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        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_search/?format=api",
            "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": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_actions-in-combat_use-an-object/?format=api",
            "name": "Search",
            "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": 9,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_actions-in-combat/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_self-sufficiency/?format=api",
            "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": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_expenses/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_senses/?format=api",
            "name": "Senses",
            "desc": "The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.\n\n## Blindsight\n\nA monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.\n\nCreatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.\n\nIf a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.\n\n## Darkvision\n\nA monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.\n\n### Tremorsense\n\nA monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.\n\n## Truesight\n\nA monster 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 perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.",
            "index": 15,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_magic-items_sentient-magic-items/?format=api",
            "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": "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_expenses_services/?format=api",
            "name": "Services",
            "desc": "Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.\n\nSome of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.\n\nOther hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.\n\nSkilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.\n\n**Services (table)**\n\n| Service Pay       | Pay           |\n|-------------------|---------------|\n| **_Coach cab_**   |               |\n| - Between towns   | 3 cp per mile |\n| - Within a city   | 1 cp          |\n| **_Hireling_**    |               |\n| - Skilled         | 2 gp per day  |\n| - Untrained       | 2 sp per day  |\n| Messenger         | 2 cp per mile |\n| Road or gate toll | 1 cp          |\n| Ship's passage    | 1 sp per mile |",
            "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_expenses/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_diseases_sewer-plague/?format=api",
            "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": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_diseases/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_attacking_shoving/?format=api",
            "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": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_diseases_sight-rot/?format=api",
            "name": "Sight Rot",
            "desc": "This painful infection causes bleeding from the eyes and eventually blinds the victim.\n\nA beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as _lesser restoration_ or _heal_.\n\nSight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.",
            "index": 3,
            "initialHeaderLevel": 4,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_diseases/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_weapons_silvered-weapons/?format=api",
            "name": "Silvered Weapons",
            "desc": "Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.",
            "index": 3,
            "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_monsters_size/?format=api",
            "name": "Size",
            "desc": "A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the *Player’s Handbook* for more information on creature size and space.\n\n### Size Categories\n\n| Size | Space | Examples |\n|--------|----------|---------------|\n| Tiny | 2½ by 2½ ft. | Imp, sprite |\n| Small | 5 b 5 ft. | Giant rat, goblin |\n| Medium | 5 b 5 ft. | Orc, werewolf |\n| Large | 10 b 10 ft. | Hippogriff, ogre |\n| Huge | 15 b 15 ft. | Fire giant, treant |\n| Gargantuan | 20 b 20 ft. or larger | Kraken, purple worm ",
            "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_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_size/?format=api",
            "name": "Size",
            "desc": "Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in \"Equipment.\"",
            "index": 5,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_skill-proficiencies/?format=api",
            "name": "Skill Proficiencies",
            "desc": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation.\n\nIf a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving that skill but doesn’t add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus.\n\nTable: Skills\n\n|Skill|Ability|Example Uses|\n|---|---|---|\n|Acrobatics|Dexterity|Stay on your feet in a tricky situation, or perform an acrobatic stunt.|\n|Animal Handling|Wisdom|Calm or train an animal, or get an animal to behave in a certain way.|\n|Arcana|Intelligence|Recall lore about spells, magic items, and the planes of existence.|\n|Athletics|Strength|Jump farther than normal, stay afloat in rough water, or break something.|\n|Deception|Charisma|Tell a convincing lie, or wear a disguise convincingly.|\n|History|Intelligence|Recall lore about historical events, people, nations, and cultures.|\n|Insight|Wisdom|Discern a person’s mood and intentions.