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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-norse-pantheon/?format=api",
            "name": "The Norse Pantheon",
            "desc": "Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.\n\nThe Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).",
            "index": 7,
            "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_spellcasting_schools-of-magic/?format=api",
            "name": "The Schools of Magic",
            "desc": "Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.\n>\n> The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.\n>\n> **Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.\n>\n> **Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.\n>\n> **Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.\n>\n> **Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.\n>\n> **Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.\n>\n> **Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.\n>\n> **Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\n>\n> Creating the undead through the use of necromancy spells such as _animate dead_ is not a good act, and only evil casters use such spells frequently.\n>\n> **Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.\n\n## Combining Magical Effects\n\nThe effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.\n\nFor example, if two clerics cast _bless_ on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.",
            "index": 20,
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        },
        {
            "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,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_between-adventures/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_coins_exchange-rates/?format=api",
            "name": "Training",
            "desc": "| Coin          | CP    | SP   | EP   | GP    | PP      |\n|---------------|-------|------|------|-------|---------|\n| Copper (cp)   | 1     | 1/10 | 1/50 | 1/100 | 1/1,000 |\n| Silver (sp)   | 10    | 1    | 1/5  | 1/10  | 1/100   |\n| Electrum (ep) | 50    | 5    | 1    | 1/2   | 1/20    |\n| Gold (gp)     | 100   | 10   | 2    | 1     | 1/10    |\n| Platinum (pp) | 1,000 | 100  | 20   | 10    | 1       |",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_coins/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_planes_transistive-planes/?format=api",
            "name": "Transistive Planes",
            "desc": "The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as _etherealness_ and _astral projection_ allow characters to enter these planes and traverse them to reach the planes beyond.\n\nThe **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the _see invisibility_ and _true seeing_ spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as _forcecage_ and _wall of force_. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.\n\nThe **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.",
            "index": 4,
            "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_traps_trap-effects/?format=api",
            "name": "Trap Effects",
            "desc": "The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.\n\nThe attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.\n\nA trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.\n\n**Trap Save DCs and Attack Bonuses (table)**\n| Trap Danger | Save DC | Attack Bonus |\n|-------------|---------|--------------|\n| Setback     | 10-11   | +3 to +5     |\n| Dangerous   | 12-15   | +6 to +8     |\n| Deadly      | 16-20   | +9 to +12    |\n\n**Damage Severity by Level (table)**\n| Character Level | Setback | Dangerous | Deadly |\n|-----------------|---------|-----------|--------|\n| 1st-4th         | 1d10    | 2d10      | 4d10   |\n| 5th-10th        | 2d10    | 4d10      | 10d10  |\n| 11th-16th       | 4d10    | 10d10     | 18d10  |\n| 17th-20th       | 10d10   | 18d10     | 24d10  |",
            "index": 4,
            "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_traps_traps-in-play/?format=api",
            "name": "Traps in Play",
            "desc": "When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_travel-pace/?format=api",
            "name": "Travel Pace",
            "desc": "While traveling, a group of adventurers can move at a normal, fast, orslow pace, as shown on the Travel Pace table. The table states how farthe party can move in a period of time and whether the pace has anyeffect. A fast pace makes characters less perceptive, while a slow pacemakes it possible to sneak around and to search an area more carefully.\n\n**Forced March.** The Travel Pace table assumes that characters travelfor 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.\n\nFor each additional hour of travel beyond 8 hours, the characters coverthe distance shown in the Hour column for their pace, and each charactermust make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a charactersuffers one level of exhaustion.\n\n**Mounts and Vehicles.** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fastpace. If fresh mounts are available every 8 to 10 miles, characters cancover larger distances at this pace, but this is very rare except indensely populated areas.\nCharacters in wagons, carriages, or other land vehicles choose a pace asnormal. Characters in a waterborne vessel are limited to the speed ofthe vessel, and they don't suffer penalties for a fast pace or gainbenefits from a slow pace. Depending on the vessel and the size of thecrew, ships might be able to travel for up to 24 hours per day.\nCertain special mounts, such as a pegasus or griffon, or specialvehicles, such as a carpet of flying, allow you to travel more swiftly.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_triggering-a-trap/?format=api",
            "name": "Triggering a Trap",
            "desc": "Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the _glyph of warding_ spell) have more complicated trigger conditions, including a password that prevents the trap from activating.",
            "index": 2,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_truesight/?format=api",
            "name": "Truesight",
            "desc": "A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects,automatically detect visual illusions and succeed on saving throwsagainst them, and perceives the original form of a shapechanger or acreature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.",
            "index": 6,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_two-weapon-fighting/?format=api",
            "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": "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_monsters_type/?format=api",
            "name": "Type",
            "desc": "A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.\n\nThe game includes the following monster types, which have no rules of their own.\n\n**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.\n\n**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.\n\n**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.\n\n**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.\n\n**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.\n\n**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers and invisible stalkers.\n\n**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.\n\n**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.\n\n**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.\n\n**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.\n\n**Monstrosities** are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.\n\n**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.\n\n**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.\n\n**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_unarmored-defense/?format=api",
