Full Code of vitusventure/5thSRD for AI

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Repository: vitusventure/5thSRD
Branch: master
Commit: e1a79135cef9
Files: 998
Total size: 1.6 MB

Directory structure:
gitextract_aq3t2sw8/

├── .gitignore
├── README.md
├── build_indexes.py
├── build_to_test.sh
├── create_invalidation.sh
├── deploy_to_prod.sh
├── docs/
│   ├── adventuring/
│   │   ├── between_adventures.md
│   │   ├── equipment/
│   │   │   ├── adventuring_gear.md
│   │   │   ├── armor.md
│   │   │   ├── coins.md
│   │   │   ├── equipment_packs.md
│   │   │   ├── index.md
│   │   │   ├── mounts_and_vehicles.md
│   │   │   ├── selling_treasure.md
│   │   │   ├── tools.md
│   │   │   ├── trade_goods.md
│   │   │   └── weapons.md
│   │   ├── index.md
│   │   ├── movement.md
│   │   ├── planes_of_existence.md
│   │   ├── resting.md
│   │   ├── the_environment.md
│   │   └── time.md
│   ├── character/
│   │   ├── alignment.md
│   │   ├── backgrounds.md
│   │   ├── classes/
│   │   │   ├── barbarian.md
│   │   │   ├── bard.md
│   │   │   ├── cleric.md
│   │   │   ├── druid.md
│   │   │   ├── fighter.md
│   │   │   ├── index.md
│   │   │   ├── monk.md
│   │   │   ├── paladin.md
│   │   │   ├── ranger.md
│   │   │   ├── rogue.md
│   │   │   ├── sorcerer.md
│   │   │   ├── warlock.md
│   │   │   └── wizard.md
│   │   ├── fantasy-historical_pantheons.md
│   │   ├── index.md
│   │   ├── languages.md
│   │   └── races/
│   │       ├── dragonborn.md
│   │       ├── dwarf.md
│   │       ├── elf.md
│   │       ├── gnome.md
│   │       ├── half-elf.md
│   │       ├── half-orc.md
│   │       ├── halfling.md
│   │       ├── human.md
│   │       ├── index.md
│   │       └── tiefling.md
│   ├── combat/
│   │   ├── actions_in_combat.md
│   │   ├── cover.md
│   │   ├── damage_and_healing.md
│   │   ├── index.md
│   │   ├── making_an_attack.md
│   │   ├── mounted_combat.md
│   │   ├── movement_and_position.md
│   │   ├── order_of_combat.md
│   │   └── underwater_combat.md
│   ├── gamemaster_rules/
│   │   ├── diseases.md
│   │   ├── index.md
│   │   ├── legendary_creatures.md
│   │   ├── madness.md
│   │   ├── magic_item_indexes/
│   │   │   └── index.md
│   │   ├── magic_items/
│   │   │   ├── adamantine_armor.md
│   │   │   ├── ammunition_1_2_or_3.md
│   │   │   ├── amulet_of_health.md
│   │   │   ├── amulet_of_proof_against_detection_and_location.md
│   │   │   ├── amulet_of_the_planes.md
│   │   │   ├── animated_shield.md
│   │   │   ├── apparatus_of_the_crab.md
│   │   │   ├── armor_1_2_or_3.md
│   │   │   ├── armor_of_invulnerability.md
│   │   │   ├── armor_of_resistance.md
│   │   │   ├── armor_of_vulnerability.md
│   │   │   ├── arrow_catching_shield.md
│   │   │   ├── arrow_of_slaying.md
│   │   │   ├── bag_of_beans.md
│   │   │   ├── bag_of_devouring.md
│   │   │   ├── bag_of_holding.md
│   │   │   ├── bag_of_tricks.md
│   │   │   ├── bead_of_force.md
│   │   │   ├── belt_of_dwarvenkind.md
│   │   │   ├── belt_of_giant_strength.md
│   │   │   ├── berserker_axe.md
│   │   │   ├── boots_of_elvenkind.md
│   │   │   ├── boots_of_levitation.md
│   │   │   ├── boots_of_speed.md
│   │   │   ├── boots_of_striding_and_springing.md
│   │   │   ├── boots_of_the_winterlands.md
│   │   │   ├── bowl_of_command_water_elementals.md
│   │   │   ├── bracers_of_archery.md
│   │   │   ├── bracers_of_defense.md
│   │   │   ├── brazier_of_commanding_fire_elementals.md
│   │   │   ├── brooch_of_shielding.md
│   │   │   ├── broom_of_flying.md
│   │   │   ├── candle_of_invocation.md
│   │   │   ├── cape_of_the_mountebank.md
│   │   │   ├── carpet_of_flying.md
│   │   │   ├── censer_of_controlling_air_elementals.md
│   │   │   ├── chime_of_opening.md
│   │   │   ├── circlet_of_blasting.md
│   │   │   ├── cloak_of_arachnida.md
│   │   │   ├── cloak_of_displacement.md
│   │   │   ├── cloak_of_elvenkind.md
│   │   │   ├── cloak_of_protection.md
│   │   │   ├── cloak_of_the_bat.md
│   │   │   ├── cloak_of_the_manta_ray.md
│   │   │   ├── crystal_ball.md
│   │   │   ├── cube_of_force.md
│   │   │   ├── cubic_gate.md
│   │   │   ├── dagger_of_venom.md
│   │   │   ├── dancing_sword.md
│   │   │   ├── decanter_of_endless_water.md
│   │   │   ├── deck_of_illusions.md
│   │   │   ├── deck_of_many_things.md
│   │   │   ├── defender.md
│   │   │   ├── demon_armor.md
│   │   │   ├── dimensional_shackles.md
│   │   │   ├── dragon_scale_mail.md
│   │   │   ├── dragon_slayer.md
│   │   │   ├── dust_of_disappearance.md
│   │   │   ├── dust_of_dryness.md
│   │   │   ├── dust_of_sneezing_and_choking.md
│   │   │   ├── dwarven_plate.md
│   │   │   ├── dwarven_thrower.md
│   │   │   ├── efficient_quiver.md
│   │   │   ├── efreeti_bottle.md
│   │   │   ├── elemental_gem.md
│   │   │   ├── elven_chain.md
│   │   │   ├── eversmoking_bottle.md
│   │   │   ├── eyes_of_charming.md
│   │   │   ├── eyes_of_minute_seeing.md
│   │   │   ├── eyes_of_the_eagle.md
│   │   │   ├── feather_token.md
│   │   │   ├── figurine_of_wondrous_power.md
│   │   │   ├── flame_tongue.md
│   │   │   ├── folding_boat.md
│   │   │   ├── frost_brand.md
│   │   │   ├── gauntlets_of_ogre_power.md
│   │   │   ├── gem_of_brightness.md
│   │   │   ├── gem_of_seeing.md
│   │   │   ├── giant_slayer.md
│   │   │   ├── glamoured_studded_leather.md
│   │   │   ├── gloves_of_missile_snaring.md
│   │   │   ├── gloves_of_swimming_and_climbing.md
│   │   │   ├── goggles_of_night.md
│   │   │   ├── hammer_of_thunderbolts.md
│   │   │   ├── handy_haversack.md
│   │   │   ├── hat_of_disguise.md
│   │   │   ├── headband_of_intellect.md
│   │   │   ├── helm_of_brilliance.md
│   │   │   ├── helm_of_comprehending_languages.md
│   │   │   ├── helm_of_telepathy.md
│   │   │   ├── helm_of_teleportation.md
│   │   │   ├── holy_avenger.md
│   │   │   ├── horn_of_blasting.md
│   │   │   ├── horn_of_valhalla.md
│   │   │   ├── horseshoes_of_a_zephyr.md
│   │   │   ├── horseshoes_of_speed.md
│   │   │   ├── immovable_rod.md
│   │   │   ├── index.md
│   │   │   ├── instant_fortress.md
│   │   │   ├── ioun_stone.md
│   │   │   ├── iron_bands_of_binding.md
│   │   │   ├── iron_flask.md
│   │   │   ├── javelin_of_lightning.md
│   │   │   ├── lantern_of_revealing.md
│   │   │   ├── luck_blade.md
│   │   │   ├── mace_of_disruption.md
│   │   │   ├── mace_of_smiting.md
│   │   │   ├── mace_of_terror.md
│   │   │   ├── mantle_of_spell_resistance.md
│   │   │   ├── manual_of_bodily_health.md
│   │   │   ├── manual_of_gainful_exercise.md
│   │   │   ├── manual_of_golems.md
│   │   │   ├── manual_of_quickness_of_action.md
│   │   │   ├── marvelous_pigments.md
│   │   │   ├── medallion_of_thoughts.md
│   │   │   ├── mirror_of_life_trapping.md
│   │   │   ├── mithral_armor.md
│   │   │   ├── necklace_of_adaption.md
│   │   │   ├── necklace_of_fireballs.md
│   │   │   ├── necklace_of_prayer_beads.md
│   │   │   ├── nine_lives_stealer.md
│   │   │   ├── oathbow.md
│   │   │   ├── oil_of_etherealness.md
│   │   │   ├── oil_of_sharpness.md
│   │   │   ├── oil_of_slipperiness.md
│   │   │   ├── orb_of_dragonkind.md
│   │   │   ├── pearl_of_power.md
│   │   │   ├── periapt_of_health.md
│   │   │   ├── periapt_of_proof_against_poison.md
│   │   │   ├── periapt_of_wound_closure.md
│   │   │   ├── philter_of_love.md
│   │   │   ├── pipes_of_haunting.md
│   │   │   ├── pipes_of_the_sewers.md
│   │   │   ├── plate_armor_of_etherealness.md
│   │   │   ├── portable_hole.md
│   │   │   ├── potion_of_animal_friendship.md
│   │   │   ├── potion_of_clairvoyance.md
│   │   │   ├── potion_of_climbing.md
│   │   │   ├── potion_of_diminution.md
│   │   │   ├── potion_of_flying.md
│   │   │   ├── potion_of_gaseous_form.md
│   │   │   ├── potion_of_giant_strength.md
│   │   │   ├── potion_of_growth.md
│   │   │   ├── potion_of_healing.md
│   │   │   ├── potion_of_heroism.md
│   │   │   ├── potion_of_invisibility.md
│   │   │   ├── potion_of_mind_reading.md
│   │   │   ├── potion_of_poison.md
│   │   │   ├── potion_of_resistance.md
│   │   │   ├── potion_of_speed.md
│   │   │   ├── potion_of_water_breathing.md
│   │   │   ├── restorative_ointment.md
│   │   │   ├── ring_of_animal_influence.md
│   │   │   ├── ring_of_djinni.md
│   │   │   ├── ring_of_elemental_command.md
│   │   │   ├── ring_of_evasion.md
│   │   │   ├── ring_of_feather_falling.md
│   │   │   ├── ring_of_free_action.md
│   │   │   ├── ring_of_invisibility.md
│   │   │   ├── ring_of_jumping.md
│   │   │   ├── ring_of_mind_shielding.md
│   │   │   ├── ring_of_protection.md
│   │   │   ├── ring_of_regeneration.md
│   │   │   ├── ring_of_resistance.md
│   │   │   ├── ring_of_shooting_stars.md
│   │   │   ├── ring_of_spell_storing.md
│   │   │   ├── ring_of_spell_turning.md
│   │   │   ├── ring_of_swimming.md
│   │   │   ├── ring_of_telekinesis.md
│   │   │   ├── ring_of_the_ram.md
│   │   │   ├── ring_of_three_wishes.md
│   │   │   ├── ring_of_warmth.md
│   │   │   ├── ring_of_water_walking.md
│   │   │   ├── ring_of_x_ray_vision.md
│   │   │   ├── robe_of_eyes.md
│   │   │   ├── robe_of_scintillating_colors.md
│   │   │   ├── robe_of_stars.md
│   │   │   ├── robe_of_the_archmagi.md
│   │   │   ├── robe_of_useful_items.md
│   │   │   ├── rod_of_absorption.md
│   │   │   ├── rod_of_alertness.md
│   │   │   ├── rod_of_lordly_might.md
│   │   │   ├── rod_of_rulership.md
│   │   │   ├── rod_of_security.md
│   │   │   ├── rope_of_climbing.md
│   │   │   ├── rope_of_entanglement.md
│   │   │   ├── scarab_of_protection.md
│   │   │   ├── scimitar_of_speed.md
│   │   │   ├── shield_1_2_or_3.md
│   │   │   ├── shield_of_missile_attraction.md
│   │   │   ├── slippers_of_spider_climbing.md
│   │   │   ├── sovereign_glue.md
│   │   │   ├── spell_scroll.md
│   │   │   ├── spellguard_shield.md
│   │   │   ├── sphere_of_annihilation.md
│   │   │   ├── staff_of_charming.md
│   │   │   ├── staff_of_fire.md
│   │   │   ├── staff_of_frost.md
│   │   │   ├── staff_of_healing.md
│   │   │   ├── staff_of_power.md
│   │   │   ├── staff_of_striking.md
│   │   │   ├── staff_of_swarming_insects.md
│   │   │   ├── staff_of_the_magi.md
│   │   │   ├── staff_of_the_python.md
│   │   │   ├── staff_of_the_woodlands.md
│   │   │   ├── staff_of_thunder_and_lightning.md
│   │   │   ├── staff_of_withering.md
│   │   │   ├── stone_of_controlling_earth_elementals.md
│   │   │   ├── stone_of_good_luck_luckstone.md
│   │   │   ├── sun_blade.md
│   │   │   ├── sword_of_life_stealing.md
│   │   │   ├── sword_of_sharpness.md
│   │   │   ├── sword_of_wounding.md
│   │   │   ├── talisman_of_pure_good.md
│   │   │   ├── talisman_of_the_sphere.md
│   │   │   ├── talisman_of_ultimate_evil.md
│   │   │   ├── tome_of_clear_thought.md
│   │   │   ├── tome_of_leadership_and_influence.md
│   │   │   ├── tome_of_understanding.md
│   │   │   ├── trident_of_fish_command.md
│   │   │   ├── universal_solvent.md
│   │   │   ├── vicious_weapon.md
│   │   │   ├── vorpal_sword.md
│   │   │   ├── wand_of_binding.md
│   │   │   ├── wand_of_enemy_detection.md
│   │   │   ├── wand_of_fear.md
│   │   │   ├── wand_of_fireballs.md
│   │   │   ├── wand_of_lightning_bolts.md
│   │   │   ├── wand_of_magic_detection.md
│   │   │   ├── wand_of_magic_missiles.md
│   │   │   ├── wand_of_paralysis.md
│   │   │   ├── wand_of_polymorph.md
│   │   │   ├── wand_of_secrets.md
│   │   │   ├── wand_of_the_war_mage_1_2_or_3.md
│   │   │   ├── wand_of_web.md
│   │   │   ├── wand_of_wonder.md
│   │   │   ├── weapon_1_2_or_3.md
│   │   │   ├── well_of_many_worlds.md
│   │   │   ├── wind_fan.md
│   │   │   ├── winged_boots.md
│   │   │   └── wings_of_flying.md
│   │   ├── magic_items.md
│   │   ├── monster_indexes/
│   │   │   └── index.md
│   │   ├── monster_rules.md
│   │   ├── monsters/
│   │   │   ├── aboleth.md
│   │   │   ├── acolyte.md
│   │   │   ├── adult_black_dragon.md
│   │   │   ├── adult_blue_dragon.md
│   │   │   ├── adult_brass_dragon.md
│   │   │   ├── adult_bronze_dragon.md
│   │   │   ├── adult_copper_dragon.md
│   │   │   ├── adult_gold_dragon.md
│   │   │   ├── adult_green_dragon.md
│   │   │   ├── adult_red_dragon.md
│   │   │   ├── adult_silver_dragon.md
│   │   │   ├── adult_white_dragon.md
│   │   │   ├── air_elemental.md
│   │   │   ├── ancient_black_dragon.md
│   │   │   ├── ancient_blue_dragon.md
│   │   │   ├── ancient_brass_dragon.md
│   │   │   ├── ancient_bronze_dragon.md
│   │   │   ├── ancient_copper_dragon.md
│   │   │   ├── ancient_gold_dragon.md
│   │   │   ├── ancient_green_dragon.md
│   │   │   ├── ancient_red_dragon.md
│   │   │   ├── ancient_silver_dragon.md
│   │   │   ├── ancient_white_dragon.md
│   │   │   ├── androsphinx.md
│   │   │   ├── animated_armor.md
│   │   │   ├── ankheg.md
│   │   │   ├── ape.md
│   │   │   ├── archmage.md
│   │   │   ├── assassin.md
│   │   │   ├── awakened_shrub.md
│   │   │   ├── awakened_tree.md
│   │   │   ├── axe_beak.md
│   │   │   ├── azer.md
│   │   │   ├── baboon.md
│   │   │   ├── badger.md
│   │   │   ├── balor.md
│   │   │   ├── bandit.md
│   │   │   ├── bandit_captain.md
│   │   │   ├── barbed_devil.md
│   │   │   ├── basilisk.md
│   │   │   ├── bat.md
│   │   │   ├── bearded_devil.md
│   │   │   ├── behir.md
│   │   │   ├── berserker.md
│   │   │   ├── black_bear.md
│   │   │   ├── black_dragon_wyrmling.md
│   │   │   ├── black_pudding.md
│   │   │   ├── blink_dog.md
│   │   │   ├── blood_hawk.md
│   │   │   ├── blue_dragon_wyrmling.md
│   │   │   ├── boar.md
│   │   │   ├── bone_devil.md
│   │   │   ├── brass_dragon_wyrmling.md
│   │   │   ├── bronze_dragon_wyrmling.md
│   │   │   ├── brown_bear.md
│   │   │   ├── bugbear.md
│   │   │   ├── bulette.md
│   │   │   ├── camel.md
│   │   │   ├── cat.md
│   │   │   ├── centaur.md
│   │   │   ├── chain_devil.md
│   │   │   ├── chimera.md
│   │   │   ├── chuul.md
│   │   │   ├── clay_golem.md
│   │   │   ├── cloaker.md
│   │   │   ├── cloud_giant.md
│   │   │   ├── cockatrice.md
│   │   │   ├── commoner.md
│   │   │   ├── constrictor_snake.md
│   │   │   ├── copper_dragon_wyrmling.md
│   │   │   ├── couatl.md
│   │   │   ├── crab.md
│   │   │   ├── crocodile.md
│   │   │   ├── cult_fanatic.md
│   │   │   ├── cultist.md
│   │   │   ├── darkmantle.md
│   │   │   ├── death_dog.md
│   │   │   ├── deer.md
│   │   │   ├── deva.md
│   │   │   ├── dire_wolf.md
│   │   │   ├── djinni.md
│   │   │   ├── doppelganger.md
│   │   │   ├── draft_horse.md
│   │   │   ├── dragon_turtle.md
│   │   │   ├── dretch.md
│   │   │   ├── drider.md
│   │   │   ├── druid.md
│   │   │   ├── dryad.md
│   │   │   ├── duergar.md
│   │   │   ├── dust_mephit.md
│   │   │   ├── eagle.md
│   │   │   ├── earth_elemental.md
│   │   │   ├── efreeti.md
│   │   │   ├── elephant.md
│   │   │   ├── elf_drow.md
│   │   │   ├── elk.md
│   │   │   ├── erinyes.md
│   │   │   ├── ettercap.md
│   │   │   ├── ettin.md
│   │   │   ├── fire_elemental.md
│   │   │   ├── fire_giant.md
│   │   │   ├── flesh_golem.md
│   │   │   ├── flying_snake.md
│   │   │   ├── flying_sword.md
│   │   │   ├── frog.md
│   │   │   ├── frost_giant.md
│   │   │   ├── gargoyle.md
│   │   │   ├── gelatinous_cube.md
│   │   │   ├── ghast.md
│   │   │   ├── ghost.md
│   │   │   ├── ghoul.md
│   │   │   ├── giant_ape.md
│   │   │   ├── giant_badger.md
│   │   │   ├── giant_bat.md
│   │   │   ├── giant_boar.md
│   │   │   ├── giant_centipede.md
│   │   │   ├── giant_constrictor_snake.md
│   │   │   ├── giant_crab.md
│   │   │   ├── giant_crocodile.md
│   │   │   ├── giant_eagle.md
│   │   │   ├── giant_elk.md
│   │   │   ├── giant_fire_beetle.md
│   │   │   ├── giant_frog.md
│   │   │   ├── giant_goat.md
│   │   │   ├── giant_hyena.md
│   │   │   ├── giant_lizard.md
│   │   │   ├── giant_octopus.md
│   │   │   ├── giant_owl.md
│   │   │   ├── giant_poisonous_snake.md
│   │   │   ├── giant_rat.md
│   │   │   ├── giant_scorpion.md
│   │   │   ├── giant_sea_horse.md
│   │   │   ├── giant_shark.md
│   │   │   ├── giant_spider.md
│   │   │   ├── giant_toad.md
│   │   │   ├── giant_vulture.md
│   │   │   ├── giant_wasp.md
│   │   │   ├── giant_weasel.md
│   │   │   ├── giant_wolf_spider.md
│   │   │   ├── gibbering_mouther.md
│   │   │   ├── glabrezu.md
│   │   │   ├── gladiator.md
│   │   │   ├── gnoll.md
│   │   │   ├── gnome_deep_svirfneblin.md
│   │   │   ├── goat.md
│   │   │   ├── goblin.md
│   │   │   ├── gold_dragon_wyrmling.md
│   │   │   ├── gorgon.md
│   │   │   ├── gray_ooze.md
│   │   │   ├── green_dragon_wyrmling.md
│   │   │   ├── green_hag.md
│   │   │   ├── grick.md
│   │   │   ├── griffon.md
│   │   │   ├── grimlock.md
│   │   │   ├── guard.md
│   │   │   ├── guardian_naga.md
│   │   │   ├── gynosphinx.md
