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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_special-weapons/?format=api",
            "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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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_weapons-table/?format=api",
            "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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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_contests/?format=api",
            "name": "Contents",
            "desc": "Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal---for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.\n\nBoth participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest.\nThat character or monster either succeeds at the action or prevents the other one from succeeding.\n\nIf the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_dodge/?format=api",
            "name": "Dodge",
            "desc": "When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_armor_donning-and-doffing/?format=api",
            "name": "Getting Into and Out of Armor",
            "desc": "The time it takes to don or doff armor depends on the armor's category.\n\n**_Don._** This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.\n\n**_Doff._** This is the time it takes to take off armor. If you have help, reduce this time by half.\n\n**Donning and Doffing Armor (table)**\n\n| Category     | Don        | Doff      |\n|--------------|------------|-----------|\n| Light Armor  | 1 minute   | 1 minute  |\n| Medium Armor | 5 minutes  | 1 minute  |\n| Heavy Armor  | 10 minutes | 5 minutes |\n| Shield       | 1 action   | 1 action  |",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_ranged-attacks/?format=api",
            "name": "Rnged Attacks",
            "desc": "When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",
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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_customizing-a-background/?format=api",
            "name": "Customizing a Background",
            "desc": "You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_recuperating/?format=api",
            "name": "Recuperating",
            "desc": "You can use downtime between adventures to recover from a debilitating injury, disease, or poison.\n\nAfter three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:\n\n- End one effect on you that prevents you from regaining hit points.\n- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_combat-sequence_reactions/?format=api",
            "name": "Reactions",
            "desc": "Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack <srd:opportunity-attacks> is the most common type of reaction.\n\nWhen you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_damage-types/?format=api",
            "name": "Damage Types",
            "desc": "Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.\n\nThe damage types follow, with examples to help a GM assign a damage type to a new effect.\n\n**Acid.** The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.\n\n**Bludgeoning.** Blunt force attacks---hammers, falling, constriction, and the like---deal bludgeoning damage.\n\n**Cold.** The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.\n\n**Fire.** Red dragons breathe fire, and many spells conjure flames to deal fire damage.\n\n**Force.** Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including _magic missile_ and _spiritual weapon_.\n\n**Lightning.** A _lightning bolt_ spell and a blue dragon's breath deal lightning damage.\n\n**Necrotic.** Necrotic damage, dealt by certain undead and a spell such as _chill touch_, withers matter and even the soul.\n\n**Piercing.** Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.\n\n**Poison.** Venomous stings and the toxic gas of a green dragon's breath deal poison damage.\n\n**Psychic.** Mental abilities such as a mind flayer's psionic blast deal psychic damage.\n\n**Radiant.** Radiant damage, dealt by a cleric's _flame strike_ spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.\n\n**Slashing.** Swords, axes, and monsters' claws deal slashing damage.\n\n**Thunder.** A concussive burst of sound, such as the effect of the srd:thunderwave spell, deals thunder damage.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_darkvision/?format=api",
            "name": "Blindsight",
            "desc": "Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature withdarkvision can see in darkness as if the darkness were dim light, soareas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_spellcasting-services/?format=api",
            "name": "Spellcasting Services",
            "desc": "People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.\n\nHiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_activating-an-item/?format=api",
            "name": "Activating an Item",
            "desc": "Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.\n\nIf an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_armor-class/?format=api",
            "name": "Armor Class",
            "desc": "A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_climbing-swimming-crawling/?format=api",
            "name": "Climbing, Swimming and Crawling",
            "desc": "While climbing or swimming, each foot of movement costs 1 extra foot (2extra feet in difficult terrain), unless a creature has a climbing orswimming speed. At the GM's option, climbing a slippery vertical surfaceor one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require asuccessful Strength (Athletics) check.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_proficiencies/?format=api",
            "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_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.",
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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.",
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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_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.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_complex-traps/?format=api",
            "name": "Complex Traps",
