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    "results": [
        {
            "key": "srd_actions-in-combat_attack",
            "name": "Attack",
            "desc": "The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.\n\nWith this action, you make one melee or ranged attack. See the Making an Attack section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.",
            "index": 1,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_cast-a-spell",
            "name": "Cast a Spell",
            "desc": "Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.",
            "index": 2,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_dash",
            "name": "Dash",
            "desc": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.\n\nAny increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_disengage",
            "name": "Disengage",
            "desc": "If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.",
            "index": 4,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_dodge",
            "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.",
            "index": 5,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_help",
            "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": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_hide",
            "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": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_ready",
            "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": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_search",
            "name": "Search",
            "desc": "When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.",
            "index": 9,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_actions-in-combat_use-an-object",
            "name": "Use an Object",
            "desc": "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.",
            "index": 10,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_actions-in-combat",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_attacking_attack-modifiers",
            "name": "Modifiers to the Roll",
            "desc": "When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.\n\n**Ability Modifier.** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.\n\nSome spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.\n\n**Proficiency Bonus.** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.",
            "index": 2,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_attacking",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_attacking_grappling",
            "name": "Grappling",
            "desc": "When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.\n\nThe target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the srd:grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).\n\n**Escaping a Grapple.** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.\n\n **Moving a Grappled Creature.** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.\n\n > **Contests in Combat**\n >\n > Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.",
            "index": 11,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_attacking",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_attacking_opportunity-attacks",
            "name": "Opportunity Attacks",
            "desc": "In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.\n\nYou can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.\n\nYou can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.",
            "index": 9,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_attacking",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_attacking_range",
            "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": "srd-2014",
            "ruleset": "srd_attacking",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_attacking_ranged-attacks-in-close-combat",
            "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": "srd-2014",
            "ruleset": "srd_attacking",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_attacking_rolling-1-or-20",
            "name": "Rolling 1 or 20",
            "desc": "Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.\n\n> **Sage Advice**\n>\n> Spell attacks can score critical hits, just like any other attack.\n>\n> Source: [Sage Advice > Compendium](http://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf)\n\nIf the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit.\n\nIf the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_attacking",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_attacking_shoving",
            "name": "Shoving a Creature",
            "desc": "Using the Attack action, you can make a special melee attack to shove a creature, either to knock it srd:prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.\n\nThe target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target srd:prone or push it 5 feet away from you.",
            "index": 12,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_attacking",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_attacking_two-weapon-fighting",
            "name": "Two-Weapon Fighting",
            "desc": "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.\n\nIf either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.",
            "index": 10,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_attacking",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_between-adventures_crafting",
            "name": "Crafting",
            "desc": "You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it.\n\nFor example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.\n\nFor every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item.\n\nFor example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.\n\n Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.\n\n While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_between-adventures",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_between-adventures_practicing-a-profession",
            "name": "Practicing a Profession",
            "desc": "You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.\n\nIf you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.\n\nIf you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.",
            "index": 4,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_between-adventures",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_between-adventures_recuperating",
            "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.",
            "index": 5,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_between-adventures",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_between-adventures_researching",
            "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": "srd-2014",
            "ruleset": "srd_between-adventures",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_between-adventures_training",
            "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": "srd-2014",
            "ruleset": "srd_between-adventures",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_combat-sequence_bonus-actions",
            "name": "Bonus Actions",
            "desc": "Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.\n\n> **Sage Advice**\n>\n> Actions and bonus actions can't be exchanged. If you have two abilities that require bonus actions to activate you can only use one, even if you take no other actions.\n>\n> Source: [Sage Advice > Compendium](http://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf)\n\nYou can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.\n\nYou choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_combat-sequence",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_combat-sequence_other-activities-on-your-turn",
            "name": "Other Actions on Your Turn",
            "desc": "Your turn can include a variety of flourishes that require neither your action nor your move.\n\nYou can communicate however you are able, through brief utterances and gestures, as you take your turn.\n\nYou can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.\n\nIf you want to interact with a second object, you need to use your 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 could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",
            "index": 4,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_combat-sequence",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_damage-and-healing_critical-hits",
            "name": "Critical Hits",
            "desc": "When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.\n\nFor example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_damage-and-healing",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_damage-and-healing_damage-types",
            "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.",
            "index": 5,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_damage-and-healing",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_diseases_cackle-fever",
            "name": "Cackle Fever",
            "desc": "This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.”\n\nSymptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.\n\nAny event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.\n\nAny humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.\n\nAt the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later.",
            "index": 2,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_diseases",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_diseases_sewer-plague",
            "name": "Sewer Plague",
            "desc": "Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.\n\nWhen a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.\n\nIt takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.\n\nAt the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_diseases",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_environment_blindsight",
