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"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.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_spell-attack-rolls/?format=api",
"name": "Spell Attack Rolls",
"desc": "Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.\n\nMost spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.",
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"url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_spell-level/?format=api",
"name": "Spell Level",
"desc": "Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) _magic missile_ at 1st level and the earth-shaking _wish_ at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.\n\nSpell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.",
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"name": "Spell Range",
"desc": "The target of a spell must be within the spell's range. For a spell like _magic missile_, the target is a creature. For a spell like _fireball_, the target is the point in space where the ball of fire erupts.\n\nMost spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the _shield_ spell, affect only you. These spells have a range of self.\n\nSpells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see “Areas of Effect” later in the this chapter).\n\nOnce a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.",
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"name": "Spell Slots",
"desc": "Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.\n\nWhen a character casts a spell, he or she expends a slot of that spell's level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts _magic missile_, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.\n\nFinishing a long rest restores any expended spell slots.\n\nSome characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.",
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"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.",
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"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.",
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"name": "Collapsing Roof",
"desc": "_Mechanical trap_\n\nThis trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.\n\nThe trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nAnyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.\n\nThe ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.\n\nWhen the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.",
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"name": "Complex Traps",
"desc": "Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.\n\nWhen a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.\n\nFor example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.",
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"name": "Detecting and Disabling a Trap",
"desc": "Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.\n\nA trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.\n\nAny character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, _dispel magic_ has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use _dispel magic_.\n\nIn most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.\n\nYou should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.\n\nFoiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.\n\nTraps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.",
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"name": "Falling Net",
"desc": "_Mechanical trap_\n\nThis trap uses a trip wire to release a net suspended from the ceiling.\n\nThe trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nWhen the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10\n\nStrength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.",
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"name": "Fire-Breathing Statue",
"desc": "_Magic trap_\n\nThis trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.\n\nThe DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as _detect magic_, reveals an aura of evocation magic around the statue.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n\nWedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful _dispel magic_ (DC 13) cast on the statue destroys the trap.",
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"name": "Pits",
"desc": "_Mechanical trap_\n\nFour basic pit traps are presented here.\n\n**_Simple Pit_**. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.\n\nThe DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).\n\n**_Hidden Pit_**. This pit has a cover constructed from material identical to the floor around it.\n\nA successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.\n\nWhen a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.\n\nOnce the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the _arcane lock_ spell or similar magic.\n\n**_Locking Pit_**. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.\n\nA successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.\n\n**_Spiked Pit_**. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.",
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"name": "Poison Darts",
"desc": "_Mechanical trap_\n\nWhen a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.\n\nThe tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.\n\nThe trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8\n\nbonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.",
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"name": "Poison Needle",
"desc": "_Mechanical trap_\n\nA poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.\n\nWhen the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11\n\n(2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.\n\nA successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.",
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"name": "Rolling Sphere",
"desc": "_Mechanical trap_\n\nWhen 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.\n\nWith a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.\n\nActivation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.\n\nThe sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.\n\nAs an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.",