│   │   │   ├── half_red_dragon_veteran.md
│   │   │   ├── harpy.md
│   │   │   ├── hawk.md
│   │   │   ├── hell_hound.md
│   │   │   ├── hezrou.md
│   │   │   ├── hill_giant.md
│   │   │   ├── hippogriff.md
│   │   │   ├── hobgoblin.md
│   │   │   ├── homunculus.md
│   │   │   ├── horned_devil.md
│   │   │   ├── hunter_shark.md
│   │   │   ├── hydra.md
│   │   │   ├── hyena.md
│   │   │   ├── ice_devil.md
│   │   │   ├── ice_mephit.md
│   │   │   ├── imp.md
│   │   │   ├── index.md
│   │   │   ├── invisible_stalker.md
│   │   │   ├── iron_golem.md
│   │   │   ├── jackal.md
│   │   │   ├── killer_whale.md
│   │   │   ├── knight.md
│   │   │   ├── kobold.md
│   │   │   ├── kraken.md
│   │   │   ├── lamia.md
│   │   │   ├── lemure.md
│   │   │   ├── lich.md
│   │   │   ├── lion.md
│   │   │   ├── lizard.md
│   │   │   ├── lizardfolk.md
│   │   │   ├── mage.md
│   │   │   ├── magma_mephit.md
│   │   │   ├── magmin.md
│   │   │   ├── mammoth.md
│   │   │   ├── manticore.md
│   │   │   ├── marilith.md
│   │   │   ├── mastiff.md
│   │   │   ├── medusa.md
│   │   │   ├── merfolk.md
│   │   │   ├── merrow.md
│   │   │   ├── mimic.md
│   │   │   ├── minotaur.md
│   │   │   ├── minotaur_skeleton.md
│   │   │   ├── mule.md
│   │   │   ├── mummy.md
│   │   │   ├── mummy_lord.md
│   │   │   ├── nalfeshnee.md
│   │   │   ├── night_hag.md
│   │   │   ├── nightmare.md
│   │   │   ├── noble.md
│   │   │   ├── ochre_jelly.md
│   │   │   ├── octopus.md
│   │   │   ├── ogre.md
│   │   │   ├── ogre_zombie.md
│   │   │   ├── oni.md
│   │   │   ├── orc.md
│   │   │   ├── otyugh.md
│   │   │   ├── owl.md
│   │   │   ├── owlbear.md
│   │   │   ├── panther.md
│   │   │   ├── pegasus.md
│   │   │   ├── phase_spider.md
│   │   │   ├── pit_fiend.md
│   │   │   ├── planetar.md
│   │   │   ├── plesiosaurus.md
│   │   │   ├── poisonous_snake.md
│   │   │   ├── polar_bear.md
│   │   │   ├── pony.md
│   │   │   ├── priest.md
│   │   │   ├── pseudodragon.md
│   │   │   ├── purple_worm.md
│   │   │   ├── quasit.md
│   │   │   ├── quipper.md
│   │   │   ├── rakshasa.md
│   │   │   ├── rat.md
│   │   │   ├── raven.md
│   │   │   ├── red_dragon_wyrmling.md
│   │   │   ├── reef_shark.md
│   │   │   ├── remorhaz.md
│   │   │   ├── rhinoceros.md
│   │   │   ├── riding_horse.md
│   │   │   ├── roc.md
│   │   │   ├── roper.md
│   │   │   ├── rug_of_smothering.md
│   │   │   ├── rust_monster.md
│   │   │   ├── saber_toothed_tiger.md
│   │   │   ├── sahuagin.md
│   │   │   ├── salamander.md
│   │   │   ├── satyr.md
│   │   │   ├── scorpion.md
│   │   │   ├── scout.md
│   │   │   ├── sea_hag.md
│   │   │   ├── sea_horse.md
│   │   │   ├── shadow.md
│   │   │   ├── shambling_mound.md
│   │   │   ├── shield_guardian.md
│   │   │   ├── shrieker.md
│   │   │   ├── silver_dragon_wyrmling.md
│   │   │   ├── skeleton.md
│   │   │   ├── solar.md
│   │   │   ├── specter.md
│   │   │   ├── spider.md
│   │   │   ├── spirit_naga.md
│   │   │   ├── sprite.md
│   │   │   ├── spy.md
│   │   │   ├── steam_mephit.md
│   │   │   ├── stirge.md
│   │   │   ├── stone_giant.md
│   │   │   ├── stone_golem.md
│   │   │   ├── storm_giant.md
│   │   │   ├── succubusincubus.md
│   │   │   ├── swarm_of_bats.md
│   │   │   ├── swarm_of_insects.md
│   │   │   ├── swarm_of_poisonous_snakes.md
│   │   │   ├── swarm_of_quippers.md
│   │   │   ├── swarm_of_rats.md
│   │   │   ├── swarm_of_ravens.md
│   │   │   ├── tarrasque.md
│   │   │   ├── thug.md
│   │   │   ├── tiger.md
│   │   │   ├── treant.md
│   │   │   ├── tribal_warrior.md
│   │   │   ├── triceratops.md
│   │   │   ├── troll.md
│   │   │   ├── tyrannosaurus_rex.md
│   │   │   ├── unicorn.md
│   │   │   ├── vampire.md
│   │   │   ├── vampire_spawn.md
│   │   │   ├── veteran.md
│   │   │   ├── violet_fungus.md
│   │   │   ├── vrock.md
│   │   │   ├── vulture.md
│   │   │   ├── warhorse.md
│   │   │   ├── warhorse_skeleton.md
│   │   │   ├── water_elemental.md
│   │   │   ├── weasel.md
│   │   │   ├── werebear.md
│   │   │   ├── wereboar.md
│   │   │   ├── wererat.md
│   │   │   ├── weretiger.md
│   │   │   ├── werewolf.md
│   │   │   ├── white_dragon_wyrmling.md
│   │   │   ├── wight.md
│   │   │   ├── will_o_wisp.md
│   │   │   ├── winter_wolf.md
│   │   │   ├── wolf.md
│   │   │   ├── worg.md
│   │   │   ├── wraith.md
│   │   │   ├── wyvern.md
│   │   │   ├── xorn.md
│   │   │   ├── young_black_dragon.md
│   │   │   ├── young_blue_dragon.md
│   │   │   ├── young_brass_dragon.md
│   │   │   ├── young_bronze_dragon.md
│   │   │   ├── young_copper_dragon.md
│   │   │   ├── young_gold_dragon.md
│   │   │   ├── young_green_dragon.md
│   │   │   ├── young_red_dragon.md
│   │   │   ├── young_silver_dragon.md
│   │   │   ├── young_white_dragon.md
│   │   │   └── zombie.md
│   │   ├── nonplayer_characters.md
│   │   ├── objects.md
│   │   ├── poisons.md
│   │   ├── sentient_magical_items.md
│   │   ├── templates/
│   │   │   ├── halfdragon_template.md
│   │   │   └── index.md
│   │   └── traps.md
│   ├── index.md
│   ├── license.md
│   ├── privacy_policy.md
│   ├── rules/
│   │   ├── abilities/
│   │   │   ├── ability_checks.md
│   │   │   ├── ability_scores.md
│   │   │   ├── charisma.md
│   │   │   ├── constitution.md
│   │   │   ├── dexterity.md
│   │   │   ├── index.md
│   │   │   ├── intelligence.md
│   │   │   ├── saving_throws.md
│   │   │   ├── strength.md
│   │   │   └── wisdom.md
│   │   ├── advantage_and_disadvantage.md
│   │   ├── conditions.md
│   │   ├── expenses.md
│   │   ├── feats.md
│   │   ├── index.md
│   │   ├── inspiration.md
│   │   ├── leveling_up.md
│   │   ├── multiclassing.md
│   │   └── proficiency_bonus.md
│   ├── search.md
│   └── spellcasting/
│       ├── casting_a_spell.md
│       ├── index.md
│       ├── spell_indexes/
│       │   └── index.md
│       ├── spell_lists/
│       │   └── index.md
│       ├── spells/
│       │   ├── acid_arrow.md
│       │   ├── acid_splash.md
│       │   ├── aid.md
│       │   ├── alarm.md
│       │   ├── alter_self.md
│       │   ├── animal_friendship.md
│       │   ├── animal_messenger.md
│       │   ├── animal_shapes.md
│       │   ├── animate_dead.md
│       │   ├── animate_objects.md
│       │   ├── antilife_shell.md
│       │   ├── antimagic_field.md
│       │   ├── antipathysympathy.md
│       │   ├── arcane_eye.md
│       │   ├── arcane_hand.md
│       │   ├── arcane_lock.md
│       │   ├── arcane_sword.md
│       │   ├── arcanists_magic_aura.md
│       │   ├── astral_projection.md
│       │   ├── augury.md
│       │   ├── awaken.md
│       │   ├── bane.md
│       │   ├── banishment.md
│       │   ├── barkskin.md
│       │   ├── beacon_of_hope.md
│       │   ├── bestow_curse.md
│       │   ├── black_tentacles.md
│       │   ├── blade_barrier.md
│       │   ├── bless.md
│       │   ├── blight.md
│       │   ├── blindnessdeafness.md
│       │   ├── blink.md
│       │   ├── blur.md
│       │   ├── branding_smite.md
│       │   ├── burning_hands.md
│       │   ├── call_lightning.md
│       │   ├── calm_emotions.md
│       │   ├── chain_lightning.md
│       │   ├── charm_person.md
│       │   ├── chill_touch.md
│       │   ├── circle_of_death.md
│       │   ├── clairvoyance.md
│       │   ├── clone.md
│       │   ├── cloudkill.md
│       │   ├── color_spray.md
│       │   ├── command.md
│       │   ├── commune.md
│       │   ├── commune_with_nature.md
│       │   ├── comprehend_languages.md
│       │   ├── compulsion.md
│       │   ├── cone_of_cold.md
│       │   ├── confusion.md
│       │   ├── conjure_animals.md
│       │   ├── conjure_celestial.md
│       │   ├── conjure_elemental.md
│       │   ├── conjure_fey.md
│       │   ├── conjure_minor_elementals.md
│       │   ├── conjure_woodland_beings.md
│       │   ├── contact_other_plane.md
│       │   ├── contagion.md
│       │   ├── contingency.md
│       │   ├── continual_flame.md
│       │   ├── control_water.md
│       │   ├── control_weather.md
│       │   ├── counterspell.md
│       │   ├── create_food_and_water.md
│       │   ├── create_or_destroy_water.md
│       │   ├── create_undead.md
│       │   ├── creation.md
│       │   ├── cure_wounds.md
│       │   ├── dancing_lights.md
│       │   ├── darkness.md
│       │   ├── darkvision.md
│       │   ├── daylight.md
│       │   ├── death_ward.md
│       │   ├── delayed_blast_fireball.md
│       │   ├── demiplane.md
│       │   ├── detect_evil_and_good.md
│       │   ├── detect_magic.md
│       │   ├── detect_poison_and_disease.md
│       │   ├── detect_thoughts.md
│       │   ├── dimension_door.md
│       │   ├── disguise_self.md
│       │   ├── disintegrate.md
│       │   ├── dispel_evil_and_good.md
│       │   ├── dispel_magic.md
│       │   ├── divination.md
│       │   ├── divine_favor.md
│       │   ├── divine_word.md
│       │   ├── dominate_beast.md
│       │   ├── dominate_monster.md
│       │   ├── dominate_person.md
│       │   ├── dream.md
│       │   ├── druidcraft.md
│       │   ├── earthquake.md
│       │   ├── eldritch_blast.md
│       │   ├── enhance_ability.md
│       │   ├── enlargereduce.md
│       │   ├── entangle.md
│       │   ├── enthrall.md
│       │   ├── etherealness.md
│       │   ├── expeditious_retreat.md
│       │   ├── eyebite.md
│       │   ├── fabricate.md
│       │   ├── faerie_fire.md
│       │   ├── faithful_hound.md
│       │   ├── false_life.md
│       │   ├── fear.md
│       │   ├── feather_fall.md
│       │   ├── feeblemind.md
│       │   ├── find_familiar.md
│       │   ├── find_steed.md
│       │   ├── find_the_path.md
│       │   ├── find_traps.md
│       │   ├── finger_of_death.md
│       │   ├── fire_bolt.md
│       │   ├── fire_shield.md
│       │   ├── fire_storm.md
│       │   ├── fireball.md
│       │   ├── flame_blade.md
│       │   ├── flame_strike.md
│       │   ├── flaming_sphere.md
│       │   ├── flesh_to_stone.md
│       │   ├── floating_disk.md
│       │   ├── fly.md
│       │   ├── fog_cloud.md
│       │   ├── forbiddance.md
│       │   ├── forcecage.md
│       │   ├── foresight.md
│       │   ├── freedom_of_movement.md
│       │   ├── freezing_sphere.md
│       │   ├── gaseous_form.md
│       │   ├── gate.md
│       │   ├── geas.md
│       │   ├── gentle_repose.md
│       │   ├── giant_insect.md
│       │   ├── glibness.md
│       │   ├── globe_of_invulnerability.md
│       │   ├── glyph_of_warding.md
│       │   ├── goodberry.md
│       │   ├── grease.md
│       │   ├── greater_invisibility.md
│       │   ├── greater_restoration.md
│       │   ├── guardian_of_faith.md
│       │   ├── guards_and_wards.md
│       │   ├── guidance.md
│       │   ├── guiding_bolt.md
│       │   ├── gust_of_wind.md
│       │   ├── hallow.md
│       │   ├── hallucinatory_terrain.md
│       │   ├── harm.md
│       │   ├── haste.md
│       │   ├── heal.md
│       │   ├── healing_word.md
│       │   ├── heat_metal.md
│       │   ├── hellish_rebuke.md
│       │   ├── heroes_feast.md
│       │   ├── heroism.md
│       │   ├── hideous_laughter.md
│       │   ├── hold_monster.md
│       │   ├── hold_person.md
│       │   ├── holy_aura.md
│       │   ├── hunters_mark.md
│       │   ├── hypnotic_pattern.md
│       │   ├── ice_storm.md
│       │   ├── identify.md
│       │   ├── illusory_script.md
│       │   ├── imprisonment.md
│       │   ├── incendiary_cloud.md
│       │   ├── index.md
│       │   ├── inflict_wounds.md
│       │   ├── insect_plague.md
│       │   ├── instant_summons.md
│       │   ├── invisibility.md
│       │   ├── irresistible_dance.md
│       │   ├── jump.md
│       │   ├── knock.md
│       │   ├── legend_lore.md
│       │   ├── lesser_restoration.md
│       │   ├── levitate.md
│       │   ├── light.md
│       │   ├── lightning_bolt.md
│       │   ├── locate_animals_or_plants.md
│       │   ├── locate_creature.md
│       │   ├── locate_object.md
│       │   ├── longstrider.md
│       │   ├── mage_armor.md
│       │   ├── mage_hand.md
│       │   ├── magic_circle.md
│       │   ├── magic_jar.md
│       │   ├── magic_missile.md
│       │   ├── magic_mouth.md
│       │   ├── magic_weapon.md
│       │   ├── magnificent_mansion.md
│       │   ├── major_image.md
│       │   ├── mass_cure_wounds.md
│       │   ├── mass_heal.md
│       │   ├── mass_healing_word.md
│       │   ├── mass_suggestion.md
│       │   ├── maze.md
│       │   ├── meld_into_stone.md
│       │   ├── mending.md
│       │   ├── message.md
│       │   ├── meteor_swarm.md
│       │   ├── mind_blank.md
│       │   ├── minor_illusion.md
│       │   ├── mirage_arcane.md
│       │   ├── mirror_image.md
│       │   ├── mislead.md
│       │   ├── misty_step.md
│       │   ├── modify_memory.md
│       │   ├── moonbeam.md
│       │   ├── move_earth.md
│       │   ├── nondetection.md
│       │   ├── pass_without_trace.md
│       │   ├── passwall.md
│       │   ├── phantasmal_killer.md
│       │   ├── phantom_steed.md
│       │   ├── planar_ally.md
│       │   ├── planar_binding.md
│       │   ├── plane_shift.md
│       │   ├── plant_growth.md
│       │   ├── poison_spray.md
│       │   ├── polymorph.md
│       │   ├── power_word_kill.md
│       │   ├── power_word_stun.md
│       │   ├── prayer_of_healing.md
│       │   ├── prestidigitation.md
│       │   ├── prismatic_spray.md
│       │   ├── prismatic_wall.md
│       │   ├── private_sanctum.md
│       │   ├── produce_flame.md
│       │   ├── programmed_illusion.md
│       │   ├── project_image.md
│       │   ├── protection_from_energy.md
│       │   ├── protection_from_evil_and_good.md
│       │   ├── protection_from_poison.md
│       │   ├── purify_food_and_drink.md
│       │   ├── raise_dead.md
│       │   ├── ray_of_enfeeblement.md
│       │   ├── ray_of_frost.md
│       │   ├── regenerate.md
│       │   ├── reincarnate.md
│       │   ├── remove_curse.md
│       │   ├── resilient_sphere.md
│       │   ├── resistance.md
│       │   ├── resurrection.md
│       │   ├── reverse_gravity.md
│       │   ├── revivify.md
│       │   ├── rope_trick.md
│       │   ├── sacred_flame.md
│       │   ├── sanctuary.md
│       │   ├── scorching_ray.md
│       │   ├── scrying.md
│       │   ├── secret_chest.md
│       │   ├── see_invisibility.md
│       │   ├── seeming.md
│       │   ├── sending.md
│       │   ├── sequester.md
│       │   ├── shapechange.md
│       │   ├── shatter.md
│       │   ├── shield.md
│       │   ├── shield_of_faith.md
│       │   ├── shillelagh.md
│       │   ├── shocking_grasp.md
│       │   ├── silence.md
│       │   ├── silent_image.md
│       │   ├── simulacrum.md
│       │   ├── sleep.md
│       │   ├── sleet_storm.md
│       │   ├── slow.md
│       │   ├── spare_the_dying.md
│       │   ├── speak_with_animals.md
│       │   ├── speak_with_dead.md
│       │   ├── speak_with_plants.md
│       │   ├── spider_climb.md
│       │   ├── spike_growth.md
│       │   ├── spirit_guardians.md
│       │   ├── spiritual_weapon.md
│       │   ├── stinking_cloud.md
│       │   ├── stone_shape.md
│       │   ├── stoneskin.md
│       │   ├── storm_of_vengeance.md
│       │   ├── suggestion.md
│       │   ├── sunbeam.md
│       │   ├── sunburst.md
│       │   ├── symbol.md
│       │   ├── telekinesis.md
│       │   ├── telepathic_bond.md
│       │   ├── teleport.md
│       │   ├── teleportation_circle.md
│       │   ├── thaumaturgy.md
│       │   ├── thunderwave.md
│       │   ├── time_stop.md
│       │   ├── tiny_hut.md
│       │   ├── tongues.md
│       │   ├── transport_via_plants.md
│       │   ├── tree_stride.md
│       │   ├── true_polymorph.md
│       │   ├── true_resurrection.md
│       │   ├── true_seeing.md
│       │   ├── true_strike.md
│       │   ├── unseen_servant.md
│       │   ├── vampiric_touch.md
│       │   ├── vicious_mockery.md
│       │   ├── wall_of_fire.md
│       │   ├── wall_of_force.md
│       │   ├── wall_of_ice.md
│       │   ├── wall_of_stone.md
│       │   ├── wall_of_thorns.md
│       │   ├── warding_bond.md
│       │   ├── water_breathing.md
│       │   ├── water_walk.md
│       │   ├── web.md
│       │   ├── weird.md
│       │   ├── wind_walk.md
│       │   ├── wind_wall.md
│       │   ├── wish.md
│       │   ├── word_of_recall.md
│       │   └── zone_of_truth.md
│       └── what_is_a_spell.md
├── license.md
├── mkdocs.yml
├── offline_build_config.yml
├── plugins/
│   ├── css_minifier.py
│   └── table-styler.py
├── purecss_theme/
│   ├── __init__.py
│   ├── ads.txt
│   ├── breadcrumbs.html
│   ├── css/
│   │   └── site.css
│   ├── js/
│   │   └── site.js
│   ├── main.html
│   ├── nav-sub.html
│   ├── nav.html
│   └── toc.html
├── pyproject.toml
└── srd_index_builder.py