            "desc": "Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.\n\nWhen a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.\n\nFor example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_skills/?format=api",
            "name": "Skills",
            "desc": "Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)  For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.\n\nThe skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.\n\n**Strength**\n\n- Athletics\n\n**Dexterity**\n- Acrobatics\n- Sleight of Hand\n- Stealth\n\n**Intelligence**\n\n- Arcana\n- History\n- Investigation\n- Nature\n- Religion\n\n**Wisdom**\n\n- Animal Handling\n- Insight\n- Medicine\n- Perception\n- Survival\n\n**Charisma**\n\n- Deception\n- Intimidation\n- Performance\n- Persuasion\n\n\nSometimes, the GM might ask for an ability check using a specific skill---for example, Make a Wisdom (Perception) check. At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.\n\nFor example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_help/?format=api",
            "name": "Help",
            "desc": "You can lend your aid to another creature in the completion of a task.\n\nWhen you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.\n\nAlternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_range/?format=api",
            "name": "Range",
            "desc": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.\n\nSome ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_researching/?format=api",
            "name": "Researching",
            "desc": "The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.\n\nWhen you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.\n\nFor each day of research, you must spend 1 gp to cover your expenses.\n\nThis cost is in addition to your normal lifestyle expenses.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_damage-and-healing_resistance-and-vulnerability/?format=api",
            "name": "Damage Resistance and Vulnerability",
            "desc": "Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.\n\nIf a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it.\n\nResistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.\n\nMultiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three--- quarters.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_truesight/?format=api",
            "name": "Truesight",
            "desc": "A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects,automatically detect visual illusions and succeed on saving throwsagainst them, and perceives the original form of a shapechanger or acreature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_environment/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_command-word/?format=api",
            "name": "Command Word",
            "desc": "A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_magic-items/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_hit-points/?format=api",
            "name": "Hit Points",
            "desc": "A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player’s Handbook*.\n\nA monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).\n\nA monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_jumping/?format=api",
            "name": "Jumping",
            "desc": "Your Strength determines how far you can jump.\n\n**Long Jump.** When you make a long jump, you cover a number of feet upto your Strength score if you move at least 10 feet on foot immediatelybefore the jump. When you make a standing long jump, you can leap onlyhalf that distance. Either way, each foot you clear on the jump costs afoot of movement.\nThis rule assumes that the height of your jump doesn't matter, such as ajump across a stream or chasm. At your GM's option, you must succeed ona DC 10 Strength (Athletics) check to clear a low obstacle (no tallerthan a quarter of the jump's distance), such as a hedge or low wall.\nOtherwise, you hit it.\nWhen you land in difficult terrain, you must succeed on a DC 10Dexterity (Acrobatics) check to land on your feet. Otherwise, you landprone.\n\n**High Jump.** When you make a high jump, you leap into the air a numberof feet equal to 3 + your Strength modifier if you move at least 10 feeton foot immediately before the jump. When you make a standing high jump,you can jump only half that distance. Either way, each foot you clear onthe jump costs a foot of movement. In some circumstances, your GM mightallow you to make a Strength (Athletics) check to jump higher than younormally can.\nYou can extend your arms half your height above yourself during thejump. Thus, you can reach above you a distance equal to the height ofthe jump plus 1½ times your height.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_movement/?format=api"
        },
        {
            "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.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_multiclassing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_egyptian-deities/?format=api",
            "name": "Egyptian Deities",
            "desc": "| Deity                                           | Alignment | Suggested Domains        | Symbol                               |\n|-------------------------------------------------|-----------|--------------------------|--------------------------------------|\n| Re-Horakhty, god of the sun, ruler of the gods  | LG        | Life, Light              | Solar disk encircled by serpent      |\n| Anubis, god of judgment and death               | LN        | Death                    | Black jackal                         |\n| Apep, god of evil, fire, and serpents           | NE        | Trickery                 | Flaming snake                        |\n| Bast, goddess of cats and vengeance             | CG        | War                      | Cat                                  |\n| Bes, god of luck and music                      | CN        | Trickery                 | Image of the misshapen deity         |\n| Hathor, goddess of love, music, and motherhood  | NG        | Life, Light              | Horned cowʼs head with lunar disk    |\n| Imhotep, god of crafts and medicine             | NG        | Knowledge                | Step pyramid                         |\n| Isis, goddess of fertility