormal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:\n\n* **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.\n* **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.\n* **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die.\n\nThe GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.",
            "index": 16,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_known-and-prepared-spells/?format=api",
            "name": "Known and Prepared Spells",
            "desc": "Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.\n\nIn every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.",
            "index": 3,
            "initialHeaderLevel": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_longer-casting-times/?format=api",
            "name": "Longer Casting Times",
            "desc": "Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.",
            "index": 13,
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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_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.",
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