|\n|Intimidation|Charisma|Awe or threaten someone into doing what you want.|\n|Investigation|Intelligence|Find obscure information in books, or deduce how something works.|\n|Medicine|Wisdom|Diagnose an illness, or determine what killed the recently slain.|\n|Nature|Intelligence|Recall lore about terrain, plants, animals, and weather.|\n|Perception|Wisdom|Using a combination of senses, notice something that’s easy to miss.|\n|Performance|Charisma|Act, tell a story, perform music, or dance.|\n|Persuasion|Charisma|Honestly and graciously convince someone of something.|\n|Religion|Intelligence|Recall lore about gods, religious rituals, and holy symbols.|\n|Sleight of Hand|Dexterity|Pick a pocket, conceal a handheld object, or perform legerdemain.|\n|Stealth|Dexterity|Escape notice by moving quietly and hiding behind things.|\n|Survival|Wisdom|Follow tracks, forage, find a trail, or avoid natural hazards.|\n\n## Skill Lists\n\nThe skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to.\n\n## Determining Skills\n\nA character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in its stat block.",
            "index": 2,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2024/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_proficiency/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_skills/?format=api",
            "name": "Skills",
            "desc": "Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)  For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.\n\nThe skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.\n\n**Strength**\n\n- Athletics\n\n**Dexterity**\n- Acrobatics\n- Sleight of Hand\n- Stealth\n\n**Intelligence**\n\n- Arcana\n- History\n- Investigation\n- Nature\n- Religion\n\n**Wisdom**\n\n- Animal Handling\n- Insight\n- Medicine\n- Perception\n- Survival\n\n**Charisma**\n\n- Deception\n- Intimidation\n- Performance\n- Persuasion\n\n\nSometimes, the GM might ask for an ability check using a specific skill---for example, Make a Wisdom (Perception) check. At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.\n\nFor example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",
            "index": 6,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_skills/?format=api",
            "name": "Skills",
            "desc": "The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.\n\nA skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.",
            "index": 12,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_special-traits/?format=api",
            "name": "Special Traits",
            "desc": "Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.",
            "index": 21,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_movement_special-types-of-movement/?format=api",
            "name": "Special Types of Movement",
            "desc": "Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim,or jump to get where they need to go.",
            "index": 4,
            "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_weapons_special-weapons/?format=api",
            "name": "Special Weapons",
            "desc": "Weapons with special rules are described here.\n\n**_Lance._** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.\n\n**_Net._** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.\n\nWhen you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.",
            "index": 4,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_speed/?format=api",
            "name": "Speed",
            "desc": "A monster’s speed tells you how far it can move on its turn. For more information on speed, see the *Player’s Handbook*.\n\nAll creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.\n\nSome creatures have one or more of the following additional movement modes.\n\n## Burrow\n\nA monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so.\n\n## Climb\n\nA monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb.\n\n## Fly\n\nA monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player’s Handbook*). Such a monster stops hovering when it dies.\n\n## Swim\n\nA monster that has a swimming speed doesn’t need to spend extra movement to swim.",
            "index": 8,
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        },
        {
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            "name": "Speed",
            "desc": "Every character and monster has a speed, which is the distance in feetthat the character or monster can walk in 1 round. This number assumesshort bursts of energetic movement in the midst of a life-threatening situation.\n\nThe following rules determine how far a character or monster can move in a minute, an hour, or a day.",
            "index": 1,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_speed/?format=api",
            "name": "Speed",
            "desc": "Your speed determines how far you can move when traveling ( \"Adventuring\") and fighting (\"Combat\").",
            "index": 6,
            "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_spellcasting_spell-attack-rolls/?format=api",
            "name": "Spell Attack Rolls",
            "desc": "Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.\n\nMost spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.",
            "index": 19,
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            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_spell-level/?format=api",
            "name": "Spell Level",
            "desc": "Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) _magic missile_ at 1st level and the earth-shaking _wish_ at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.\n\nSpell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_spell-range/?format=api",