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"name": "Sample Traps",
"desc": "The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.",
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"name": "Sphere of Annihilation",
"desc": "_Magic trap_\n\nMagical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.\n\nA successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a _sphere of annihilation_ that can't be controlled or moved. It is otherwise identical to a normal _sphere of annihilation_.\n\nSome versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the _sympathy_ aspect of the _antipathy/sympathy_ spell. A successful _dispel magic_ (DC 18) removes this enchantment.",
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"name": "Trap Effects",
"desc": "The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.\n\nThe attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.\n\nA trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.\n\n**Trap Save DCs and Attack Bonuses (table)**\n| Trap Danger | Save DC | Attack Bonus |\n|-------------|---------|--------------|\n| Setback | 10-11 | +3 to +5 |\n| Dangerous | 12-15 | +6 to +8 |\n| Deadly | 16-20 | +9 to +12 |\n\n**Damage Severity by Level (table)**\n| Character Level | Setback | Dangerous | Deadly |\n|-----------------|---------|-----------|--------|\n| 1st-4th | 1d10 | 2d10 | 4d10 |\n| 5th-10th | 2d10 | 4d10 | 10d10 |\n| 11th-16th | 4d10 | 10d10 | 18d10 |\n| 17th-20th | 10d10 | 18d10 | 24d10 |",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_traps_traps-in-play/?format=api",
"name": "Traps in Play",
"desc": "When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.",
"index": 1,
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{
"url": "https://api-beta.open5e.com/v2/rules/srd_traps_triggering-a-trap/?format=api",
"name": "Triggering a Trap",
"desc": "Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the _glyph of warding_ spell) have more complicated trigger conditions, including a password that prevents the trap from activating.",
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd_weapons_improvised-weapons/?format=api",
"name": "Improvised Weapons",
"desc": "Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.\n\nOften, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.\n\nAn object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.",
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{
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"name": "Silvered Weapons",
"desc": "Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.",
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"name": "Special Weapons",
"desc": "Weapons with special rules are described here.\n\n**_Lance._** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.\n\n**_Net._** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.\n\nWhen you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.",
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{
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"name": "Weapon Proficiency",
"desc": "Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.\n\nProficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.",
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"name": "Weapon Properties",
"desc": "Many weapons have special properties related to their use, as shown in the Weapons table.\n\n**_Ammunition._** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.\n\n**_Finesse._** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\n**_Heavy._** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. \n\n**_Light_**. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\n\n**_Loading._** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\n\n**_Range._** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\n\n**_Reach._** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\n\n**_Special._** A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see “Special Weapons” later in this section).\n\n**_Thrown._** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\n\n**_Two-Handed._** This weapon requires two hands when you attack with it.\n\n**_Versatile._** This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.",
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"name": "Weapons Table",
"desc": "| Name | Cost | Damage | Weight | Properties |\n|------------------------------|-------|-----------------|---------|--------------------------------------------------------|\n| **_Simple Melee Weapons_** | | | | |\n| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |\n| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |\n| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |\n| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |\n| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |\n| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |\n| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - |\n| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |\n| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |\n| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |\n| **_Simple Ranged Weapons_** | | | | |\n| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |\n| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |\n| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |\n| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |\n| **_Martial Melee Weapons_** | | | | |\n| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |\n| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - |\n| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |\n| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |\n| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |\n| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |\n| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |\n| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |\n| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |\n| Morningstar | 15 gp | 1d8 piercing | 4 lb. | - |\n| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |\n| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |\n| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |\n| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |\n| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |\n| War pick | 5 gp | 1d8 piercing | 2 lb. | - |\n| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |\n| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |\n| **_Martial Ranged Weapons_** | | | | |\n| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |\n| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |\n| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |\n| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |\n| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) |",