================================================
FILE CONTENTS
================================================

================================================
FILE: .gitignore
================================================
.idea/
site/
5thsrd_offline/
docs/spellcasting/spell_lists/*
docs/spellcasting/spell_indexes/*
docs/gamemaster_rules/magic_item_indexes/*
docs/gamemaster_rules/monster_indexes/*

!docs/spellcasting/spell_lists/index.md
!docs/spellcasting/spell_indexes/index.md
!docs/gamemaster_rules/magic_item_indexes/index.md
!docs/gamemaster_rules/monster_indexes/index.md

purecss_theme/inline_styles.html

__pycache__
*.pyc
.venv


================================================
FILE: README.md
================================================
# 5thSRD
This is a markdown version of the 5th Edition System Reference Document.

Documents are in the docs/ directory.

Published as a website built via mkdocs on https://5thsrd.org

# How to Build
Various indexes are built using build_indexes.py.

Build the full site using mkdocs (http://www.mkdocs.org/): mkdocs build --clean

You can also serve locally by running mkdocs serve


================================================
FILE: build_indexes.py
================================================
#!/usr/bin/env python

from srd_index_builder import SRDIndexBuilder
import logging
import argparse

build_config = {
    'class_spell_lists': {
        'build': True,
        'index_path': './docs/spellcasting/spell_lists/'
    },
    'indexes': {
        'spells': {
            'source_directory': './docs/spellcasting/spells',
            'link_prefix': '/spellcasting/spells',
            'index_path': './docs/spellcasting/spell_indexes/',
            'indexes_to_generate': {
                'school': {
                    'page_title': 'Spells by School',
                    'output_file_name': 'spells_by_school.md',
                    'description': 'All spells from the 5th Edition (5e) SRD (System Reference Document), organized by magic school.'
                },
                'name_category': {
                    'page_title': 'Spells by Name',
                    'output_file_name': 'spells_by_name.md',
                    'description': 'All spells from the 5th Edition (5e) SRD (System Reference Document), organized by spell name.'
                },
                'level': {
                    'page_title': 'Spells by Level',
                    'output_file_name': 'spells_by_level.md',
                    'description': 'All spells from the 5th Edition (5e) SRD (System Reference Document), organized by spell level.'
                }
            }
        },
        'magic_items': {
            'source_directory': './docs/gamemaster_rules/magic_items',
            'link_prefix': '/gamemaster_rules/magic_items',
            'index_path': './docs/gamemaster_rules/magic_item_indexes/',
            'indexes_to_generate': {
                'name_category': {
                    'page_title': 'Magic Items by Name',
                    'output_file_name': 'items_by_name.md',
                    'description': 'All magic items from the 5th Edition (5e) SRD (System Reference Document), organized by name'
                },
                'type': {
                    'page_title': 'Magic Items by Type',
                    'output_file_name': 'items_by_type.md',
                    'description': 'All magic items from the 5th Edition (5e) SRD (System Reference Document), organized by type'
                }
            }

        },
        'monsters': {
            'source_directory': './docs/gamemaster_rules/monsters',
            'link_prefix': '/gamemaster_rules/monsters',
            'index_path': './docs/gamemaster_rules/monster_indexes/',
            'indexes_to_generate': {
                'name_category': {
                    'page_title': 'Monsters by Name',
                    'output_file_name': 'monsters_by_name.md',
                    'description': 'All monsters from the 5th Edition (5e) SRD (System Reference Document), organized by name'
                },
                'cr': {
                    'page_title': 'Monsters by CR',
                    'output_file_name': 'monsters_by_cr.md',
                    'description': 'All monsters from the 5th Edition (5e) SRD (System Reference Document), organized by challenge rating (CR)'
                },
                'type': {
                    'page_title': 'Monsters by Type',
                    'output_file_name': 'monsters_by_type.md',
                    'description': 'All monsters from the 5th Edition (5e) SRD (System Reference Document), organized by monster type'
                }
            }
        }
    }
}

if __name__ == '__main__':
    # Setup logging
    logging.basicConfig(level=logging.INFO)

    # Read arguments
    parser = argparse.ArgumentParser()
    parser.add_argument('--offline', action='store_true', default=False,
                        help='Generate links in offline mode')
    args = parser.parse_args()

    # First, build metadata driven indexes using the SRDIndexBuilder
    SRDIndexBuilder(args.offline).build_indexes_from_config(build_config)


================================================
FILE: build_to_test.sh
================================================
#!/bin/bash

git pull

poetry run python ./build_indexes.py

poetry run mkdocs build --clean

aws s3 sync ./site/ s3://5thsrd.org-test/ --region="us-east-1" --delete


================================================
FILE: create_invalidation.sh
================================================
#!/bin/bash

# Invalidate Cloudfront cache
aws cloudfront create-invalidation --distribution-id E21QCV3S5T8Z34 --paths "/*" --output json


================================================
FILE: deploy_to_prod.sh
================================================
#!/bin/bash

# Get the latest changes
git pull

# Generate offline indexes
poetry run python ./build_indexes.py --offline

# Build the offline site
poetry run mkdocs build --clean --config-file offline_build_config.yml

# Generate regular indexes
poetry run python ./build_indexes.py

# Build the site
poetry run mkdocs build --clean

# Zip the offline version
rm /tmp/5thsrd_offline.zip
zip -r /tmp/5thsrd_offline.zip 5thsrd_offline/
mv /tmp/5thsrd_offline.zip ./site/

# Sync to S3
aws s3 sync ./site/ s3://5thsrd.org/ --region="us-east-1" --delete


================================================
FILE: docs/adventuring/between_adventures.md
================================================
description: Rules and information governing player time between adventures (downtime) from the 5th Edition (5e) SRD (System Reference Document).

# Between Adventures 
Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion. 

## Lifestyle Expenses 
Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.

Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. 

## Downtime Activities 
Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. 

### Crafting 
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.

While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. 

### Practicing a Profession 
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession.

If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.

If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. 

### Recuperating 
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.

After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:

* End one effect on you that prevents you from regaining hit points.
* For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.

### Researching 
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.

For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. 

### Training 
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.

First, 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.

The 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.

================================================
FILE: docs/adventuring/equipment/adventuring_gear.md
================================================
description: A list of gear for adventuring from the 5th Edition (5e) SRD (System Reference Document).