            "name": "Spell Range",
            "desc": "The target of a spell must be within the spell's range. For a spell like _magic missile_, the target is a creature. For a spell like _fireball_, the target is the point in space where the ball of fire erupts.\n\nMost spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the _shield_ spell, affect only you. These spells have a range of self.\n\nSpells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see “Areas of Effect” later in the this chapter).\n\nOnce a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.",
            "index": 14,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_spell-slots/?format=api",
            "name": "Spell Slots",
            "desc": "Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.\n\nWhen a character casts a spell, he or she expends a slot of that spell's level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts _magic missile_, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.\n\nFinishing a long rest restores any expended spell slots.\n\nSome characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.",
            "index": 4,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_spellcasting/?format=api",
            "name": "Spellcasting",
            "desc": "A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player’s Handbook*). The spellcaster level is also used for any cantrips included in the feature.\n\nThe monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.\n\nA monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.\n\nYou can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.",
            "index": 23,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_multiclassing_spellcasting/?format=api",
            "name": "Spellcasting",
            "desc": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.\n\n**_Spells Known and Prepared._** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.\n\nEach spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.\n\n**_Spell Slots._** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.\n\nIf you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like _burning hands_, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.\n\nFor example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.\n\n**_Pact Magic._** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.\n\n**Multiclass Spellcaster: Spell Slots per Spell Level (table)**\n\n| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |\n|-------|-----|-----|-----|-----|-----|-----|-----|-----|-----|\n| 1st   | 2   | -   | -   | -   | -   | -   | -   | -   | -   |\n| 2nd   | 3   | -   | -   | -   | -   | -   | -   | -   | -   |\n| 3rd   | 4   | 2   | -   | -   | -   | -   | -   | -   | -   |\n| 4th   | 4   | 3   | -   | -   | -   | -   | -   | -   | -   |\n| 5th   | 4   | 3   | 2   | -   | -   | -   | -   | -   | -   |\n| 6th   | 4   | 3   | 3   | -   | -   | -   | -   | -   | -   |\n| 7th   | 4   | 3   | 3   | 1   | -   | -   | -   | -   | -   |\n| 8th   | 4   | 3   | 3   | 2   | -   | -   | -   | -   | -   |\n| 9th   | 4   | 3   | 3   | 3   | 1   | -   | -   | -   | -   |\n| 10th  | 4   | 3   | 3   | 3   | 2   | -   | -   | -   | -   |\n| 11th  | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   |\n| 12th  | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   |\n| 13th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   |\n| 14th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   |\n| 15th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   |\n| 16th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   |\n| 17th  | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | 1   |\n| 18th  | 4   | 3   | 3   | 3   | 3   | 1   | 1   | 1   | 1   |\n| 19th  | 4   | 3   | 3   | 3   | 3   | 2   | 1   | 1   | 1   |\n| 20th  | 4   | 3   | 3   | 3   | 3   | 2   | 2   | 1   | 1   |",
            "index": 10,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_multiclassing_spellcasting/?format=api",
            "name": "Spellcasting",
            "desc": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class.\n\n**Spells Prepared.** You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips).\n\nEach spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.\n\n**Cantrips.** If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise.\n\n**Spell Slots.** You determine your available spell slots by adding together the following:\n\n- All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes\n- Half your levels (round up) in the Paladin and Ranger classes\n\nThen look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have.\n\nThis table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like *Burning Hands*, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal.\n\nFor example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects.\n\n**Pact Magic.** If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared.\n\n|Level|1|2|3|4|5|6|7|8|9|\n|---|---|---|---|---|---|---|---|---|---|\n|1|2|—|—|—|—|—|—|—|—|\n|2|3|—|—|—|—|—|—|—|—|\n|3|4|2|—|—|—|—|—|—|—|\n|4|4|3|—|—|—|—|—|—|—|\n|5|4|3|2|—|—|—|—|—|—|\n|6|4|3|3|—|—|—|—|—|—|\n|7|4|3|3|1|—|—|—|—|—|\n|8|4|3|3|2|—|—|—|—|—|\n|9|4|3|3|3|1|—|—|—|—|\n|10|4|3|3|3|2|—|—|—|—|\n|11|4|3|3|3|2|1|—|—|—|\n|12|4|3|3|3|2|1|—|—|—|\n|13|4|3|3|3|2|1|1|—|—|\n|14|4|3|3|3|2|1|1|—|—|\n|15|4|3|3|3|2|1|1|1|—|\n|16|4|3|3|3|2|1|1|1|—|\n|17|4|3|3|3|2|1|1|1|1|\n|18|4|3|3|3|3|1|1|1|1|\n|19|4|3|3|3|3|2|1|1|1|\n|20|4|3|3|3|3|2|2|1|1|",