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"name": "Ability Scores",
"desc": "Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.\n\n|Score|Meaning|\n|---|---|\n|1| This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. |\n|2–9| This represents a weak capability.|\n|10–11| This represents the human average.|\n|12–19| This represents a strong capability.|\n|20| This is the highest an adventurer's score can go unless a feature says otherwise. |\n|21–29| This represents an extraordinary capability. |\n|30| This is the highest a score can go.|",
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"name": "Ability Modifiers",
"desc": "Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in “D20 Tests”). An ability modifier is derived from its score, as shown in the Ability Modifiers table.\n\n> **Round Down**\n> Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.\n\n|Score|Modifier|\n|---|---|\n|1|−5|\n|2–3|−4|\n|4–5|−3|\n|6–7|−2|\n|8–9|−1|\n|10–11|+0|\n|12–13|+1|\n|14–15|+2|\n|16–17|+3|\n|18–19|+4|\n|20–21|+5|\n|22–23|+6|\n|24–25|+7|\n|26–27|+8|\n|28–29|+9|\n|30|+10|",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_d20-tests_ability-checks/?format=api",
"name": "Ability Checks",
"desc": "An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.\n\n## Ability Modifier\n\nAn ability check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use.\n\n|Ability|Make a Check To …|\n|---|---|\n|Strength|Lift, push, pull, or break something|\n|Dexterity|Move nimbly, quickly, or quietly|\n|Constitution|Push your body beyond normal limits|\n|Intelligence|Reason or remember|\n|Wisdom|Notice things in the environment or in creatures’ behavior|\n|Charisma|Influence, entertain, or deceive|\n\n## Proficiency Bonus\n\nAdd your Proficiency Bonus to an ability check when the GM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if you have proficiency in the Acrobatics or Athletics skill. See “Proficiency” later in “Playing the Game” for more information about skill and tool proficiencies.\n\n## Difficulty Class\n\nThe Difficulty Class of an ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks.\n\nTable: Typical Difficulty Classes\n\n|Task Difficulty|DC|\n|---|---|\n|Very easy|5|\n|Easy|10|\n|Medium|15|\n|Hard|20|\n|Very hard|25|\n|Nearly impossible|30|",
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"name": "Saving Throws",
"desc": "A saving throw—also called a save—represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it.\n\nIf you don’t want to resist the effect, you can choose to fail the save without rolling.\n\n## Ability Modifier\n\nSaving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table.\n\nTable: Saving Throw Examples\n\n|Ability|Make a Save To …|\n|---|---|\n|Strength|Physically resist direct force|\n|Dexterity|Dodge out of harm’s way|\n|Constitution|Endure a toxic hazard|\n|Intelligence|Recognize an illusion as fake|\n|Wisdom|Resist a mental assault|\n|Charisma|Assert your identity|\n\n## Proficiency Bonus\n\nYou add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”\n\n## Difficulty Class\n\nThe Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster’s spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC.",
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_d20-tests_attack-rolls/?format=api",
"name": "Attack Rolls",
"desc": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition.\n\n## Ability Modifier\n\nThe Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls.\n\nTable: Attack Roll Abilities\n\n|Ability|Attack Type|\n|---|---|\n|Strength|Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)|\n|Dexterity|Ranged attack with a weapon|\n|Varies|Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)|\n\nSome features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property.\n\n## Proficiency Bonus\n\nYou add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies.\n\n## Armor Class\n\nA creature’s Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block.\n\n**Calculating AC.** All creatures start with the same base AC calculation:\n\nA creature’s AC can then be modified by armor, magic items, spells, and more.\n\n**Only One Base AC.** Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature.\n\nRolling 20 or 1\n\nIf you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”).\n\nIf you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misses regardless of any modifiers or the target’s AC.",
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"name": "Advantage/Disadvantage",
"desc": "Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances.\n\nYou usually acquire Advantage or Disadvantage through the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage.\n\n## Roll Two D20s\n\nWhen a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if you have Disadvantage and roll an 18 and a 3, use the 3. If you instead have Advantage and roll those numbers, use the 18.\n\n## They Don't Stack\n\nIf multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s.\n\nIf circumstances cause a roll to have both Advantage and Disadvantage, the roll has neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage.\n\n## Interactions with Rerolls\n\nWhen you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one.\n\nFor example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend your Heroic Inspiration to reroll one of those dice, not both of them.",
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"name": "The Bonus Doesn’t Stack",
"desc": "Your Proficiency Bonus can’t be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you’re proficient in either skill, but you don’t add it twice if you’re proficient in both skills.\n\nOccasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once.",
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_skill-proficiencies/?format=api",