# Adventuring Gear 
This section describes items that have special rules or require further explanation.

**Acid.** As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

**Alchemist's Fire.** This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

**Antitoxin.** A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

**Arcane Focus.** An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

**Ball Bearings.** As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.

**Block and Tackle.** A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

**Book.** A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

**Caltrops.** As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

**Candle.** For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

**Case, Crossbow Bolt.** This wooden case can hold up to twenty crossbow bolts.

**Case, Map or Scroll.** This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

**Chain.** A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

**Climber's Kit.** A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

**Component Pouch.** A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

**Crowbar.** Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

**Druidic Focus.** A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

**Fishing Tackle.** This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

**Healer's Kit.** This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

**Holy Symbol.** A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

**Holy Water.** As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.   
A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

**Hunting Trap.** When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

**Lamp.** A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

**Lantern, Bullseye.** A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

**Lantern, Hooded.** A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

**Lock.** A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.

**Magnifying Glass.** This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

**Manacles.** These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

**Mess Kit.** This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

**Oil.** Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

**Poison, Basic.** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

**Potion of Healing.** A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

**Pouch.** A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

**Quiver.** A quiver can hold up to 20 arrows.

**Ram, Portable.** You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

**Rations.** Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

**Rope.** Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

**Scale, Merchant's.** A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

**Spellbook.** Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

**Spyglass.** Objects viewed through a spyglass are magnified to twice their size.

**Tent.** A simple and portable canvas shelter, a tent sleeps two.

**Tinderbox.** This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute.

**Torch.** A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

## Adventuring Gear Tables
### Ammunition
| Item                 | Cost | Weight    |
|----------------------|------|-----------|
| Arrows (20)          | 1 gp | 1 lb.     |
| Blowgun needles (50) | 1 gp | 1 lb.     |
| Crossbow bolts (20)  | 1 gp | 1 1/2 lb. |
| Sling bullets (20)   | 4 cp | 1 1/2 lb. |

### Arcane focus
| Item    | Cost  | Weight |
|---------|-------|--------|
| Crystal | 10 gp | 1 lb.  |
| Orb     | 20 gp | 3 lb.  |
| Rod     | 10 gp | 2 lb.  |
| Staff   | 5 gp  | 4 lb.  |
| Wand    | 10 gp | 1 lb.  |

### Druidic focus
| Item               | Cost  | Weight |
|--------------------|-------|--------|
| Sprig of mistletoe | 1 gp  | -      |
| Totem              | 1 gp  | -      |
| Wooden staff       | 5 gp  | 4 lb.  |
| Yew wand           | 10 gp | 1 lb.  |

### Holy Symbol
| Item      | Cost  | Weight |
|-----------|-------|--------|
| Amulet    | 5 gp  | 1 lb.  |
| Emblem    | 5 gp  | -      |
| Reliquary | 5 gp  | 2 lb.  |

### Adventuring Gear
| Item                         | Cost     | Weight       |
|------------------------------|----------|--------------|
| Abacus                       | 2 gp     | 2 lb.        |
| Acid (vial)                  | 25 gp    | 1 lb.        |
| Alchemist's fire (flask)     | 50 gp    | 1 lb.        |
| Antitoxin (vial)             | 50 gp    | -            |
| Backpack                     | 2 gp     | 5 lb.        |
| Ball bearings (bag of 1,000) | 1 gp     | 2 lb.        |
| Barrel                       | 2 gp     | 70 lb.       |
| Basket                       | 4 sp     | 2 lb.        |
| Bedroll                      | 1 gp     | 7 lb.        |
| Bell                         | 1 gp     | -            |
| Blanket                      | 5 sp     | 3 lb.        |
| Block and tackle             | 1 gp     | 5 lb.        |
| Book                         | 25 gp    | 5 lb.        |
| Bottle, glass                | 2 gp     | 2 lb.        |
| Bucket                       | 5 cp     | 2 lb.        |
| Caltrops (bag of 20)         | 1 gp     | 2 lb.        |
| Candle                       | 1 cp     | -            |
| Case, crossbow bolt          | 1 gp     | 1 lb.        |
| Case, map or scroll          | 1 gp     | 1 lb.        |
| Chain (10 feet)              | 5 gp     | 10 lb.       |
| Chalk (1 piece)              | 1 cp     | -            |
| Chest                        | 5 gp     | 25 lb.       |
| Climber's kit                | 25 gp    | 12 lb.       |
| Clothes, common              | 5 sp     | 3 lb.        |
| Clothes, costume             | 5 gp     | 4 lb.        |
| Clothes, fine                | 15 gp    | 6 lb.        |
| Clothes, traveler's          | 2 gp     | 4 lb.        |
| Component pouch              | 25 gp    | 2 lb.        |
| Crowbar                      | 2 gp     | 5 lb.        |
| Fishing tackle               | 1 gp     | 4 lb.        |
| Flask or tankard             | 2 cp     | 1 lb.        |
| Grappling hook               | 2 gp     | 4 lb.        |
| Hammer                       | 1 gp     | 3 lb.        |
| Hammer, sledge               | 2 gp     | 10 lb.       |
| Healer's kit                 | 5 gp     | 3 lb.        |
| Holy water (flask)           | 25 gp    | 1 lb.        |
| Hourglass                    | 25 gp    | 1 lb.        |
| Hunting trap                 | 5 gp     | 25 lb.       |
| Ink (1 ounce bottle)         | 10 gp    | -            |
| Ink pen                      | 2 cp     | -            |
| Jug or pitcher               | 2 cp     | 4 lb.        |
| Ladder (10 foot)             | 1 sp     | 25 lb.       |
| Lamp                         | 5 sp     | 1 lb.        |
| Lantern, bullseye            | 10 gp    | 2 lb.        |
| Lantern, hooded              | 5 gp     | 2 lb.        |
| Lock                         | 10 gp    | 1 lb.        |
| Magnifying glass             | 100 gp   | -            |
| Manacles                     | 2 gp     | 6 lb.        |
| Mess kit                     | 2 sp     | 1 lb.        |
| Mirror, steel                | 5 gp     | 1/2 lb.      |
| Oil (flask)                  | 1 sp     | 1 lb.        |
| Paper (one sheet)            | 2 sp     | -            |
| Parchment (one sheet)        | 1 sp     | -            |
| Perfume (vial)               | 5 gp     | -            |
| Pick, miner's                | 2 gp     | 10 lb.       |
| Piton                        | 5 cp     | 1/4 lb.      |
| Poison, basic (vial)         | 100 gp   | -            |
| Pole (10-foot)               | 5 cp     | 7 lb.        |
| Pot, iron                    | 2 gp     | 10 lb.       |
| Potion of healing            | 50 gp    | 1/2 lb.      |
| Pouch                        | 5 sp     | 1 lb.        |
| Quiver                       | 1 gp     | 1 lb.        |
| Ram, portable                | 4 gp     | 35 lb.       |
| Rations (1 day)              | 5 sp     | 2 lb.        |
| Robes                        | 1 gp     | 4 lb.        |
| Rope, hempen (50 feet)       | 1 gp     | 10 lb.       |
| Rope, silk (50 feet)         | 10 gp    | 5 lb.        |
| Sack                         | 1 cp     | 1/2 lb.      |
| Scale, merchant's            | 5 gp     | 3 lb.        |
| Sealing wax                  | 5 sp     | -            |
| Shovel                       | 2 gp     | 5 lb.        |
| Signal whistle               | 5 cp     | -            |
| Signet ring                  | 5 gp     | -            |
| Soap                         | 2 cp     | -            |
| Spellbook                    | 50 gp    | 3 lb.        |
| Spikes, iron (10)            | 1 gp     | 5 lb.        |
| Spyglass                     | 1,000 gp | 1 lb.        |
| Tent, two-person             | 2 gp     | 20 lb.       |
| Tinderbox                    | 5 sp     | 1 lb.        |
| Torch                        | 1 cp     | 1 lb.        |
| Vial                         | 1 gp     | -            |
| Waterskin                    | 2 sp     | 5 lb. (full) |
| Whetstone                    | 1 cp     | 1 lb.        | 

## Container Capacity
| Container        | Capacity                               |
|------------------|----------------------------------------|
| Backpack*        | 1 cubic foot/30 pounds of gear         |
| Barrel           | 40 gallons liquid, 4 cubic feet solid  |
| Basket           | 2 cubic feet/40 pounds of gear         |
| Bottle           | 1 1/2 pints liquid                     |
| Bucket           | 3 gallons liquid, 1/2 cubic foot solid |
| Chest            | 12 cubic feet/300 pounds gear          |
| Flask or tankard | 1 pint liquid                          |
| Jug or pitcher   | 1 gallon liquid                        |
| Pot, iron        | 1 gallon liquid                        |
| Pouch            | 1/5 cubic foot/6 pounds of gear        |
| Sack             | 1 cubic foot/30 pounds of gear         |
| Vial             | 4 ounces liquid                        |
| Waterskin        | 4 pints liquid                         |

\* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.


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FILE: docs/adventuring/equipment/armor.md
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description: Rules and information about different armor types from the 5th Edition (5e) SRD (System Reference Document).

# Armor 
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.

**Armor Proficiency.** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.

**Armor Class (AC).** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

**Heavy Armor.** Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

**Stealth.** If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

**Shields.** A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. 

## Light Armor 
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

**Padded.** Padded armor consists of quilted layers of cloth and batting.

**Leather.** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

**Studded Leather.** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. 

## Medium Armor
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

**Hide.** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

**Chain Shirt.** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

**Scale Mail.** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

**Breastplate.** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

**Half Plate.** Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. 

## Heavy Armor 
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.

**Ring Mail.** This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

**Chain Mail.** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

**Splint.** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

**Plate.** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.


## Armor Table

| Light Armor     | Cost   | Armor Class (AC)  | Strength  | Stealth       | Weight |
|-----------------|--------|-------------------|-----------|---------------|--------|
| Padded          | 5 gp   | 11 + Dex modifier | -         | Disadvantage  | 8 lb.  |
| Leather         | 10 gp  | 11 + Dex modifier | -         | -             | 10 lb. |
| Studded leather | 45 gp  | 12 + Dex modifier | -         | -             | 13 lb. |

| Medium Armor    | Cost   | Armor Class (AC)          | Strength  | Stealth       | Weight |
|-----------------|--------|---------------------------|-----------|---------------|--------|
| Hide            | 10 gp  | 12 + Dex modifier (max 2) | -         | -             | 12 lb. |
| Chain shirt     | 50 gp  | 13 + Dex modifier (max 2) | -         | -             | 20 lb. |
| Scale mail      | 50 gp  | 14 + Dex modifier (max 2) | -         | Disadvantage  | 45 lb. |
| Breastplate     | 400 gp | 14 + Dex modifier (max 2) | -         | -             | 20 lb. |
| Half plate      | 750 gp | 15 + Dex modifier (max 2) | -         | Disadvantage  | 40 lb. |

| Heavy  Armor    | Cost     | Armor Class (AC) | Strength  | Stealth       | Weight |
|-----------------|----------|------------------|-----------|---------------|--------|
| Ring mail       | 30 gp    | 14               | -         | Disadvantage  | 40 lb. |
| Chain mail      | 75 gp    | 16               | Str 13    | Disadvantage  | 55 lb. |
| Splint          | 200 gp   | 17               | Str 15    | Disadvantage  | 60 lb. |
| Plate           | 1,500 gp | 18               | Str 15    | Disadvantage  | 65 lb. |

| Shield          | Cost     | Armor Class (AC) | Strength  | Stealth       | Weight |
|-----------------|----------|------------------|-----------|---------------|--------|
| Shield          | 10 gp    | +2               | -         | -             | 6  lb. |

## Getting Into and Out of Armor 

The time it takes to don or doff armor depends on the armor's category.

**Don.** This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.

**Doff.** This is the time it takes to take off armor. If you have help, reduce this time by half.

| Category      | Don        | Doff      |
|---------------|------------|-----------|
| Light Armor   | 1 minute   | 1 minute  |
| Medium Armor  | 5 minutes  | 1 minute  |
| Heavy Armor   | 10 minutes | 5 minutes |
| Shield        | 1 action   | 1 action  |


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FILE: docs/adventuring/equipment/coins.md
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description: Rules for different coin types from the 5th Edition (5e) SRD (System Reference Document).

# Coins 
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.

One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

**Standard Exchange Rates**

| Coin          | CP    | SP   | EP  | GP    | PP      |
|---------------|-------|------|-----|-------|---------|
| Copper (cp)   | 1     | 1/10 | 1/50| 1/100 | 1/1,000 |
| Silver (sp)   | 10    | 1    | 1/5 | 1/10  | 1/100   |
| Electrum (ep) | 50    | 5    | 1   | 1/2   | 1/20    |
| Gold (gp)     | 100   | 10   | 2   | 1     | 1/10    |
| Platinum (pp) | 1,000 | 100  | 20  | 10    | 1       |


================================================
FILE: docs/adventuring/equipment/equipment_packs.md
================================================
description: A list of prebuilt equipment packs for characters from the 5th Edition (5e) SRD (System Reference Document).

# Equipment packs
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

**Burglar's Pack (16 gp).** Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

**Diplomat's Pack (39 gp).** Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

**Dungeoneer's Pack (12 gp).** Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

**Entertainer's Pack (40 gp).** Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

**Explorer's Pack (10 gp).** Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

**Priest's Pack (19 gp).** Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

**Scholar's Pack (40 gp).**) Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.


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FILE: docs/adventuring/equipment/index.md
================================================
# Equipment

* [Adventuring Gear](/adventuring/equipment/adventuring_gear/)      
* [Armor](/adventuring/equipment/armor/)                            
* [Coins](/adventuring/equipment/coins/)                            
* [Equipment Packs](/adventuring/equipment/equipment_packs/)        
* [Mounts and Vehicles](/adventuring/equipment/mounts_and_vehicles/)
* [Tools](/adventuring/equipment/tools/)                            
* [Trade Goods](/adventuring/equipment/trade_goods/)                
* [Weapons](/adventuring/equipment/weapons/)     

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FILE: docs/adventuring/equipment/mounts_and_vehicles.md
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description: Rules and information for different mounts and vehicles from the 5th Edition (5e) SRD (System Reference Document).

# Mounts and Vehicles
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

**Barding.** Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

**Saddles.** A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

**Vehicle Proficiency.** If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

**Rowed Vessels.** Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

## Mounts
| Item           | Cost   | Speed  | Carrying Capacity |
|----------------|-------:|--------|-------------------|
| Camel          | 50 gp  | 50 ft. | 480 lb.           |
| Donkey or mule | 8 gp   | 40 ft. | 420 lb.           |
| Elephant       | 200 gp | 40 ft. | 1,320 lb.         |
| Horse, draft   | 50 gp  | 40 ft. | 540 lb.           |
| Horse, riding  | 75 gp  | 60 ft. | 480 lb.           |
| Mastiff        | 25 gp  | 40 ft. | 195 lb.           |
| Pony           | 30 gp  | 40 ft. | 225 lb.           |
| Warhorse       | 400 gp | 60 ft. | 540 lb.           |

## Tack, Harness, and Drawn Vehicles
| Item                | Cost   | Weight  |
|---------------------|-------:|--------:|
| Barding             | x4     | x2      |
| Bit and bridle      | 2 gp   | 1 lb.   |
| Carriage            | 100 gp | 600 lb. |
| Cart                | 15 gp  | 200 lb. |
| Chariot             | 250 gp | 100 lb. |
| Feed (per day)      | 5 cp   | 10 lb.  |
| Saddlebags          | 4 gp   | 8 lb.   |
| Sled                | 20 gp  | 300 lb. |
| Stabling (per day)  | 5 sp   | -       |
| Wagon               | 35 gp  | 400 lb. |

## Saddles
| Item     | Cost  | Weight |
|----------|------:|-------:|
| Exotic   | 60 gp | 40 lb. |
| Military | 20 gp | 30 lb. |
| Pack     | 5 gp  | 15 lb. |
| Riding   | 10 gp | 25 lb. |

## Waterborne Vehicles
| Item         | Cost      | Speed      |
|--------------|----------:|------------|
| Galley       | 30,000 gp | 4 mph      |
| Keelboat     | 3,000 gp  | 1 mph      |
| Longship     | 10,000 gp | 3 mph      |
| Rowboat      | 50 gp     | 1 1/2  mph |
| Sailing ship | 10,000 gp | 2 mph      |
| Warship      | 25,000 gp | 2 1/2 mph  |


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FILE: docs/adventuring/equipment/selling_treasure.md
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description: Rules for selling treasure from the 5th Edition (5e) SRD (System Reference Document).

# Selling Treasure 
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

**Arms, Armor, and Other Equipment.** As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

**Magic Items.** Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

**Gems, Jewelry, and Art Objects.** These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

**Trade Goods.** On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods--bars of iron, bags of salt, livestock, and so on--retain their full value in the market and can be used as currency.


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FILE: docs/adventuring/equipment/tools.md
================================================
description: Rules and information for different tool kits from the 5th Edition (5e) SRD (System Reference Document).