            "index": 8,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_expenses_spellcasting-services/?format=api",
            "name": "Spellcasting Services",
            "desc": "People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.\n\nHiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.",
            "index": 5,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_traps_sphere-of-annihilation/?format=api",
            "name": "Sphere of Annihilation",
            "desc": "_Magic trap_\n\nMagical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.\n\nA successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a _sphere of annihilation_ that can't be controlled or moved. It is otherwise identical to a normal _sphere of annihilation_.\n\nSome versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the _sympathy_ aspect of the _antipathy/sympathy_ spell. A successful _dispel magic_ (DC 18) removes this enchantment.",
            "index": 14,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_starting-at-higher-levels/?format=api",
            "name": "Starting at Higher Levels",
            "desc": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players.\n\n### Creating Your Character\n\nCreating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the \"Level Advancement\" section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP.\n\n### Bonus Feats at Level 20\n\nA GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies.\n\n### Starting Equipment\n\nThe GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM.\n\nAlso, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in \"Equipment\" are too expensive for level 1 characters, but they might be available for purchase if your GM allows them.\n\n|Starting Level|Equipment and Money|Magic Items|\n|---|---|---|\n|2–4|Normal starting equipment|1 Common|\n|5–10|500 GP plus 1d10 × 25 GP plus normal starting equipment|1 Common, 1 Uncommon|\n|11–16|5,000 gp plus 1d10 × 250 GP plus normal starting equipment| 2 Common, 3 Uncommon, 1 Rare|\n|17–20|20,000 GP plus 1d10 × 250 GP plus normal starting equipment| 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare|",
            "index": 7,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_objects_statistics-for-objects/?format=api",
            "name": "Statistics for Objects",
            "desc": "When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.\n\n**_Armor Class_**. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.\n\n**Object Armor Class (table)**\n| Substance           | AC |\n|---------------------|----|\n| Cloth, paper, rope  | 11 |\n| Crystal, glass, ice | 13 |\n| Wood, bone          | 15 |\n| Stone               | 17 |\n| Iron, steel         | 19 |\n| Mithral             | 21 |\n| Adamantine          | 23 |\n\n**_Hit Points_**. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.\n\n**Object Hit Points (table)**\n\n| Size                                  | Fragile  | Resilient |\n|---------------------------------------|----------|-----------|\n| Tiny (bottle, lock)                   | 2 (1d4)  | 5 (2d4)   |\n| Small (chest, lute)                   | 3 (1d6)  | 10 (3d6)  |\n| Medium (barrel, chandelier)           | 4 (1d8)  | 18 (4d8)  |\n| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |",
            "index": 1,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_choose-class/?format=api",
            "name": "Step 1: Choose Class",
            "desc": "Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See \"Classes\" for the classes' details.\n\n| Class | Likes | Primary Ability | Complexity |\n|---|---|---|---|\n| Barbarian | Battle | Strength | Average |\n| Bard | Performing | Charisma | High |\n| Cleric | Gods | Wisdom | Average |\n| Druid | Nature | Wisdom | High |\n| Fighter | Weapons | Strength or Dexterity | Low |\n| Monk | Unarmed combat | Dexterity and Wisdom | High |\n| Paladin | Defense | Strength and Charisma | Average |\n| Ranger | Survival | Dexterity and Wisdom | Average |\n| Rogue | Stealth | Dexterity | Low |\n| Sorcerer | Power | Charisma | High |\n| Warlock | Occult lore | Charisma | High |\n| Wizard | Spellbooks | Intelligence | Average|\n\n### Write Your Level\n\nWrite your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP).\n\n**Write Your XP.** Also record your Experience Points. A level 1 character has 0 XP.\n\n**Starting at a Higher Level.** Your GM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the \"Starting at Higher Levels\" section later in \"Character Creation\" for more information.\n\n### Note Armor Training\n\nYour class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in \"Equipment.\"",
            "index": 1,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_character-origin/?format=api",
            "name": "Step 2: Character Origin",