            "name": "Blindsight",
            "desc": "A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.",
            "index": 4,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_environment",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_environment_darkvision",
            "name": "Darkvision",
            "desc": "Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas 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.",
            "index": 5,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_environment",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_environment_truesight",
            "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 throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.",
            "index": 6,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_environment",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_expenses_food-drink-lodging",
            "name": "Food, Drink, and Lodging",
            "desc": "The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.\n\n**Food, Drink, and Lodging (table)**\n\n| Item                     | Cost  |\n|--------------------------|-------|\n| **_Ale_**                |       |\n| - Gallon                 | 2 sp  |\n| - Mug                    | 4 cp  |\n| Banquet (per person)     | 10 gp |\n| Bread, loaf              | 2 cp  |\n| Cheese, hunk             | 1 sp  |\n| **_Inn stay (per day)_** |       |\n| - Squalid                | 7 cp  |\n| - Poor                   | 1 sp  |\n| - Modest                 | 5 sp  |\n| - Comfortable            | 8 sp  |\n| - Wealthy                | 2 gp  |\n| - Aristocratic           | 4 gp  |\n| **_Meals (per day)_**    |       |\n| - Squalid                | 3 cp  |\n| - Poor                   | 6 cp  |\n| - Modest                 | 3 sp  |\n| - Comfortable            | 5 sp  |\n| - Wealthy                | 8 sp  |\n| - Aristocratic           | 2 gp  |\n| Meat, chunk              | 3 sp  |\n| **_Wine_**               |       |\n| - Common (pitcher)       | 2 sp  |\n| - Fine (bottle)          | 10 gp |",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_expenses",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_expenses_self-sufficiency",
            "name": "Self-Sufficiency",
            "desc": "> The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.\n>\n> Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.",
            "index": 2,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_expenses",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_magic-items_charges",
            "name": "Charges",
            "desc": "Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.",
            "index": 9,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_magic-items",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_magic-items_command-word",
            "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": "srd-2014",
            "ruleset": "srd_magic-items",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_magic-items_consumables",
            "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": "srd-2014",
            "ruleset": "srd_magic-items",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_magic-items_creating-sentient-magic-items",
            "name": "Creating Sentient Magic Items",
            "desc": "When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.\n\n## Abilities\n\nA sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.\n\n## Communication\n\nA sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.\n\n| d100 | Communication |\n|--------|-----------------------|\n| 01–60 | The item communicates by transmitting emotion to the creature carrying or wielding it. |\n| 61–90 | The item can speak, read, and understand one or more languages. |\n|  91–00 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |\n\n## Senses\n\nWith sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.\n\n| d4 | Senses |\n|-----|------------|\n| 1 | Hearing and normal vision out to 30 feet. |\n| 2  | Hearing and normal vision out to 60 feet |\n| 3 | Hearing and normal vision out to 120 feet. |\n| 4 | Hearing and darkvision out to 120 feet. |\n\n## Alignment\n\nA sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.\n\n| d100 | Alignment |\n|--------|---------------|\n| 01–15 | Lawful good |\n| 16–35 | Neutral good |\n| 36–50 | Chaotic good |\n| 51–63 | Lawful neutral |\n| 64–73 | Neutral |\n| 74–85 | Chaotic neutral |\n| 86–89 | Lawful evil |\n| 90–96 | Neutral evil |\n| 97–00 | Chaotic evil |\n\n ## Special Purpose\n\nYou can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.\n\n| d10 | Purpose |\n|-------|-------------|\n| 1 | *Aligned:* The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) |\n| 2 | *Bane:* The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. |\n| 3 | *Protector:* The item seeks to defend a particular race or kind of creature, such as elves or druids. |\n| 4 | *Crusader:* The item seeks to defeat, weaken, or destroy the servants of a particular deity. |\n| 5 | *Templar:* The item seeks to defend the servants and interests of a particular deity. |\n| 6 | *Destroyer:* The item craves destruction and goads its user to fight arbitrarily. |\n| 7 | *Glory Seeker:* The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. |\n| 8 | *Lore Seeker:* The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. |\n| 9 | *Destiny Seeker:* The item is convinced that it and its wielder have key roles to play in future events. |\n| 10 | *Creator Seeker:* The item seeks its creator and wants to understand why it was created. |",
            "index": 11,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_magic-items",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_magic-items_multiple-items-of-same-kind",
            "name": "Multiple Items of the Same Kind",
            "desc": "Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_magic-items",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_magic-items_paired-items",
            "name": "Paired Items",
            "desc": "Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.",
            "index": 4,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_magic-items",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_magic-items_sentient-magic-items",
            "name": "Sentient Magic Items",
            "desc": "Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.\n\nMost sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.\n\nSentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.",
            "index": 10,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_magic-items",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_magic-items_spells",
            "name": "Consumables",
            "desc": "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.\n\nA magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.",
            "index": 8,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_magic-items",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_monsters_ammunition",
            "name": "Ammunition",
            "desc": "A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.",
            "index": 28,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_monsters",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_monsters_armor-weapon-tool-proficiencies",
            "name": "Armor, Weapon and Tool Proficiency",
            "desc": "Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.\n\nFor example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.\n\nSee the *Player’s Handbook* for rules on using armor or weapons without proficiency.",
            "index": 13,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_monsters",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_monsters_equipment",
            "name": "Equipment",
            "desc": "A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.\n\nYou can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.\n\nIf a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.",
            "index": 32,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_monsters",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_monsters_experience-points",
            "name": "Experience Points",
            "desc": "The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.\n\nUnless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.",
            "index": 19,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_monsters",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_monsters_grapple-rules",
            "name": "Grapple Rules for Monsters",
            "desc": "Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.\n\nA creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.",
            "index": 31,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_monsters",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_monsters_innate-spellcasting",
            "name": "Innate Spellcasting",
            "desc": "A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating.\n\nAn innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage.\n\nA monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them.",
            "index": 22,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_monsters",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_monsters_lair-actions",
            "name": "Lair Actions",
            "desc": "If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.",
            "index": 36,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_monsters",
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_monsters_legendary-actions",
            "name": "Legendary Actions",
            "desc": "A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.",
            "index": 34,
            "initialHeaderLevel": 3,
            "document": "srd-2014",
            "ruleset": "srd_monsters",
            "crossreferences": {
                "to": []
            }
        }
    ]
}