# Tools 
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.

**Artisan's Tools.** These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

**Disguise Kit.** This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

**Forgery Kit.** This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

**Gaming Set.** This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

**Herbalism Kit.** This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and _potions of healing_.

**Musical Instrument.** Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

**Navigator's Tools.** This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

**Poisoner's Kit.** A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

**Thieves' Tools.** This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.


## Tools Tables
### Artisan's tools
| Item                    | Cost  | Weight |
|-------------------------|-------|--------|
| Alchemist's supplies    | 50 gp | 8 lb.  |
| Brewer's supplies       | 20 gp | 9 lb.  |
| Calligrapher's supplies | 8 gp  | 5 lb.  |
| Carpenter's tools       | 15 gp | 6 lb.  |
| Cartographer's tools    | 5 gp  | 6 lb.  |
| Cobbler's tools         | 1 gp  | 5 lb.  |
| Cook's utensils         | 30 gp | 8 lb.  |
| Glassblower's tools     | 25 gp | 5 lb.  |
| Jeweler's tools         | 6 gp  | 2 lb.  |
| Leatherworker's tools   | 10 gp | 5 lb.  |
| Mason's tools           | 10 gp | 8 lb.  |
| Painter's supplies      | 10 gp | 5 lb.  |
| Potter's tools          | 10 gp | 3 lb.  |
| Smith's tools           | 20 gp | 8 lb.  |
| Tinker's tools          | 50 gp | 10 lb. |
| Weaver's tools          | 1 gp  | 5 lb.  |
| Woodcarver's tools      | 1 gp  | 5 lb.  |
| Disguise kit            | 25 gp | 3 lb.  |
| Forgery kit             | 15 gp | 5 lb.  |

## Gaming set
| Item             | Cost  | Weight |
|------------------|-------|--------|
| Dice set         | 1 sp  | -      |
| Playing card set | 5 sp  | -      |

## Musical instrument
| Item      | Cost  | Weight |
|-----------|-------|--------|
| Bagpipes  | 30 gp | 6 lb.  |
| Drum      | 6 gp  | 3 lb.  |
| Dulcimer  | 25 gp | 10 lb. |
| Flute     | 2 gp  | 1 lb.  |
| Lute      | 35 gp | 2 lb.  |
| Lyre      | 30 gp | 2 lb.  |
| Horn      | 3 gp  | 2 lb.  |
| Pan flute | 12 gp | 2 lb.  |
| Shawm     | 2 gp  | 1 lb.  |
| Viol      | 30 gp | 1 lb.  |

## Other tools
| Item              | Cost  | Weight |
|-------------------|-------|--------|
| Herbalism kit     | 5 gp  | 3 lb.  |
| Navigator's tools | 25 gp | 2 lb.  |
| Poisoner's kit    | 50 gp | 2 lb.  |
| Thieves' tools    | 25 gp | 1 lb.  |


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FILE: docs/adventuring/equipment/trade_goods.md
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description: Information about different trade goods from the 5th Edition (5e) SRD (System Reference Document).

# Trade Goods
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

## Trade Goods table
| Cost   | Goods                                        |
|--------|----------------------------------------------|
| 1 cp   | 1 lb. of wheat                               |
| 2 cp   | 1 lb. of flour or one chicken                |
| 5 cp   | 1 lb. of salt                                |
| 1 sp   | 1 lb. of iron or 1 sq. yd. of canvas         |
| 5 sp   | 1 lb. of copper of 1 sq. yd. of cotton cloth |
| 1 gp   | 1 lb. of ginger or one goat                  |
| 2 gp   | 1 lb. of cinnamon or pepper, or one sheep    |
| 3 gp   | 1 lb. of cloves or one pig                   |
| 5 gp   | 1 lb. of silver or 1 sq. yd. of linen        |
| 10 gp  | 1 sq. yd. of silk or one cow                 |
| 15 gp  | 1 lb. of saffron or one ox                   |
| 50 gp  | 1 lb. of gold                                |
| 500 gp | 1 lb. of platinum                            |


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FILE: docs/adventuring/equipment/weapons.md
================================================
description: Rules and information about different weapon types and properties from the 5th Edition (5e) SRD (System Reference Document).

# Weapons 
Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.


## Weapon Proficiency 
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.

Proficiency 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. 

## Weapon Properties 
Many weapons have special properties related to their use, as shown in the Weapons table.

**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.

If 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.

**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.

**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.

**Light.** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

**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.

**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.

**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.

**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).

**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.

**Two-Handed.** This weapon requires two hands when you attack with it.

**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. 

## Improvised Weapons 
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. 

## Silvered Weapons 
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. 

## Special Weapons 
Weapons with special rules are described here.

**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.

**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.

When 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.


## Weapons Table

| Simple Melee Weapons  | Cost | Damage          | Weight | Properties                            |
|-----------------------|------|-----------------|--------|---------------------------------------|
| Club                  | 1 sp | 1d4 bludgeoning | 2 lb.  | Light                                 |
| Dagger                | 2 gp | 1d4 piercing    | 1 lb.  | Finesse, light, thrown (range 20/60)  |
| Greatclub             | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed                            |
| Handaxe               | 5 gp | 1d6 slashing    | 2 lb.  | Light, thrown (range 20/60)           |
| Javelin               | 5 sp | 1d6 piercing    | 2 lb.  | Thrown (range 30/120)                 |
| Light hammer          | 2 gp | 1d4 bludgeoning | 2 lb.  | Light, thrown (range 20/60)           |
| Mace                  | 5 gp | 1d6 bludgeoning | 4 lb.  | -                                     |
| Quarterstaff          | 2 sp | 1d6 bludgeoning | 4 lb.  | Versatile (1d8)                       |
| Sickle                | 1 gp | 1d4 slashing    | 2 lb.  | Light                                 |
| Spear                 | 1 gp | 1d6 piercing    | 3 lb.  | Thrown (range 20/60), versatile (1d8) |

| Simple Ranged Weapons | Cost  | Damage          | Weight  | Properties                                     |
|-----------------------|-------|-----------------|---------|------------------------------------------------|
| Crossbow, light       | 25 gp | 1d8 piercing    | 5 lb.   | Ammunition (range 80/320), loading, two-handed |
| Dart                  | 5 cp  | 1d4 piercing    | 1/4 lb. | Finesse, thrown (range 20/60)                  |
| Shortbow              | 25 gp | 1d6 piercing    | 2 lb.   | Ammunition (range 80/320), two-handed          |
| Sling                 | 1 sp  | 1d4 bludgeoning | -       | Ammunition (range 30/120)                      |

| Martial Melee Weapons | Cost  | Damage          | Weight | Properties                            |
|-----------------------|-------|-----------------|--------|---------------------------------------|
| Battleaxe             | 10 gp | 1d8 slashing    | 4 lb.  | Versatile (1d10)                      |
| Flail                 | 10 gp | 1d8 bludgeoning | 2 lb.  | -                                     |
| Glaive                | 20 gp | 1d10 slashing   | 6 lb.  | Heavy, reach, two-handed              |
| Greataxe              | 30 gp | 1d12 slashing   | 7 lb.  | Heavy, two-handed                     |
| Greatsword            | 50 gp | 2d6 slashing    | 6 lb.  | Heavy, two-handed                     |
| Halberd               | 20 gp | 1d10 slashing   | 6 lb.  | Heavy, reach, two-handed              |
| Lance                 | 10 gp | 1d12 piercing   | 6 lb.  | Reach, special                        |
| Longsword             | 15 gp | 1d8 slashing    | 3 lb.  | Versatile (1d10)                      |
| Maul                  | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed                     |
| Morningstar           | 15 gp | 1d8 piercing    | 4 lb.  | -                                     |
| Pike                  | 5 gp  | 1d10 piercing   | 18 lb. | Heavy, reach, two-handed              |
| Rapier                | 25 gp | 1d8 piercing    | 2 lb.  | Finesse                               |
| Scimitar              | 25 gp | 1d6 slashing    | 3 lb.  | Finesse, light                        |
| Shortsword            | 10 gp | 1d6 piercing    | 2 lb.  | Finesse, light                        |
| Trident               | 5 gp  | 1d6 piercing    | 4 lb.  | Thrown (range 20/60), versatile (1d8) |
| War pick              | 5 gp  | 1d8 piercing    | 2 lb.  | -                                     |
| Warhammer             | 15 gp | 1d8 bludgeoning | 2 lb.  | Versatile (1d10)                      |
| Whip                  | 2 gp  | 1d4 slashing    | 3 lb.  | Finesse, reach                        |

| Martial Ranged Weapons | Cost  | Damage          | Weight  | Properties                                             |
|------------------------|-------|-----------------|---------|--------------------------------------------------------|
| Blowgun                | 10 gp | 1 piercing      | 1 lb.   | Ammunition (range 25/100), loading                     |
| Crossbow, hand         | 75 gp | 1d6 piercing    | 3 lb.   | Ammunition (range 30/120), light, loading              |
| Crossbow, heavy        | 50 gp | 1d10 piercing   | 18 lb.  | Ammunition (range 100/400), heavy, loading, two-handed |
| Longbow                | 50 gp | 1d8 piercing    | 2 lb.   | Ammunition (range 150/600), heavy, two-handed          |
| Net                    | 1 gp  | -               | 3 lb.   | Special, thrown (range 5/15)                           |


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FILE: docs/adventuring/index.md
================================================
# Adventuring
## General Adventuring

* [Between Adventures](/adventuring/between_adventures/)  
* [Movement](/adventuring/movement/)                      
* [Planes of Existence](/adventuring/planes_of_existence/)
* [Resting](/adventuring/resting/)                        
* [The Environment](/adventuring/the_environment/)        
* [Time](/adventuring/time/)                              

## Equipment

* [Adventuring Gear](/adventuring/equipment/adventuring_gear/)      
* [Armor](/adventuring/equipment/armor/)                            
* [Coins](/adventuring/equipment/coins/)                            
* [Equipment Packs](/adventuring/equipment/equipment_packs/)        
* [Mounts and Vehicles](/adventuring/equipment/mounts_and_vehicles/)
* [Tools](/adventuring/equipment/tools/)                            
* [Trade Goods](/adventuring/equipment/trade_goods/)                
* [Weapons](/adventuring/equipment/weapons/)                        

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FILE: docs/adventuring/movement.md
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description: Rules for managing movement and travel from the 5th Edition (5e) SRD (System Reference Document).

# Movement 
Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures.

The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch."

Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over. 

## Speed 
Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. 

### Travel Pace 
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.

**Forced March.** The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must 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 character suffers one level of exhaustion.

**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 fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a _carpet of flying_, allow you to travel more swiftly.

| Pace   | Distance per Minute | Distance per Hour | Distance per day | Effect                                           |
|--------|---------------------|-------------------|------------------|--------------------------------------------------|
| Fast   | 400 feet            | 4 miles           | 30 miles         | -5 penalty to passive Wisdom (Perception) scores |
| Normal | 300 feet            | 3 miles           | 24 miles         | -                                                |
| Slow   | 200 feet            | 2 miles           | 18 miles         | Able to use stealth                              |

### Difficult Terrain 
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground--all considered difficult terrain.

You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day. 

## Special Types of Movement 
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. 

### Climbing, Swimming, and Crawling 
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. 

### Jumping 
Your Strength determines how far you can jump.

**Long Jump.** When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

**High Jump.** When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

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FILE: docs/adventuring/planes_of_existence.md
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description: Descriptions of the different planes of existence from the 5th Edition (5e) SRD (System Reference Document).

# The Planes of Existence 
The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **planes of existence**. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.

Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn. 

## The Material Plane 
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.

The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned. 

## Beyond the Material 
Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world. 

### Planar Travel 
When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.

Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.

**Spells.** A number of spells allow direct or indirect access to other planes of existence. **_Plane shift_** and **_gate_** can transport adventurers directly to any other plane of existence, with different degrees of precision. **_Etherealness_** allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches--such as the Elemental Planes. And the **_astral projection_** spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.

**Portals.** A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog-shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations-- circles of standing stones, soaring towers, sailing ships, or even whole towns--that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). 

### Transitive Planes 
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.

The **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.

The **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. 


### Inner Planes 
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes**--Air, Earth, Fire, and Water--form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.

At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form--great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos. 

### Outer Planes 
If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.

When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.

Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.

Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day--if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.

The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them. 

#### Outer Planes 
The planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable. 

#### Demiplanes 
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as **_demiplane_**, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a **_plane shift_** spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The **_gate_** spell is more reliable, assuming the caster knows of the demiplane.


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FILE: docs/adventuring/resting.md
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description: Rules for resting and recovering from the 5th Edition (5e) SRD (System Reference Document).

# Resting 
Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest--time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. 

## Short Rest 
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. 

## Long Rest 
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity--at least 1 hour of walking, fighting, casting spells, or similar adventuring activity--the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

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FILE: docs/adventuring/the_environment.md
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description: Rules for managing environmental hazards from the 5th Edition (5e) SRD (System Reference Document).

# The Environment 
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. 

## Falling 
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. 

## Suffocating 
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. 

## Vision and Light 
The most fundamental tasks of adventuring--noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few--rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

A 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 on sight.

A **heavily obscured** area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.


The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

**Bright light** lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

**Darkness** creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. 

### Blindsight 
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. 

### Darkvision 
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. 

### Truesight 
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic.

Furthermore, the creature can see into the Ethereal Plane. 

## Food and Water 
Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount. 

### Food 
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero. 

### Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case. 

## Interacting with Objects 
A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.

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FILE: docs/adventuring/time.md
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description: Rules for tracking time from the 5th Edition (5e) SRD (System Reference Document).

# Time 
In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time.

For long journeys, a scale of **days** works best. Following the road from Baldur's Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.

In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.

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FILE: docs/character/alignment.md
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description: Rules describing character and creature alignment from the 5th Edition (5e) SRD (System Reference Document).

# Alignment 
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. 

**Lawful good (LG)** creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

**Neutral good (NG)** folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.

**Chaotic good (CG)** creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.

**Lawful neutral (LN)** individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.

**Neutral (N)** is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.

**Chaotic neutral (CN)** creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.

**Lawful evil (LE)** creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

**Neutral evil (NE)** is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.

**Chaotic evil (CE)** creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. 

### Alignment in the Multiverse 
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good-aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.

The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.)

Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.

Most creatures that lack the capacity for rational thought do not have alignments - they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.

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FILE: docs/character/backgrounds.md
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description: Rules and examples for creating a character background from the 5th Edition (5e) SRD (System Reference Document).

# Backgrounds 
Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is **what changed**? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have **more** money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. 

### Proficiencies 
Each background gives a character proficiency in two skills.

In addition, most backgrounds give a character proficiency with one or more tools.

If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. 

### Languages 
Some backgrounds also allow characters to learn additional languages beyond those given by race.

### Equipment 
Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background. 

### Suggested Characteristics 
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. Customizing a Background You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one. 

## Acolyte 
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy--Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. 

**Skill Proficiencies:** Insight, Religion    
**Languages:** Two of your choice    
**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp 

### Feature: Shelter of the Faithful 
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. 

### Suggested Characteristics 
Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

| d8 | Personality Trait                                                                                                  |
|----|--------------------------------------------------------------------------------------------------------------------|
| 1  | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.                  |
| 2  | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.      |
| 3  | I see omens in every event and action. The gods try to speak to us, we just need to listen                         |
| 4  | Nothing can shake my optimistic attitude.                                                                          |
| 5  | I quote (or misquote) sacred texts and proverbs in almost every situation.                                         |
| 6  | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.                  |
| 7  | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.                |
| 8  | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |

| d6 | Ideal                                                                                                                  |
|----|------------------------------------------------------------------------------------------------------------------------|
| 1  | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)                      |
| 2  | Charity. I always try to help those in need, no matter what the personal cost. (Good)                                  |
| 3  | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)                   |
| 4  | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)                                   |
| 5  | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)    |
| 6  | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |

| d6 | Bond                                                                                     |
|----|------------------------------------------------------------------------------------------|
| 1  | I would die to recover an ancient relic of my faith that was lost long ago.              |
| 2  | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.     |
| 3  | I owe my life to the priest who took me in when my parents died.                         |
| 4  | Everything I do is for the common people.                                                |
| 5  | I will do anything to protect the temple where I served.                                 |
| 6  | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |

| d6 | Flaw                                                                                          |
|----|-----------------------------------------------------------------------------------------------|
| 1  | I judge others harshly, and myself even more severely.                                        |
| 2  | I put too much trust in those who wield power within my temple's hierarchy.                   |
| 3  | My piety sometimes leads me to blindly trust those that profess faith in my god.              |
| 4  | I am inflexible in my thinking.                                                               |
| 5  | I am suspicious of strangers and expect the worst of them.                                    |
| 6  | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |

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FILE: docs/character/classes/barbarian.md
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description: Rules and information for the Barbarian class from the 5th Edition (5e) SRD (System Reference Document).