            "desc": "Determining your character's origin involves choosing a background, a species, and two languages.\n\nA character's background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days.\n\n### Choose a Background\n\nChoose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options.\n\nThe background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there.\n\n| Ability | Background |\n|---|---|\n| Strength | Soldier |\n| Dexterity | Soldier |\n| Constitution | Soldier |\n| Intelligence | Acolyte |\n| Wisdom | Acolyte |\n| Charisma | Acolyte |\n\n**Record Your Feat.** A background gives you a feat, which grants your character particular capabilities. Feats are detailed in \"Feats.\" Write the feat on your character sheet.\n\n**Note Proficiencies.** Your background gives proficiency in two skills and with one tool. Record this information on your character sheet.\n\nYour class also gives proficiencies. Check your class description in \"Classes\" and note the proficiencies on your character sheet.\n\nThe features table in your class description shows your Proficiency Bonus (described in \"Playing the Game\"), which is +2 for a level 1 character. Note this number on your character sheet. You'll fill in other numbers connected to these proficiencies in step 5.\n\n### Choose Starting Equipment\n\nYour background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\"\n\nRecord your chosen equipment on your character sheet. Equipment is described in \"Equipment\", but for now you can just write it all down and look up the specifics in \"Equipment\" later. Note any coins you have left after purchasing your equipment.\n\n### Choose a Species\n\nChoose a species for your character. The following species options are detailed in \"Character Origins\": Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you've chosen a species, write it on your character sheet. Then record your species' traits.\n\nYour character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).\n\n### Imagine Your Past and Present\n\nLet your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your character:\n\n- Who raised you?\n- Who was your dearest childhood friend?\n- Did you grow up with a pet?\n- Have you fallen in love? If so, with whom?\n- Did you join an organization, such as a guild or religion? If so, are you still a member of it?\n- What elements of your past inspire you to go on adventures now?\n\n### Choose Languages\n\nYour character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.\n\nThe Standard Languages table lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely.\n\n| 1d12| Language|\n|---|---|\n| — | Common |\n| 1 | Common Sign Language |\n| 2 | Draconic |\n| 3–4 | Dwarvish |\n| 5–6 | Elvish|\n| 7 |Giant|\n|8|Gnomish|\n|9|Goblin|\n|10–11|Halfling|\n|12|Orc|\n\nThe Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language.\n\n| Language| Language|\n|---|---|\n| Abyssal| Primordial*|\n| Celestial| Sylvan|\n| Deep Speech | Thieves' Cant |\n| Druidic | Undercommon |\n| Infernal| |\n\n (Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.)",
            "index": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_ability-scores/?format=api",
            "name": "Step 3: Ability Scores",
            "desc": "To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means.\n\n### Generate Your Scores\n\nDetermine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one.\n\n**Standard Array.** Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8.\n\n**Random Generation.** Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers.\n\n**Point Cost.** You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points.\n\n| Score | Cost | Score | Cost |\n|---|---|---|---|\n| 8| 0| 12| 4|\n| 9| 1| 13| 5|\n| 10| 2| 14| 7|\n| 11| 3| 15| 9|\n\n### Assign Ability Scores\n\nOnce you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well.\n\nIf you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores.\n\n| Class | Str. | Dex. | Con. | Int. | Wis. | Cha. |\n|---|---|---|---|---|---|---|\n| Barbarian | 15| 13| 14| 10| 12| 8|\n| Bard| 8| 14| 12| 13| 10| 15|\n| Cleric| 14| 8| 13| 10| 15| 12|\n| Druid| 8| 12| 14| 13| 15| 10|\n| Fighter| 15| 14| 13| 8| 10| 12|\n| Monk| 12| 15| 13| 10| 14| 8|\n| Paladin| 15| 10| 13| 8| 12| 14|\n| Ranger| 12| 15| 13| 8| 14| 10|\n| Rogue| 12| 15| 13| 14| 10| 8|\n| Sorcerer| 10| 13| 14| 8| 12| 15|\n| Warlock| 8| 14| 13| 12| 10| 15|\n| Wizard| 8| 12| 13| 15| 14| 10|\n\n### Adjust Ability Scores\n\nAfter assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20.\n\nSome players like to increase their class's primary ability, while others prefer to increase a low score.\n\n### Determine Ability Modifiers\n\nFinally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores.\n\n| Score | Modifier | Score | Modifier |\n|---|---|---|---|\n| 3| −4| 12–13 | +1|\n| 4–5| −3| 14–15| +2|\n| 6–7| −2| 16–17 | +3|\n| 8–9| −1| 18–19 | +4|\n| 10–11| +0| 20| +5|",
            "index": 3,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_alignment/?format=api",
            "name": "Step 4: Alignment",
            "desc": "Choose your character's alignment from the options below, and note it on your character sheet.\n\nThe game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character.\n\n### The Nine Alignments\n\nA creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral).\n\nThe summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior.\n\n_Lawful Good (LG)._ Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good.\n\n_Neutral Good (NG)._ Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good.\n\n_Chaotic Good (CG)._ Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good.\n\n_Lawful Neutral (LN)._ Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life—and isn't swayed either by the demands of those in need or by the temptations of evil—is probably Lawful Neutral.\n\n_Neutral (N)._ Neutral is the alignment of those who prefer to avoid moral questions and don't take sides, doing what seems best at the time. Someone who's bored by moral debate is probably Neutral.\n\n_Chaotic Neutral (CN)._ Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral.\n\n_Lawful Evil (LE)._ Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil.\n\n_Neutral Evil (NE)._ Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil.\n\n_Chaotic Evil (CE)._ Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil.\n\n_Unaligned Creatures._ Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned.",