and magic            | NG        | Knowledge, Life          | Ankh and star                        |\n| Nephthys, goddess of death and grief            | CG        | Death                    | Horns around a lunar disk            |\n| Osiris, god of nature and the underworld        | LG        | Life, Nature             | Crook and flail                      |\n| Ptah, god of crafts, knowledge, and secrets     | LN        | Knowledge                | Bull                                 |\n| Set, god of darkness and desert storms          | CE        | Death, Tempest, Trickery | Coiled cobra                         |\n| Sobek, god of water and crocodiles              | LE        | Nature, Tempest          | Crocodile head with horns and plumes |\n| Thoth, god of knowledge and wisdom              | N         | Knowledge                | Ibis                                 |",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_pantheons/?format=api"
        },
        {
            "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,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_speed/?format=api",
            "name": "Speed",
            "desc": "Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\").",
            "index": 6,
            "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_casting-in-armor/?format=api",
            "name": "Casting in Armor",
            "desc": "Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_sample-traps/?format=api",
            "name": "Sample Traps",
            "desc": "The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.",
            "index": 6,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_skills-with-different-abilities/?format=api",
            "name": "Variant: Skills with Different Abilities",
            "desc": "Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.",
            "index": 7,
            "initialHeaderLevel": 4,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_hide/?format=api",
            "name": "Hide",
            "desc": "When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in srd:unseen-attackers-and-targets.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_ranged-attacks-in-close-combat/?format=api",
            "name": "Ranged Attacks in Close Combat",
            "desc": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_attacking/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_between-adventures_training/?format=api",
            "name": "Training",
            "desc": "You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.\n\nFirst, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.\n\nThe training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_consumables/?format=api",
            "name": "Consumables",
            "desc": "Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_magic-items/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_hit-dice-by-size/?format=api",
            "name": "Hit Dice by Size",
            "desc": "| Monster Size | Hit Die | Average HP per Die |\n|-------------------|-----------|----------------------------|\n| Tiny | d4 | 2½ |\n| Small | d6 | 3½ |\n| Medium | d8 | 4½ |\n| Large | d10 | 5½ |\n| Huge | d12 | 6½ |\n| Gargantuan | d20 | 10½ |\n\nA monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).",
            "index": 7,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_channel-divinity/?format=api",
            "name": "Channel Divinity",
            "desc": "If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.",
            "index": 7,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_multiclassing/?format=api"
        },
        {
            "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,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_pantheons/?format=api"
        },
        {
            "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,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_planes/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_languages/?format=api",
            "name": "Languages",
            "desc": "By virtue of your race, your character can speak, read, and write certain languages.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_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.",
            "index": 7,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_collapsing-roof/?format=api",
            "name": "Collapsing Roof",
            "desc": "_Mechanical trap_\n\nThis trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.\n\nThe trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.\n\nAnyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.\n\nThe ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.\n\nWhen the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.",
            "index": 7,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_traps/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_passive-checks/?format=api",
            "name": "Passive Checks",
            "desc": "A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.\n\nHere's how to determine a character's total for a passive check:  > 10 + all modifiers that normally apply to the check  If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**.\n\nFor example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.\n\nThe rules on hiding in the Dexterity section below rely on passive checks, as do the exploration rules.",
            "index": 8,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_ready/?format=api",
            "name": "Ready",
            "desc": "Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.\n\nFirst, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include 'If the cultist steps on the trapdoor, I'll pull the lever that opens it,' and 'If the goblin steps next to me, I move away.'\n\nWhen the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.\n\nWhen you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the srd:web spell and ready srd:magic-missile, your srd:web spell ends, and if you take damage before you release srd:magic-missile with your reaction, your concentration might be broken.",
            "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_actions-in-combat/?format=api"
        }
    ]
}