# The Barbarian
| Level | Proficiency Bonus | Rages     | Rage Damage | Features                                      |
|-------|-------------------|-----------|-------------|-----------------------------------------------|
| 1st   | +2                | 2         | +2          | Rage, Unarmored Defense                       |
| 2nd   | +2                | 2         | +2          | Reckless Attack, Danger Sense                 |
| 3rd   | +2                | 3         | +2          | Primal Path                                   |
| 4th   | +2                | 3         | +2          | Ability Score Improvement                     |
| 5th   | +3                | 3         | +2          | Extra Attack, Fast Movement                   |
| 6th   | +3                | 4         | +2          | Path feature                                  |
| 7th   | +3                | 4         | +2          | Feral Instinct                                |
| 8th   | +3                | 4         | +2          | Ability Score Improvement                     |
| 9th   | +4                | 4         | +3          | Brutal Critical (1 die)                       |
| 10th  | +4                | 4         | +3          | Path feature                                  |
| 11th  | +4                | 4         | +3          | Relentless                                    |
| 12th  | +4                | 5         | +3          | Ability Score Improvement                     |
| 13th  | +5                | 5         | +3          | Brutal Critical (2 dice)                      |
| 14th  | +5                | 5         | +3          | Path Feature                                  |
| 15th  | +5                | 5         | +3          | Persistent Rage                               |
| 16th  | +5                | 5         | +4          | Ability Score Improvement                     |
| 17th  | +6                | 6         | +4          | Brutal Critical (3 dice)                      |
| 18th  | +6                | 6         | +4          | Indomitable Might                             |
| 19th  | +6                | 6         | +4          | Ability Score Improvement                     |
| 20th  | +6                | Unlimited | +4          | Primal Champion                               |

## Class Features
As a barbarian, you gain the following class features.

### Hit Points
**Hit Dice:** 1d12 per barbarian level  
**Hit Points at 1st Level:** 12 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st  

### Proficiencies
**Armor:** Light armor, medium armor, shields   
**Weapons:** Simple weapons, martial weapons   
**Tools:** None   
**Saving Throws:** Strength, Constitution   
**Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival   

### Equipment 
You start with the following equipment, in addition to the equipment granted by your background:

* (a) a greataxe or (b) any martial melee weapon
* (a) two handaxes or (b) any simple weapon
* An explorer's pack and four javelins

### Rage 
- - -
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage. 

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. 

### Unarmored Defense
- - -
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

### Reckless Attack 
- - -
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. 

### Danger Sense 
- - -
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. 
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. 

### Primal Path 
- - -
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. 

### Ability Score Improvement 
- - -
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 

### Extra Attack 
- - -
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 

### Fast Movement 
- - -
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. 

### Feral Instinct 
- - -
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. 

### Brutal Critical 
- - -
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. 
This increases to two additional dice at 13th level and three additional dice at 17th level. 

### Relentless Rage 
- - -
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. 

### Persistent Rage 
- - -
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. 

### Indomitable Might 
- - -
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. 

### Primal Champion
- - -
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. 

## Path of the Berserker 
- - -
For some barbarians, rage is a means to an end, that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. 

#### Frenzy 
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

#### Mindless Rage 
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. 

#### Intimidating Presence 
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (**DC equal to 8 + your proficiency bonus + your Charisma modifier**) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. 

#### Retaliation 
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.


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FILE: docs/character/classes/bard.md
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description: Rules and information for the Bard class from the 5th Edition (5e) SRD (System Reference Document).

# The Bard
| Level | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features                                               |
|-------|-------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|--------------------------------------------------------|
| 1st   | +2                | 2              | 4            | 2   | -   | -   | -   | -   | -   | -   | -   | -   | Spellcasting, Bardic Inspiration (d6)                  |
| 2nd   | +2                | 2              | 5            | 3   | -   | -   | -   | -   | -   | -   | -   | -   | Jack of All Trades, Song of Rest (d6)                  |
| 3nd   | +2                | 2              | 6            | 4   | 2   | -   | -   | -   | -   | -   | -   | -   | Bard College, Expertise                                |
| 4th   | +2                | 3              | 7            | 4   | 3   | -   | -   | -   | -   | -   | -   | -   | Ability Score Improvement                              |
| 5th   | +3                | 3              | 8            | 4   | 3   | 2   | -   | -   | -   | -   | -   | -   | Bardic Inspiration (d8), Font of Inspiration           |
| 6th   | +3                | 3              | 9            | 4   | 3   | 3   | -   | -   | -   | -   | -   | -   | Countercharm, Bard College feature                     |
| 7th   | +3                | 3              | 10           | 4   | 3   | 3   | 1   | -   | -   | -   | -   | -   | -                                                      |
| 8th   | +3                | 3              | 11           | 4   | 3   | 3   | 2   | -   | -   | -   | -   | -   | Ability Score Improvement                              |
| 9th   | +4                | 3              | 12           | 4   | 3   | 3   | 3   | 1   | -   | -   | -   | -   | Song of Rest (d8)                                      |
| 10th  | +4                | 4              | 14           | 4   | 3   | 3   | 3   | 2   | -   | -   | -   | -   | Bardic Inspiration (d10), Expertise, Magical Secrets   |
| 11th  | +4                | 4              | 15           | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | -                                                      |
| 12th  | +4                | 4              | 15           | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | Ability Score Improvement                              |
| 13th  | +5                | 4              | 16           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | Song of Rest (d10)                                     |
| 14th  | +5                | 4              | 18           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | Magical Secrets, Bard College feature                  |
| 15th  | +5                | 4              | 19           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | Bardic Inspiration (d12)                               |
| 16th  | +5                | 4              | 19           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | Ability Score Improvement                              |
| 17th  | +6                | 4              | 20           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | 1   | Song of Rest (d12)                                     |
| 18th  | +6                | 4              | 22           | 4   | 3   | 3   | 3   | 3   | 1   | 1   | 1   | 1   | Magical Secrets                                        |
| 19th  | +6                | 4              | 22           | 4   | 3   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | Ability Score Improvement                              |
| 20th  | +6                | 4              | 22           | 4   | 3   | 3   | 3   | 3   | 2   | 2   | 1   | 1   | Superior Inspiration                                   |

## Class Features
As a bard, you gain the following class features.

### Hit Points
**Hit Dice:** 1d8 per bard level  
**Hit Points at 1st Level:** 8 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st  

### Proficiencies
**Armor:** Light armor  
**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords  
**Tools:** Three musical instruments of your choice  
**Saving Throws:** Dexterity, Charisma  
**Skills:** Choose any three  

### Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (a) a rapier, (b) a longsword, or (c) any simple weapon
* (a) a diplomat’s pack or (b) an entertainer’s pack
* (a) a lute or (b) any other musical instrument
* Leather armor and a dagger

### Spellcasting 
- - -
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

#### Cantrips 
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. 

#### Spell Slots 
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. 

#### Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.   
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.   

#### Spellcasting Ability 
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. 

> **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier 

> **Spell attack modifier** = your proficiency bonus + your Charisma modifier 

#### Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag. 

#### Spellcasting Focus 
You can use a musical instrument as a spellcasting focus for your bard spells. 

### Bardic Inspiration 
- - -
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.  
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.   
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.   

### Jack of All Trades 
- - -
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. 

### Song of Rest 
- - -
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.   
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. 

### Bard College 
- - -
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. 

### Expertise
- - -
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. 

### Ability Score Improvement
- - -
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 

### Font of Inspiration
- - -
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. 

### Countercharm
- - -
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). 

### Magical Secrets
- - -
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.  
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.  
You learn two additional spells from any class at 14th level and again at 18th level.  

### Superior Inspiration
- - -
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. 

## College of Lore 
- - -
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.  
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.  
The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. 

#### Bonus Proficiencies 
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. 

#### Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. 

#### Additional Magical Secrets 
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. 

#### Peerless Skill 
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.


================================================
FILE: docs/character/classes/cleric.md
================================================
description: Rules and information for the Cleric class from the 5th Edition (5e) SRD (System Reference Document).

# The Cleric
| Level | Proficiency Bonus | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features                                               |
|-------|-------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|--------------------------------------------------------|
| 1st   | +2                | 3              | 2   | -   | -   | -   | -   | -   | -   | -   | -   | Spellcasting, Divine Domain                            |
| 2nd   | +2                | 3              | 3   | -   | -   | -   | -   | -   | -   | -   | -   | Channel Divinity (1/rest), Divine Domain feature       |
| 3rd   | +2                | 3              | 4   | 2   | -   | -   | -   | -   | -   | -   | -   | -                                                      |
| 4th   | +2                | 4              | 4   | 3   | -   | -   | -   | -   | -   | -   | -   | Ability Score Improvement                              |
| 5th   | +3                | 4              | 4   | 3   | 2   | -   | -   | -   | -   | -   | -   | Destroy Undead (CR 1/2)                                |
| 6th   | +3                | 4              | 4   | 3   | 3   | -   | -   | -   | -   | -   | -   | Channel Divinity (2/rest), Divine Domain feature       |
| 7th   | +3                | 4              | 4   | 3   | 3   | 1   | -   | -   | -   | -   | -   | -                                                      |
| 8th   | +3                | 4              | 4   | 3   | 3   | 2   | -   | -   | -   | -   | -   | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature |
| 9th   | +4                | 4              | 4   | 3   | 3   | 3   | 1   | -   | -   | -   | -   | -                                                      |
| 10th  | +4                | 5              | 4   | 3   | 3   | 3   | 2   | -   | -   | -   | -   | Divine Intervention                                    |
| 11th  | +4                | 5              | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | Destroy Undead (CR 2)                                  |
| 12th  | +4                | 5              | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | Ability Score Improvement                              |
| 13th  | +5                | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | -                                                      |
| 14th  | +5                | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | Destroy Undead (CR 3)                                  |
| 15th  | +5                | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | -                                                      |
| 16th  | +5                | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | Ability Score Improvement                              |
| 17th  | +6                | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | 1   | Destroy Undead (CR 4), Divine Domain feature           |
| 18th  | +6                | 5              | 4   | 3   | 3   | 3   | 3   | 1   | 1   | 1   | 1   | Channel Divinity (3/rest)                              |
| 19th  | +6                | 5              | 4   | 3   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | Ability Score Improvement                              |
| 20th  | +6                | 5              | 4   | 3   | 3   | 3   | 3   | 2   | 2   | 1   | 1   | Divine Intervention improvement                        | 

## Class Features
As a cleric, you gain the following class features.

### Hit Points
**Hit Dice:** 1d8 per cleric level  
**Hit Points at 1st Level:** 8 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st  

### Proficiencies
**Armor:** Light armor, medium armor. shields  
**Weapons:** Simple weapons  
**Tools:** None  
**Saving Throws:** Wisdom, Charisma  
**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion  

### Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (a) a mace or (b) a warhammer (if proficient)
* (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a priest's pack or (b) an explorer's pack
* A shield and a holy symbol

### Spellcasting
- - -
As a conduit for divine power, you can cast cleric spells.

#### Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

#### Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell **_cure wounds_**, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. 

#### Spellcasting Ability 
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. 

>**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier 
>**Spell attack modifier** = your proficiency bonus + your Wisdom modifier 

#### Ritual Casting 
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. 

#### Spellcasting 
Focus You can use a holy symbol as a spellcasting focus for your cleric spells. 

### Divine Domain
- - -
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. 

#### Domain Spells 
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.   
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. 

### Channel Divinity 
- - -
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. 

#### Channel Divinity: Turn Undead 
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

### Ability Score Improvement
- - -
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

### Destroy Undead
- - -
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

| Cleric Level | Destroys Undead of CR... |
|--------------|--------------------------|
| 5th          | 1/2 or lower             |
| 8th          | 1 or lower               |
| 11th         | 2 or lower               |
| 14th         | 3 or lower               |
| 17th         | 4 or lower               |

### Divine Intervention
- - -
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.   
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   
At 20th level, your call for intervention succeeds automatically, no roll required. 

### Life Domain 
- - -
The Life domain focuses on the vibrant positive energy, one of the fundamental forces of the universe, that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

#### Life Domain Spells
| Cleric Level | Spells                                 |
|--------------|----------------------------------------|
| 1st          | _bless, cure wounds_                   |
| 3rd          | _lesser restoration, spiritual weapon_ |
| 5th          | _beacon of hope, revivify_             |
| 7th          | _death ward, guardian of faith_        |
| 9th          | _mass cure wounds, raise dead_         |

#### Bonus Proficiency 
When you choose this domain at 1st level, you gain proficiency with heavy armor. 

#### Disciple of Life 
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. 

#### Channel Divinity: Preserve Life 
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.   
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. 

#### Blessed Healer 
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. 

#### Divine Strike 
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. 

#### Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.


================================================
FILE: docs/character/classes/druid.md
================================================
description: Rules and information for the Druid class from the 5th Edition (5e) SRD (System Reference Document).

# The Druid
| Level | Proficiency Bonus | Cantrips Known |1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features                                               |
|-------|-------------------|----------------|----|-----|-----|-----|-----|-----|-----|-----|-----|--------------------------------------------------------|
| 1st   | +2                | 2              |2   | -   | -   | -   | -   | -   | -   | -   | -   | Druidic, Spellcasting                                  |
| 2nd   | +2                | 2              |3   | -   | -   | -   | -   | -   | -   | -   | -   | Wild Shape, Druid Circle                               |
| 3nd   | +2                | 2              |4   | 2   | -   | -   | -   | -   | -   | -   | -   | -                                                      |
| 4th   | +2                | 3              |4   | 3   | -   | -   | -   | -   | -   | -   | -   | Wild Shape Improvement, Ability Score Improvement      |
| 5th   | +3                | 3              |4   | 3   | 2   | -   | -   | -   | -   | -   | -   | -                                                      |
| 6th   | +3                | 3              |4   | 3   | 3   | -   | -   | -   | -   | -   | -   | Druid Circle feature                                   |
| 7th   | +3                | 3              |4   | 3   | 3   | 1   | -   | -   | -   | -   | -   | -                                                      |
| 8th   | +3                | 3              |4   | 3   | 3   | 2   | -   | -   | -   | -   | -   | Wild Shape Improvement, Ability Score Improvement      |
| 9th   | +4                | 3              |4   | 3   | 3   | 3   | 1   | -   | -   | -   | -   | -                                                      |
| 10th  | +4                | 4              |4   | 3   | 3   | 3   | 2   | -   | -   | -   | -   | Druid Circle feature                                   |
| 11th  | +4                | 4              |4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | -                                                      |
| 12th  | +4                | 4              |4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | Ability Score Improvement                              |
| 13th  | +5                | 4              |4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | -                                                      |
| 14th  | +5                | 4              |4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | Druid Circle feature                                   |
| 15th  | +5                | 4              |4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | -                                                      |
| 16th  | +5                | 4              |4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | Ability Score Improvement                              |
| 17th  | +6                | 4              |4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | 1   | -                                                      |
| 18th  | +6                | 4              |4   | 3   | 3   | 3   | 3   | 1   | 1   | 1   | 1   | Timeless Body, Beast Spells                            |
| 19th  | +6                | 4              |4   | 3   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | Ability Score Improvement                              |
| 20th  | +6                | 4              |4   | 3   | 3   | 3   | 3   | 2   | 2   | 1   | 1   | Archdruid                                              |

## Class Features
As a druid, you gain the following class features.

### Hit Points
**Hit Dice:** 1d8 per druid level  
**Hit Points at 1st Level:** 8 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st  

### Proficiencies
**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)  
**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears    
**Tools:** Herbalism kit   
**Saving Throws:** Intelligence, Wisdom  
**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival  

### Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (a) a wooden shield or (b) any simple weapon
* (a) a scimitar or (b) any simple melee weapon
* Leather armor, an explorer's pack, and a druidic focus

### Druidic 
- - -
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. 

### Spellcasting 
- - -
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

#### Cantrips 
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. 

#### Preparing and Casting Spells 
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell **_cure wounds_**, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. 

#### Spellcasting Ability 
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. 

>**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier 

>**Spell attack modifier** = your proficiency bonus + your Wisdom modifier 

#### Ritual Casting 
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. 

#### Spellcasting Focus 
You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells. 

### Wild Shape
- - -
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.   
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

#### Beast Shapes
| Level | Max. CR | Limitations                       | Example     |
|-------|---------|-----------------------------------|-------------|
| 2nd   | 1/4     | No flying or swimming speed       | Wolf        |
| 4th   | 1/2     | No flying speed                   | Crocodile   |
| 8th   | 1       | -                                 | Giant Eagle |

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   
While you are transformed, the following rules apply:  

* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. 
* When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as **_call lightning_**, that you've already cast. 
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. 