            "index": 4,
            "initialHeaderLevel": 2,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_create-your-character_character-creation-details/?format=api",
            "name": "Step 5: Character Creation Details",
            "desc": "Now fill in the rest of your character sheet.\n\n### Record Class Features\n\nLook at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too.\n\nSome class features offer choices. Make sure to read all your features and make any offered choices.\n\n### Fill In Numbers\n\nNote these numbers on your character sheet.\n\n**Saving Throws.** For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the relevant ability modifier.\n\n**Skills.** For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you're not proficient in, which is just the relevant ability modifier.\n\n**Passive Perception.** Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formula to determine your Passive Perception score:\n\n*Passive Perception* = 10 + Wisdom (Perception) check modifier\n\nInclude all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency).\n\n**Hit Points.** Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table.\n\n|Class|Hit Point Maximum|\n|---|---|\n|Barbarian|12 + Con. modifier|\n|Fighter, Paladin, or Ranger|10 + Con. modifier|\n|Bard, Cleric, Druid, Monk, Rogue, or Warlock|8 + Con. modifier|\n| Sorcerer or Wizard| 6 + Con. modifier|\n\nThe character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws.\n\n**Hit Point Dice.** Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you've spent.\n\n**Initiative.** Write your Dexterity modifier in the space for Initiative on your character sheet.\n\n**Armor Class.** Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A class feature might give you a different way to calculate your AC.\n\n**Attacks.** In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property says otherwise:\n\n*Melee attack bonus* = Strength modifier + Proficiency Bonus\n\n*Ranged attack bonus* = Dexterity modifier + Proficiency Bonus\n\nLook up the damage and properties of your weapons in \"Equipment.\" You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon.\n\n**Spellcasting.** Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas:\n\n*Spell save DC* = 8 + spellcasting ability modifier + Proficiency Bonus\n\n*Spell attack bonus* = spellcasting ability modifier + Proficiency Bonus\n\nYour spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell.\n\n**Spell Slots, Cantrips, and Prepared Spells.** If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them—along with your number of spell slots—on your character sheet.",
            "index": 5,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_abilities_strength/?format=api",
            "name": "Strength",
            "desc": "Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.\n\n## Strength Checks  \nA Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.\n\n### Athletics  \nYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:  - You attempt to climb a sheer or slippery cliff, avoid hazards while   scaling a wall, or cling to a surface while something is trying to   knock you off.\n- You try to jump an unusually long distance or pull off a stunt   midjump.\n- You struggle to swim or stay afloat in treacherous currents,   storm-tossed waves, or areas of thick seaweed. Or another creature   tries to push or pull you underwater or otherwise interfere with   your swimming.\n\n## Other Strength Checks  \nThe GM might also call for a Strength check when you try to accomplish tasks like the following:  - Force open a stuck, locked, or barred door - Break free of bonds - Push through a tunnel that is too small - Hang on to a wagon while being dragged behind it - Tip over a statue - Keep a boulder from rolling\n\n\n## Attack Rolls and Damage\n\nYou add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.\n\n## Lifting and Carrying  \nYour Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.\n\n**Carrying Capacity.** Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.\n\n**Push, Drag, or Lift.** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score).\nWhile pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.\n\n**Size and Strength.** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.\n\n## Variant: Encumbrance  \nThe rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.\n\nIf you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet.\n\nIf you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.",
            "index": 11,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_abilities/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_race_subraces/?format=api",
            "name": "Subraces",
            "desc": "Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.",
            "index": 8,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_races/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_environment_suffocating/?format=api",
            "name": "Suffocating",
            "desc": "A creature can hold its breath for a number of minutes equal to 1 + itsConstitution modifier (minimum of 30 seconds).\nWhen a creature runs out of breath or is choking, it can survive for anumber of rounds equal to its Constitution modifier (minimum of 1round). At the start of its next turn, it drops to 0 hit points and isdying, and it can't regain hit points or be stabilized until it canbreathe again.\nFor example, a creature with a Constitution of 14 can hold its breathfor 3 minutes. If it starts suffocating, it has 2 rounds to reach airbefore it drops to 0 hit points.",