            "name": "Unarmored Defense",
            "desc": "If you already have the Unarmored Defense feature, you can't gain it again from another class.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_unseen-attackers-and-targets/?format=api",
            "name": "Unseen Attackers and Targets",
            "desc": "Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.\n\nWhen you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly.\n\nWhen a creature can't see you, you have advantage on attack rolls against it. If you are hidden---both unseen and unheard---when you make an attack, you give away your location when the attack hits or misses.",
            "index": 4,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_inspiration_using-inspiration/?format=api",
            "name": "Using Inspiration",
            "desc": "If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.\n\nAdditionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.",
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        },
        {
            "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,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_vision-and-light/?format=api",
            "name": "Vision and Light",
            "desc": "The most fundamental tasks of adventuring---noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, toname just a few---rely heavily on a character's ability to see. Darknessand other effects that obscure vision can prove a significant hindrance.\nA given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage,creatures have disadvantage on Wisdom (Perception) checks that rely onsight.\nA **heavily obscured** area---such as darkness, opaque fog, or densefoliage---blocks vision entirely. A creature effectively suffers fromthe blinded condition when trying to see something in that area.\nThe presence or absence of light in an environment creates threecategories of illumination: bright light, dim light, and darkness.\n**Bright light** lets most creatures see normally. Even gloomy daysprovide bright light, as do torches, lanterns, fires, and other sourcesof illumination within a specific radius.\n**Dim light**, also called shadows, creates a lightly obscured area. Anarea of dim light is usually a boundary between a source of brightlight, such as a torch, and surrounding darkness. The soft light oftwilight and dawn also counts as dim light. A particularly brilliantfull moon might bathe the land in dim light.\n**Darkness** creates a heavily obscured area. Characters face darknessoutdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",
            "index": 3,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_vulnerabilities-resistances-immunities/?format=api",
            "name": "Vulnerabilities, Resistances, and Immunities",
            "desc": "Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_mounts-and-vehicles_waterborne-vehicles/?format=api",
            "name": "Waterborne Vehicles",
            "desc": "| Item         | Cost      | Speed  |\n|--------------|-----------|--------|\n| Galley       | 30,000 gp | 4 mph  |\n| Keelboat     | 3,000 gp  | 1 mph  |\n| Longship     | 10,000 gp | 3 mph  |\n| Rowboat      | 50 gp     | 1½ mph |\n| Sailing ship | 10,000 gp | 2 mph  |\n| Warship      | 25,000 gp | 2½ mph |",
            "index": 3,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_weapon-proficiency/?format=api",
            "name": "Weapon Proficiency",
            "desc": "Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.\n\nProficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_weapons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_weapon-properties/?format=api",
            "name": "Weapon Properties",
            "desc": "Many weapons have special properties related to their use, as shown in the Weapons table.\n\n**_Ammunition._** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.\n\n**_Finesse._** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\n**_Heavy._** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. \n\n**_Light_**. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\n\n**_Loading._** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\n\n**_Range._** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\n\n**_Reach._** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\n\n**_Special._** A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see “Special Weapons” later in this section).\n\n**_Thrown._** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\n\n**_Two-Handed._** This weapon requires two hands when you attack with it.\n\n**_Versatile._** This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_weapons/?format=api"
        },
        {
            "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)                           |",
            "index": 4,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_weapons/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_wearing-and-wielding/?format=api",
            "name": "Wearing and Wielding Items",
            "desc": "Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.\n\nIn most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.\n\nWhen a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_magic-items/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_what-is-a-spell/?format=api",
            "name": "What Is a Spell?",
            "desc": "A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.\n\nSpells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead.\n\nUncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.",
            "index": 1,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_wisdom/?format=api",
            "name": "Wisdom",
            "desc": "Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.\n\n## Wisdom Checks\n\nA Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.\n\n### Animal Handling\n\nWhen there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.\n\n### Insight\n\nYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.\n\n### Medicine\n\nA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.\n\n### Perception\n\nYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.\n\n### Survival\n\nThe GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.\n\n### Other Wisdom Checks\n\nThe GM might call for a Wisdom check when you try to accomplish tasks like the following:  - Get a gut feeling about what course of action to follow - Discern whether a seemingly dead or living creature is undead  ## Spellcasting Ability\n\nClerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.",
            "index": 15,
            "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_abilities_working-together/?format=api",
            "name": "Working Together",
            "desc": "Sometimes two or more characters team up to attempt a task. The character who's leading the effort---or the one with the highest ability modifier---can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.\n\nA character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",
            "index": 9,
            "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_combat-sequence_your-turn/?format=api",
            "name": "Your Turn",
            "desc": "On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed---sometimes called your walking speed---is noted on your character sheet.\n\nThe most common actions you can take are described in srd:actions-in-combat. Many class features and other abilities provide additional options for your action.\n\nsrd:movement-and-position gives the rules for your move.\n\nYou can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in srd:actions-in-combat.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_combat-sequence/?format=api"
        }
    ]
}