### Druid Circle 
- - -
At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. 

### Ability Score Improvement 
- - -
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

### Timeless Body 
- - -
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. 

### Beast Spells 
- - -
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. 

### Archdruid 
- - -
At 20th level, you can use your Wild Shape an unlimited number of times.   
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. 

### Circle of the Land
- - -
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. 

#### Bonus Cantrip 
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 

#### Natural Recovery 
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.   
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. 

#### Circle Spells 
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, or swamp - and consult the associated list of spells.  
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

#### Arctic
| Druid Level | Circle Spells                        |
|-------------|--------------------------------------|
| 3rd         | _hold person, spike growth_          |
| 5th         | _sleet storm, slow_                  |
| 7th         | _freedom of movement, ice storm_     |
| 9th         | _commune with nature, cone of cold_  |

#### Coast
| Druid Level | Circle Spells                         |
|-------------|---------------------------------------|
| 3rd         | _mirror image, misty step_            |
| 5th         | _water breathing, water walk_         |
| 7th         | _control water, freedom of movement_  |
| 9th         | _conjure elemental, scrying_          |

#### Desert
| Druid Level | Circle Spells                                  |
|-------------|------------------------------------------------|
| 3rd         | _blur, silence_                                |
| 5th         | _create food and water, protection from energy_|
| 7th         | _blight, hallucinatory terrain_                |
| 9th         | _insect plague, wall of stone_                 |

#### Forest
| Druid Level | Circle Spells                      |
|-------------|------------------------------------|
| 3rd         | _barkskin, spider climb_           |
| 5th         | _call lightning, plant growth_    |
| 7th         | _divination, freedom of movement_  |
| 9th         | _commune with nature, tree stride_ |

#### Grassland
| Druid Level | Circle Spells                                  |
|-------------|------------------------------------------------|
| 3rd         | _invisibility, pass without trace_             |
| 5th         | _daylight, haste_                              |
| 7th         | _divination, freedom of movement_              |
| 9th         | _dream, insect plague_                         |

#### Mountain
| Druid Level | Circle Spells                                  |
|-------------|------------------------------------------------|
| 3rd         | _spider climb, spike growth_                   |
| 5th         | _lightning bolt, meld into stone_              |
| 7th         | _stone shape, stoneskin_                       |
| 9th         | _passwall, wall of stone_                      |

#### Swamp
| Druid Level | Circle Spells                                  |
|-------------|------------------------------------------------|
| 3rd         | _acid arrow, darkness_                         |
| 5th         | _water walk, stinking cloud_                   |
| 7th         | _freedom of movement, locate creature          |
| 9th         | _insect plague, scrying_                       |

#### Land’s Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. 

#### Nature's Ward 
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 

#### Nature's Sanctuary 
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. 

>##### Sacred Plants and Wood 
>A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.   
>Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.   
>Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

>##### Druids and the Gods 
>Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse. The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.


================================================
FILE: docs/character/classes/fighter.md
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description: Rules and information for the Fighter class from the 5th Edition (5e) SRD (System Reference Document).

# The Fighter
| Level | Proficiency Bonus | Features                    |
|-------|-------------------|-----------------------------|
| 1st   | +2                | Fighting Style, Second Wind |
| 2nd   | +2                | Action Surge (one use)      |
| 3rd   | +2                | Martial Archetype           |
| 4th   | +2                | Ability Score Improvement   |
| 5th   | +3                | Extra Attack                |
| 6th   | +3                | Ability Score Improvement   |
| 7th   | +3                | Martial Archetype feature   |
| 8th   | +3                | Ability Score Improvement   |
| 9th   | +4                | Indomitable (one use)       |
| 10th  | +4                | Martial Archetype feature   |
| 11th  | +4                | Extra Attack (2)            |
| 12th  | +4                | Ability Score Improvement   |
| 13th  | +5                | Indomitable (two uses)      |
| 14th  | +5                | Ability Score Improvement   |
| 15th  | +5                | Martial Archetype feature   |
| 16th  | +5                | Ability Score Improvement   |
| 17th  | +6                | Action Surge (two uses), Indomitable (three uses) |
| 18th  | +6                | Martial Archetype Feature   |
| 19th  | +6                | Ability Score Improvement   |
| 20th  | +6                | Extra Attack (3)            |

## Class Features
As a fighter, you gain the following class features.

### Hit Points
**Hit Dice:** 1d10 per fighter level  
**Hit Points at 1st Level:** 10 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st  

### Proficiencies
**Armor:** All armor, shields  
**Weapons:** Simple weapons, martial weapons  
**Tools:** None  
**Saving Throws:** Strength, Constitution  
**Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

### Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (a) chain mail or (b) leather armor, longbow, and 20 arrows
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) a light crossbow and 20 bolts or (b) two handaxes
* (a) a dungeoneer's pack or (b) and explorer's pack

### Fighting Style
- - -
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

#### Archery
You gain a +2 bonus to attack rolls you make with ranged weapons

#### Defense
While you are wearing armor, you gain a +1 bonus to AC

#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

#### Great Weapon Fighting 
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. 

#### Protection 
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. 

#### Two-Weapon Fighting 
When you engage in two-weapon fighting, you can add your ability modifier.

### Second Wind
- - -
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

### Action Surge 
- - -
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. 

### Martial Archetype 
- - -
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. 

### Ability Score Improvement 
- - -
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

### Extra Attack 
- - -
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. 

### Indomitable 
- - -
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

## Martial Archetypes 
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. 

### Champion 
- - -
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. 

#### Improved Critical 
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. 

#### Remarkable Athlete 
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. 

#### Additional Fighting Style 
At 10th level, you can choose a second option from the Fighting Style class feature.

#### Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. 

#### Survivor 
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.


================================================
FILE: docs/character/classes/index.md
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description: In 5th Edition (5e), classes define what a character is good at and what skills they have.

# Classes

* [Barbarian](/character/classes/barbarian/)
* [Bard](/character/classes/bard/)
* [Cleric](/character/classes/cleric/)
* [Druid](/character/classes/druid/)
* [Fighter](/character/classes/fighter/)
* [Monk](/character/classes/monk/)
* [Paladin](/character/classes/paladin/)
* [Ranger](/character/classes/ranger/)
* [Rogue](/character/classes/rogue/)
* [Sorcerer](/character/classes/sorcerer/)
* [Warlock](/character/classes/warlock/)
* [Wizard](/character/classes/wizard/)


================================================
FILE: docs/character/classes/monk.md
================================================
description: Rules and information for the Monk class from the 5th Edition (5e) SRD (System Reference Document).

# The Monk
| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                             | 
|-------|-------------------|--------------|-----------|--------------------|--------------------------------------|
| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts      |
| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement               |
| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles |
| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall |
| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike        |
| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition feature |
| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind           |
| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement            |
| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement       |
| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                       |
| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition feature           |
| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement            |
| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon           |
| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                         |
| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                        |
| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement            |
| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition feature           |
| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                           |
| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement            |
| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                         |

## Class Features
As a monk, you gain the following class features.

### Hit Points
**Hit Dice:** 1d8 per monk level  
**Hit Points at 1st Level:** 8 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st  

### Proficiencies
**Armor:** None  
**Weapons:** Simple weapons, shortswords  
**Tools:** Choose one type of artisan's tools or one musical instrument  
**Saving Throws:** Strength, Dexterity  
**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth  

### Equipment 
You start with the following equipment, in addition to the equipment granted by your background: 

* (a) a shortsword or (b) any simple weapon
* (a) a dungeoneer’s pack or (b) an explorer’s pack
* 10 darts

### Unarmored Defense
- - -
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. 

### Martial Arts 
- - -
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: 

* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.   

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

### Ki 
- - -
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.   
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.   
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.   
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: 

> Ki save DC = 8 + your proficiency bonus + your Wisdom modifier 

#### Flurry of Blows 
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. 

#### Patient Defense 
You can spend 1 ki point to take the Dodge action as a bonus action on your turn. 

#### Step of the Wind 
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

### Unarmored Movement 
- - -
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.   
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. 

### Monastic Tradition 
- - -
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. 

### Deflect Missiles 
- - -
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.  
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. 

### Ability Score Improvement
- - -
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

### Slow Fall 
- - -
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

### Extra Attack 
- - -
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 

### Stunning Strike 
- - -
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. 

### Ki-Empowered Strikes 
- - -
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

### Evasion
- - -
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 

### Stillness of Mind 
- - -
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. 

### Purity of Body 
- - -
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. 

### Tongue of the Sun and Moon 
- - - 
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. 

### Diamond Soul 
- - -
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

### Timeless Body 
- - -
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. 

### Empty Body 
- - -
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the **astral projection** spell, without needing material components. When you do so, you can’t take any other creatures with you. 

### Perfect Self 
- - -
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. 

## Monastic Traditions 
Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. 

### Way of the Open Hand 
- - -
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. 

#### Open Hand Technique 
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.  
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.  
* It can’t take reactions until the end of your next turn. 

#### Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. 

#### Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a **sanctuary** spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. 

#### Quivering Palm 
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.   
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.


================================================
FILE: docs/character/classes/paladin.md
================================================
description: Rules and information for the Paladin class from the 5th Edition (5e) SRD (System Reference Document).

# The Paladin
| Level | Proficiency Bonus | 1st | 2nd | 3rd | 4th | 5th | Features                                   |
|-------|-------------------|-----|-----|-----|-----|-----|--------------------------------------------|
| 1st   | +2                | -   | -   | -   | -   | -   | Divine Sense, Lay on Hands                 |
| 2nd   | +2                | 2   | -   | -   | -   | -   | Fighting Style, Spellcasting, Divine Smite |
| 3rd   | +2                | 3   | -   | -   | -   | -   | Divine Health, Sacred Oath                 |
| 4th   | +2                | 3   | -   | -   | -   | -   | Ability Score Improvement                  |
| 5th   | +3                | 4   | 2   | -   | -   | -   | Extra Attack                               |
| 6th   | +3                | 4   | 2   | -   | -   | -   | Aura of Protection                         |
| 7th   | +3                | 4   | 3   | -   | -   | -   | Sacred Oath feature                        |
| 8th   | +3                | 4   | 3   | -   | -   | -   | Ability Score Improvement                  |
| 9th   | +4                | 4   | 3   | 2   | -   | -   | -                                          |
| 10th  | +4                | 4   | 3   | 2   | -   | -   | Aura of Courage                            |
| 11th  | +4                | 4   | 3   | 3   | -   | -   | Improved Divine Smite                      |
| 12th  | +4                | 4   | 3   | 3   | -   | -   | Ability Score Improvement                  |
| 13th  | +5                | 4   | 3   | 3   | 1   | -   | -                                          |
| 14th  | +5                | 4   | 3   | 3   | 1   | -   | Cleansing Touch                            |
| 15th  | +5                | 4   | 3   | 3   | 2   | -   | Sacred Oath feature                        |
| 16th  | +5                | 4   | 3   | 3   | 2   | -   | Ability Score Improvement                  |
| 17th  | +6                | 4   | 3   | 3   | 3   | 1   | -                                          |
| 18th  | +6                | 4   | 3   | 3   | 3   | 1   | Aura improvements                          |
| 19th  | +6                | 4   | 3   | 3   | 3   | 2   | Ability Score Improvement                  |
| 20th  | +6                | 4   | 3   | 3   | 3   | 2   | Sacred Oath feature                        |

## Class Features
As a paladin, you gain the following class features.

### Hit Points
**Hit Dice:** 1d10 per paladin level  
**Hit Points at 1st Level:** 10 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st  

### Proficiencies
**Armor:** All armor, shields  
**Weapons:** Simple weapons, martial weapons  
**Tools:** None     
**Saving Throws:** Wisdom, Charisma   
**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion    

### Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (a) a martial weapon and a shield or (b) two martial weapons
* (a) five javelins or (b) any simple melee weapon
* (a) a priest's pack or (b) an explorer's pack
* Chain mail and a holy symbol

### Divine Sense
- - -
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the **_hallow_** spell.   
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

### Lay on Hands
- - -
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.   
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   
This feature has no effect on undead and constructs. 

### Fighting Style 
- - -
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 

#### Defense 
While you are wearing armor, you gain a +1 bonus to AC. 

#### Dueling 
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 

#### Great Weapon Fighting 
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. 

#### Protection 
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. 

### Spellcasting 
- - - 
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. 

#### Preparing and Casting Spells 
The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.    
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell **_cure wounds_**, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells.   
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   

#### Spellcasting Ability 
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. 

> **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier 

> **Spell attack modifier** = your proficiency bonus + your Charisma modifier 

#### Spellcasting Focus 
You can use a holy symbol as a spellcasting focus for your paladin spells. 

### Divine Smite 
- - -
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. 

### Divine Health 
- - -
By 3rd level, the divine magic flowing through you makes you immune to disease. 

### Sacred Oath
- - -
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now	you	choose	an	oath,	such	as	the	Oath	of	Devotion.   
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. 

#### Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.    
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. 

#### Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.    
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.    
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. 

### Ability Score Improvement
- - -
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

### Extra Attack
- - -
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 

### Aura of Protection 
- - -
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.    
At 18th level, the range of this aura increases to 30 feet. 

### Aura of Courage 
- - -
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.    
At 18th level, the range of this aura increases to 30 feet. 

### Improved Divine Smite
- - -
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. 

### Cleansing Touch
- - -
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.    
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. 

## Sacred Oaths 
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.

### Oath of Devotion
- - -
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels--the perfect servants of good--as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. 