"name": "Skill Proficiencies",
"desc": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation.\n\nIf a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving that skill but doesn’t add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus.\n\nTable: Skills\n\n|Skill|Ability|Example Uses|\n|---|---|---|\n|Acrobatics|Dexterity|Stay on your feet in a tricky situation, or perform an acrobatic stunt.|\n|Animal Handling|Wisdom|Calm or train an animal, or get an animal to behave in a certain way.|\n|Arcana|Intelligence|Recall lore about spells, magic items, and the planes of existence.|\n|Athletics|Strength|Jump farther than normal, stay afloat in rough water, or break something.|\n|Deception|Charisma|Tell a convincing lie, or wear a disguise convincingly.|\n|History|Intelligence|Recall lore about historical events, people, nations, and cultures.|\n|Insight|Wisdom|Discern a person’s mood and intentions.|\n|Intimidation|Charisma|Awe or threaten someone into doing what you want.|\n|Investigation|Intelligence|Find obscure information in books, or deduce how something works.|\n|Medicine|Wisdom|Diagnose an illness, or determine what killed the recently slain.|\n|Nature|Intelligence|Recall lore about terrain, plants, animals, and weather.|\n|Perception|Wisdom|Using a combination of senses, notice something that’s easy to miss.|\n|Performance|Charisma|Act, tell a story, perform music, or dance.|\n|Persuasion|Charisma|Honestly and graciously convince someone of something.|\n|Religion|Intelligence|Recall lore about gods, religious rituals, and holy symbols.|\n|Sleight of Hand|Dexterity|Pick a pocket, conceal a handheld object, or perform legerdemain.|\n|Stealth|Dexterity|Escape notice by moving quietly and hiding behind things.|\n|Survival|Wisdom|Follow tracks, forage, find a trail, or avoid natural hazards.|\n\n## Skill Lists\n\nThe skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to.\n\n## Determining Skills\n\nA character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in its stat block.",
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_saving-throw-proficiencies/?format=api",
"name": "Saving Throw Proficiencies",
"desc": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks.\n\nEach class gives proficiency in at least two saving throws, representing that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.",
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_equipment-proficiencies/?format=api",
"name": "Equipment Proficiencies",
"desc": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency:\n\n**Weapons.** Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it.\n\n**Tools.** If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have profciency in the skill that’s also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_social-interaction_roleplaying/?format=api",
"name": "Roleplaying",
"desc": "Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions.\n\nAs you roleplay, consider whether you prefer an active approach or a descriptive approach.\n\nThe GM uses an NPC’s personality and your character’s actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery.\n\nWhen interacting with an NPC, pay attention to the GM’s portrayal of the NPC’s personality. You might be able to learn an NPC’s goals and then use that information to influence the NPC.\n\nIf you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will likely fail.",
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{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_social-interaction_ability-checks/?format=api",
"name": "Ability Checks",
"desc": "Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC’s response to you. In such situations, the GM will typically ask you to take the Influence action.\n\nPay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.",
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"initialHeaderLevel": 2,
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"ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_social-interaction/?format=api"
},
{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_adventuring-equipment/?format=api",
"name": "Adventuring Equipment",
"desc": "As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops.\n\nSee “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.",
"index": 1,
"initialHeaderLevel": 2,
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},
{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_vision-and-light/?format=api",
"name": "Vision and Light",
"desc": "Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells are affected by sight, so effects that obscure vision can hinder you, as explained below.\n\n## Obscured Areas\n\nAn area might be Lightly or Heavily Obscured. In a Lightly Obscured area—such as an area with Dim Light, patchy fog, or moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight.\n\nA Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there.\n\n## Light\n\nThe presence or absence of light determines the category of illumination in an area, as defined below.\n\n**Bright Light.** Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.\n\n**Dim Light.** Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light.\n\n**Darkness.** Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness.\n\n## Special Senses\n\nSome creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses:\n\n* Blindsight\n* Darkvision\n* Tremorsense\n* Truesight",
"index": 2,
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{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_hiding/?format=api",
"name": "Hiding",
"desc": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.",
"index": 3,
"initialHeaderLevel": 2,
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_interacting-with-objects/?format=api",
"name": "Interacting with Objects",
"desc": "Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections.\n\n## What Is an Object?\n\nFor the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects.\n\n## Time-Limited Object Interactions\n\nWhen time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize action, as explained in “Combat” later in “Playing the Game.”\n\n## Finding Hidden Objects\n\nWhen your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both.\n\nIf you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total.\n\n## Carrying Objects\n\nYou can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in “Rules Glossary.”\n\n## Breaking Objects\n\nAs an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”",