            "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_environment/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_backgrounds_suggested-characteristics/?format=api",
            "name": "Suggested Characteristics",
            "desc": "A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.",
            "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_backgrounds/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_mounts-and-vehicles_tack-harness-land-vehicles/?format=api",
            "name": "Tack, Harness, and Drawn Vehicles",
            "desc": "| Item               | Cost   | Weight  |\n|--------------------|--------|---------|\n| Barding            | ×4     | ×2      |\n| Bit and bridle     | 2 gp   | 1 lb.   |\n| Carriage           | 100 gp | 600 lb. |\n| Cart               | 15 gp  | 200 lb. |\n| Chariot            | 250 gp | 100 lb. |\n| Feed (per day)     | 5 cp   | 10 lb.  |\n| **_Saddle_**       |        |         |\n| - Exotic           | 60 gp  | 40 lb.  |\n| - Military         | 20 gp  | 30 lb.  |\n| - Pack             | 5 gp   | 15 lb.  |\n| - Riding           | 10 gp  | 25 lb.  |\n| Saddlebags         | 4 gp   | 8 lb.   |\n| Sled               | 20 gp  | 300 lb. |\n| Stabling (per day) | 5 sp   | -       |\n| Wagon              | 35 gp  | 400 lb. |",
            "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_mounts-and-vehicles/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_tags/?format=api",
            "name": "Tags",
            "desc": "A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.",
            "index": 3,
            "initialHeaderLevel": 3,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_spellcasting_targets/?format=api",
            "name": "Targets",
            "desc": "A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).\n\nUnless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.\n\n### A Clear Path to the Target\n\nTo target something, you must have a clear path to it, so it can't be behind total cover.\n\nIf you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.\n\n### Targeting Yourself\n\nIf a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.",
            "index": 17,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_spellcasting/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_monsters_telepathy/?format=api",
            "name": "Telepathy",
            "desc": "Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.\n\nA telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.\n\nA creature within the area of an *antimagic field* or in any other location where magic doesn’t function can’t send or receive telepathic messages.",
            "index": 17,
            "initialHeaderLevel": 3,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd_monsters/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_damage-and-healing_temporary-hit-points/?format=api",
            "name": "Temporary Hit Points",
            "desc": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below.\n\n## Lose Temporary Hit Points First\n\nIf you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those points and then lose 2 Hit Points.\n\n## Duration\n\nTemporary Hit Points last until they’re depleted or you finish a Long Rest (see “Rules Glossary”).\n\n## They Don’t Stack\n\nTemporary Hit Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22.\n\n## They’re Not Hit Points or Healing\n\nTemporary Hit Points can’t be added to your Hit Points, healing can’t restore them, and receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points.\n\nIf you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.",
            "index": 12,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_damage-and-healing/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd-2024_proficiency_bonus-dont-stack/?format=api",
            "name": "The Bonus Doesn’t Stack",
            "desc": "Your Proficiency Bonus can’t be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you’re proficient in either skill, but you don’t add it twice if you’re proficient in both skills.\n\nOccasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once.",
            "index": 1,
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            "ruleset": "https://api-beta.open5e.com/v2/rulesets/srd-2024_proficiency/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-celtic-pantheon/?format=api",
            "name": "The Celtic Pantheon",
            "desc": "It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.\n\nThe Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.",
            "index": 1,
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        },
        {
            "url": "https://api-beta.open5e.com/v2/rules/srd_pantheons_the-egyptian-pantheon/?format=api",
            "name": "The Egyptian Pantheon",
            "desc": "The Egyptian Pantheon\n\nThese gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.\n\nThe Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.",
            "index": 5,
            "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_pantheons_the-greek-pantheon/?format=api",
            "name": "The Greek Pantheon",
            "desc": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.",
            "index": 3,
            "initialHeaderLevel": 2,
            "document": "https://api-beta.open5e.com/v2/documents/srd-2014/?format=api",
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}