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_marching-order/?format=api",
"name": "Marching Order",
"desc": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it.",
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"initialHeaderLevel": 2,
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{
"url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_hazards/?format=api",
"name": "Hazards",
"desc": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:\n\n* Burning\n* Dehydration\n* Falling\n* Malnutrition\n* Suffocation",
"index": 5,
"initialHeaderLevel": 2,
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_exploration_travel/?format=api",
"name": "Travel",
"desc": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below.\n\nIf you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”\n\n## Travel Pace\n\nWhile traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types of terrain.\n\nTable: Travel Pace - Distance Traveled Per …\n\n|Pace|Minute|Hour|Day|\n|---|---|---|---|\n|Fast|400 feet|4 miles|30 miles|\n|Normal|300 feet| 3 miles | 24 miles |\n|Slow|200 feet|2 miles|18 miles|\n\nEach travel pace has a game effect, as defined below.\n\n**Fast.** Traveling at a Fast pace imposes Disadvantage on a traveler’s Wisdom (Perception or Survival) and Dexterity (Stealth) checks.\n\n**Normal.** Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks.\n\n**Slow.** Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks.\n\n## Vehicles\n\nTravelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. “Equipment” includes vehicles for sale.",
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_the-order-of-combat/?format=api",
"name": "The Order of Combat",
"desc": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.\n\n## Combat Step by Step\n\nCombat unfolds in these steps:\n\n1. **Establish Positions.** The Game Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are—how far away and in what direction.\n2. **Roll Initiative.** Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.\n3. **Take Turns.** Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.\n\n## Initiative\n\nInitiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative.\n\n**Surprise.** If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.\n\n**Initiative Order.** A combatant’s check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.\n\n**Ties.** If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character.\n\n## Your Turn\n\nOn your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first.\n\nThe main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement.\n\n**Communicating.** You can communicate however you are able—through brief utterances and gestures—as you take your turn. Doing so uses neither your action nor your move.\n\nExtended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster.\n\n**Interacting with Things.** You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.\n\nIf you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.\n\nThe GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.\n\n**Doing Nothing on Your Turn.** You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting.\n\n## Ending Combat\n\nCombat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.",
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_playing-on-a-grid/?format=api",
"name": "Playing on a Grid",
"desc": "If you play using a square grid and miniatures or other tokens, follow these rules.\n\n**Squares.** Each square represents 5 feet.\n\n**Speed.** Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.\n\n**Entering a Square.** To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.\n\n**Corners.** Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.\n\n**Ranges.** To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.",
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"url": "https://api-beta.open5e.com/v2/rules/srd-2024_combat_movement-and-position/?format=api",
"name": "Movement and Position",
"desc": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.\n\nYour movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move.\n\nHowever you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.\n\nA character’s Speed is determined during character creation. A monster’s Speed is noted in the monster’s stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.\n\n## Difficult Terrain\n\nCombatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain.\n\nEvery foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain.\n\n## Breaking Up Your Move\n\nYou can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.\n\n## Dropping Prone\n\nOn your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0.\n\n## Creature Size\n\nA creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively.\n\nA character’s size is determined by species, and a monster’s size is specified in the monster’s stat block.\n\nTable: Creature Size and Space\n\n|Size|Space (Feet)|Space (Squares)|\n|---|---|---|\n|Tiny|2½ by 2½ feet|4 per square|\n|Small|5 by 5 feet|1 square|\n|Medium|5 by 5 feet|1 square|\n|Large|10 by 10 feet|4 squares (2 by 2)|\n|Huge|15 by 15 feet|9 squares (3 by 3)|\n|Gargantuan|20 by 20 feet|16 squares (4 by 4)|\n\n## Moving around Other Creatures\n\nDuring your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you.\n\nAnother creature’s space is Difficult Terrain for you unless that creature is Tiny or your ally.\n\nYou can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see “Rules Glossary”) unless you are Tiny or are of a larger size than the other creature.",
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"name": "Making an Attack",
"desc": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure:\n\n1. **Choose a Target.** Pick a target within your attack’s range: a creature, an object, or a location.\n2. **Determine Modifiers.** The GM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.\n3. **Resolve the Attack.** Make the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.",
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