#### Tenets of Devotion 
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.    
**Honesty.** Don't lie o
Download .txt
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├── .gitignore
├── README.md
├── build_indexes.py
├── build_to_test.sh
├── create_invalidation.sh
├── deploy_to_prod.sh
├── docs/
│   ├── adventuring/
│   │   ├── between_adventures.md
│   │   ├── equipment/
│   │   │   ├── adventuring_gear.md
│   │   │   ├── armor.md
│   │   │   ├── coins.md
│   │   │   ├── equipment_packs.md
│   │   │   ├── index.md
│   │   │   ├── mounts_and_vehicles.md
│   │   │   ├── selling_treasure.md
│   │   │   ├── tools.md
│   │   │   ├── trade_goods.md
│   │   │   └── weapons.md
│   │   ├── index.md
│   │   ├── movement.md
│   │   ├── planes_of_existence.md
│   │   ├── resting.md
│   │   ├── the_environment.md
│   │   └── time.md
│   ├── character/
│   │   ├── alignment.md
│   │   ├── backgrounds.md
│   │   ├── classes/
│   │   │   ├── barbarian.md
│   │   │   ├── bard.md
│   │   │   ├── cleric.md
│   │   │   ├── druid.md
│   │   │   ├── fighter.md
│   │   │   ├── index.md
│   │   │   ├── monk.md
│   │   │   ├── paladin.md
│   │   │   ├── ranger.md
│   │   │   ├── rogue.md
│   │   │   ├── sorcerer.md
│   │   │   ├── warlock.md
│   │   │   └── wizard.md
│   │   ├── fantasy-historical_pantheons.md
│   │   ├── index.md
│   │   ├── languages.md
│   │   └── races/
│   │       ├── dragonborn.md
│   │       ├── dwarf.md
│   │       ├── elf.md
│   │       ├── gnome.md
│   │       ├── half-elf.md
│   │       ├── half-orc.md
│   │       ├── halfling.md
│   │       ├── human.md
│   │       ├── index.md
│   │       └── tiefling.md
│   ├── combat/
│   │   ├── actions_in_combat.md
│   │   ├── cover.md
│   │   ├── damage_and_healing.md
│   │   ├── index.md
│   │   ├── making_an_attack.md
│   │   ├── mounted_combat.md
│   │   ├── movement_and_position.md
│   │   ├── order_of_combat.md
│   │   └── underwater_combat.md
│   ├── gamemaster_rules/
│   │   ├── diseases.md
│   │   ├── index.md
│   │   ├── legendary_creatures.md
│   │   ├── madness.md
│   │   ├── magic_item_indexes/
│   │   │   └── index.md
│   │   ├── magic_items/
│   │   │   ├── adamantine_armor.md
│   │   │   ├── ammunition_1_2_or_3.md
│   │   │   ├── amulet_of_health.md
│   │   │   ├── amulet_of_proof_against_detection_and_location.md
│   │   │   ├── amulet_of_the_planes.md
│   │   │   ├── animated_shield.md
│   │   │   ├── apparatus_of_the_crab.md
│   │   │   ├── armor_1_2_or_3.md
│   │   │   ├── armor_of_invulnerability.md
│   │   │   ├── armor_of_resistance.md
│   │   │   ├── armor_of_vulnerability.md
│   │   │   ├── arrow_catching_shield.md
│   │   │   ├── arrow_of_slaying.md
│   │   │   ├── bag_of_beans.md
│   │   │   ├── bag_of_devouring.md
│   │   │   ├── bag_of_holding.md
│   │   │   ├── bag_of_tricks.md
│   │   │   ├── bead_of_force.md
│   │   │   ├── belt_of_dwarvenkind.md
│   │   │   ├── belt_of_giant_strength.md
│   │   │   ├── berserker_axe.md
│   │   │   ├── boots_of_elvenkind.md
│   │   │   ├── boots_of_levitation.md
│   │   │   ├── boots_of_speed.md
│   │   │   ├── boots_of_striding_and_springing.md
│   │   │   ├── boots_of_the_winterlands.md
│   │   │   ├── bowl_of_command_water_elementals.md
│   │   │   ├── bracers_of_archery.md
│   │   │   ├── bracers_of_defense.md
│   │   │   ├── brazier_of_commanding_fire_elementals.md
│   │   │   ├── brooch_of_shielding.md
│   │   │   ├── broom_of_flying.md
│   │   │   ├── candle_of_invocation.md
│   │   │   ├── cape_of_the_mountebank.md
│   │   │   ├── carpet_of_flying.md
│   │   │   ├── censer_of_controlling_air_elementals.md
│   │   │   ├── chime_of_opening.md
│   │   │   ├── circlet_of_blasting.md
│   │   │   ├── cloak_of_arachnida.md
│   │   │   ├── cloak_of_displacement.md
│   │   │   ├── cloak_of_elvenkind.md
│   │   │   ├── cloak_of_protection.md
│   │   │   ├── cloak_of_the_bat.md
│   │   │   ├── cloak_of_the_manta_ray.md
│   │   │   ├── crystal_ball.md
│   │   │   ├── cube_of_force.md
│   │   │   ├── cubic_gate.md
│   │   │   ├── dagger_of_venom.md
│   │   │   ├── dancing_sword.md
│   │   │   ├── decanter_of_endless_water.md
│   │   │   ├── deck_of_illusions.md
│   │   │   ├── deck_of_many_things.md
│   │   │   ├── defender.md
│   │   │   ├── demon_armor.md
│   │   │   ├── dimensional_shackles.md
│   │   │   ├── dragon_scale_mail.md
│   │   │   ├── dragon_slayer.md
│   │   │   ├── dust_of_disappearance.md
│   │   │   ├── dust_of_dryness.md
│   │   │   ├── dust_of_sneezing_and_choking.md
│   │   │   ├── dwarven_plate.md
│   │   │   ├── dwarven_thrower.md
│   │   │   ├── efficient_quiver.md
│   │   │   ├── efreeti_bottle.md
│   │   │   ├── elemental_gem.md
│   │   │   ├── elven_chain.md
│   │   │   ├── eversmoking_bottle.md
│   │   │   ├── eyes_of_charming.md
│   │   │   ├── eyes_of_minute_seeing.md
│   │   │   ├── eyes_of_the_eagle.md
│   │   │   ├── feather_token.md
│   │   │   ├── figurine_of_wondrous_power.md
│   │   │   ├── flame_tongue.md
│   │   │   ├── folding_boat.md
│   │   │   ├── frost_brand.md
│   │   │   ├── gauntlets_of_ogre_power.md
│   │   │   ├── gem_of_brightness.md
│   │   │   ├── gem_of_seeing.md
│   │   │   ├── giant_slayer.md
│   │   │   ├── glamoured_studded_leather.md
│   │   │   ├── gloves_of_missile_snaring.md
│   │   │   ├── gloves_of_swimming_and_climbing.md
│   │   │   ├── goggles_of_night.md
│   │   │   ├── hammer_of_thunderbolts.md
│   │   │   ├── handy_haversack.md
│   │   │   ├── hat_of_disguise.md
│   │   │   ├── headband_of_intellect.md
│   │   │   ├── helm_of_brilliance.md
│   │   │   ├── helm_of_comprehending_languages.md
│   │   │   ├── helm_of_telepathy.md
│   │   │   ├── helm_of_teleportation.md
│   │   │   ├── holy_avenger.md
│   │   │   ├── horn_of_blasting.md
│   │   │   ├── horn_of_valhalla.md
│   │   │   ├── horseshoes_of_a_zephyr.md
│   │   │   ├── horseshoes_of_speed.md
│   │   │   ├── immovable_rod.md
│   │   │   ├── index.md
│   │   │   ├── instant_fortress.md
│   │   │   ├── ioun_stone.md
│   │   │   ├── iron_bands_of_binding.md
│   │   │   ├── iron_flask.md
│   │   │   ├── javelin_of_lightning.md
│   │   │   ├── lantern_of_revealing.md
│   │   │   ├── luck_blade.md
│   │   │   ├── mace_of_disruption.md
│   │   │   ├── mace_of_smiting.md
│   │   │   ├── mace_of_terror.md
│   │   │   ├── mantle_of_spell_resistance.md
│   │   │   ├── manual_of_bodily_health.md
│   │   │   ├── manual_of_gainful_exercise.md
│   │   │   ├── manual_of_golems.md
│   │   │   ├── manual_of_quickness_of_action.md
│   │   │   ├── marvelous_pigments.md
│   │   │   ├── medallion_of_thoughts.md
│   │   │   ├── mirror_of_life_trapping.md
│   │   │   ├── mithral_armor.md
│   │   │   ├── necklace_of_adaption.md
│   │   │   ├── necklace_of_fireballs.md
│   │   │   ├── necklace_of_prayer_beads.md
│   │   │   ├── nine_lives_stealer.md
│   │   │   ├── oathbow.md
│   │   │   ├── oil_of_etherealness.md
│   │   │   ├── oil_of_sharpness.md
│   │   │   ├── oil_of_slipperiness.md
│   │   │   ├── orb_of_dragonkind.md
│   │   │   ├── pearl_of_power.md
│   │   │   ├── periapt_of_health.md
│   │   │   ├── periapt_of_proof_against_poison.md
│   │   │   ├── periapt_of_wound_closure.md
│   │   │   ├── philter_of_love.md
│   │   │   ├── pipes_of_haunting.md
│   │   │   ├── pipes_of_the_sewers.md
│   │   │   ├── plate_armor_of_etherealness.md
│   │   │   ├── portable_hole.md
│   │   │   ├── potion_of_animal_friendship.md
│   │   │   ├── potion_of_clairvoyance.md
│   │   │   ├── potion_of_climbing.md
│   │   │   ├── potion_of_diminution.md
│   │   │   ├── potion_of_flying.md
│   │   │   ├── potion_of_gaseous_form.md
│   │   │   ├── potion_of_giant_strength.md
│   │   │   ├── potion_of_growth.md
│   │   │   ├── potion_of_healing.md
│   │   │   ├── potion_of_heroism.md
│   │   │   ├── potion_of_invisibility.md
│   │   │   ├── potion_of_mind_reading.md
│   │   │   ├── potion_of_poison.md
│   │   │   ├── potion_of_resistance.md
│   │   │   ├── potion_of_speed.md
│   │   │   ├── potion_of_water_breathing.md
│   │   │   ├── restorative_ointment.md
│   │   │   ├── ring_of_animal_influence.md
│   │   │   ├── ring_of_djinni.md
│   │   │   ├── ring_of_elemental_command.md
│   │   │   ├── ring_of_evasion.md
│   │   │   ├── ring_of_feather_falling.md
│   │   │   ├── ring_of_free_action.md
│   │   │   ├── ring_of_invisibility.md
│   │   │   ├── ring_of_jumping.md
│   │   │   ├── ring_of_mind_shielding.md
│   │   │   ├── ring_of_protection.md
│   │   │   ├── ring_of_regeneration.md
│   │   │   ├── ring_of_resistance.md
│   │   │   ├── ring_of_shooting_stars.md
│   │   │   ├── ring_of_spell_storing.md
│   │   │   ├── ring_of_spell_turning.md
│   │   │   ├── ring_of_swimming.md
│   │   │   ├── ring_of_telekinesis.md
│   │   │   ├── ring_of_the_ram.md
│   │   │   ├── ring_of_three_wishes.md
│   │   │   ├── ring_of_warmth.md
│   │   │   ├── ring_of_water_walking.md
│   │   │   ├── ring_of_x_ray_vision.md
│   │   │   ├── robe_of_eyes.md
│   │   │   ├── robe_of_scintillating_colors.md
│   │   │   ├── robe_of_stars.md
│   │   │   ├── robe_of_the_archmagi.md
│   │   │   ├── robe_of_useful_items.md
│   │   │   ├── rod_of_absorption.md
│   │   │   ├── rod_of_alertness.md
│   │   │   ├── rod_of_lordly_might.md
│   │   │   ├── rod_of_rulership.md
│   │   │   ├── rod_of_security.md
│   │   │   ├── rope_of_climbing.md
│   │   │   ├── rope_of_entanglement.md
│   │   │   ├── scarab_of_protection.md
│   │   │   ├── scimitar_of_speed.md
│   │   │   ├── shield_1_2_or_3.md
│   │   │   ├── shield_of_missile_attraction.md
│   │   │   ├── slippers_of_spider_climbing.md
│   │   │   ├── sovereign_glue.md
│   │   │   ├── spell_scroll.md
│   │   │   ├── spellguard_shield.md
│   │   │   ├── sphere_of_annihilation.md
│   │   │   ├── staff_of_charming.md
│   │   │   ├── staff_of_fire.md
│   │   │   ├── staff_of_frost.md
│   │   │   ├── staff_of_healing.md
│   │   │   ├── staff_of_power.md
│   │   │   ├── staff_of_striking.md
│   │   │   ├── staff_of_swarming_insects.md
│   │   │   ├── staff_of_the_magi.md
│   │   │   ├── staff_of_the_python.md
│   │   │   ├── staff_of_the_woodlands.md
│   │   │   ├── staff_of_thunder_and_lightning.md
│   │   │   ├── staff_of_withering.md
│   │   │   ├── stone_of_controlling_earth_elementals.md
│   │   │   ├── stone_of_good_luck_luckstone.md
│   │   │   ├── sun_blade.md
│   │   │   ├── sword_of_life_stealing.md
│   │   │   ├── sword_of_sharpness.md
│   │   │   ├── sword_of_wounding.md
│   │   │   ├── talisman_of_pure_good.md
│   │   │   ├── talisman_of_the_sphere.md
│   │   │   ├── talisman_of_ultimate_evil.md
│   │   │   ├── tome_of_clear_thought.md
│   │   │   ├── tome_of_leadership_and_influence.md
│   │   │   ├── tome_of_understanding.md
│   │   │   ├── trident_of_fish_command.md
│   │   │   ├── universal_solvent.md
│   │   │   ├── vicious_weapon.md
│   │   │   ├── vorpal_sword.md
│   │   │   ├── wand_of_binding.md
│   │   │   ├── wand_of_enemy_detection.md
│   │   │   ├── wand_of_fear.md
│   │   │   ├── wand_of_fireballs.md
│   │   │   ├── wand_of_lightning_bolts.md
│   │   │   ├── wand_of_magic_detection.md
│   │   │   ├── wand_of_magic_missiles.md
│   │   │   ├── wand_of_paralysis.md
│   │   │   ├── wand_of_polymorph.md
│   │   │   ├── wand_of_secrets.md
│   │   │   ├── wand_of_the_war_mage_1_2_or_3.md
│   │   │   ├── wand_of_web.md
│   │   │   ├── wand_of_wonder.md
│   │   │   ├── weapon_1_2_or_3.md
│   │   │   ├── well_of_many_worlds.md
│   │   │   ├── wind_fan.md
│   │   │   ├── winged_boots.md
│   │   │   └── wings_of_flying.md
│   │   ├── magic_items.md
│   │   ├── monster_indexes/
│   │   │   └── index.md
│   │   ├── monster_rules.md
│   │   ├── monsters/
│   │   │   ├── aboleth.md
│   │   │   ├── acolyte.md
│   │   │   ├── adult_black_dragon.md
│   │   │   ├── adult_blue_dragon.md
│   │   │   ├── adult_brass_dragon.md
│   │   │   ├── adult_bronze_dragon.md
│   │   │   ├── adult_copper_dragon.md
│   │   │   ├── adult_gold_dragon.md
│   │   │   ├── adult_green_dragon.md
│   │   │   ├── adult_red_dragon.md
│   │   │   ├── adult_silver_dragon.md
│   │   │   ├── adult_white_dragon.md
│   │   │   ├── air_elemental.md
│   │   │   ├── ancient_black_dragon.md
│   │   │   ├── ancient_blue_dragon.md
│   │   │   ├── ancient_brass_dragon.md
│   │   │   ├── ancient_bronze_dragon.md
│   │   │   ├── ancient_copper_dragon.md
│   │   │   ├── ancient_gold_dragon.md
│   │   │   ├── ancient_green_dragon.md
│   │   │   ├── ancient_red_dragon.md
│   │   │   ├── ancient_silver_dragon.md
│   │   │   ├── ancient_white_dragon.md
│   │   │   ├── androsphinx.md
│   │   │   ├── animated_armor.md
│   │   │   ├── ankheg.md
│   │   │   ├── ape.md
│   │   │   ├── archmage.md
│   │   │   ├── assassin.md
│   │   │   ├── awakened_shrub.md
│   │   │   ├── awakened_tree.md
│   │   │   ├── axe_beak.md
│   │   │   ├── azer.md
│   │   │   ├── baboon.md
│   │   │   ├── badger.md
│   │   │   ├── balor.md
│   │   │   ├── bandit.md
│   │   │   ├── bandit_captain.md
│   │   │   ├── barbed_devil.md
│   │   │   ├── basilisk.md
│   │   │   ├── bat.md
│   │   │   ├── bearded_devil.md
│   │   │   ├── behir.md
│   │   │   ├── berserker.md
│   │   │   ├── black_bear.md
│   │   │   ├── black_dragon_wyrmling.md
│   │   │   ├── black_pudding.md
│   │   │   ├── blink_dog.md
│   │   │   ├── blood_hawk.md
│   │   │   ├── blue_dragon_wyrmling.md
│   │   │   ├── boar.md
│   │   │   ├── bone_devil.md
│   │   │   ├── brass_dragon_wyrmling.md
│   │   │   ├── bronze_dragon_wyrmling.md
│   │   │   ├── brown_bear.md
│   │   │   ├── bugbear.md
│   │   │   ├── bulette.md
│   │   │   ├── camel.md
│   │   │   ├── cat.md
│   │   │   ├── centaur.md
│   │   │   ├── chain_devil.md
│   │   │   ├── chimera.md
│   │   │   ├── chuul.md
│   │   │   ├── clay_golem.md
│   │   │   ├── cloaker.md
│   │   │   ├── cloud_giant.md
│   │   │   ├── cockatrice.md
│   │   │   ├── commoner.md
│   │   │   ├── constrictor_snake.md
│   │   │   ├── copper_dragon_wyrmling.md
│   │   │   ├── couatl.md
│   │   │   ├── crab.md
│   │   │   ├── crocodile.md
│   │   │   ├── cult_fanatic.md
│   │   │   ├── cultist.md
│   │   │   ├── darkmantle.md
│   │   │   ├── death_dog.md
│   │   │   ├── deer.md
│   │   │   ├── deva.md
│   │   │   ├── dire_wolf.md
│   │   │   ├── djinni.md
│   │   │   ├── doppelganger.md
│   │   │   ├── draft_horse.md
│   │   │   ├── dragon_turtle.md
│   │   │   ├── dretch.md
│   │   │   ├── drider.md
│   │   │   ├── druid.md
│   │   │   ├── dryad.md
│   │   │   ├── duergar.md
│   │   │   ├── dust_mephit.md
│   │   │   ├── eagle.md
│   │   │   ├── earth_elemental.md
│   │   │   ├── efreeti.md
│   │   │   ├── elephant.md
│   │   │   ├── elf_drow.md
│   │   │   ├── elk.md
│   │   │   ├── erinyes.md
│   │   │   ├── ettercap.md
│   │   │   ├── ettin.md
│   │   │   ├── fire_elemental.md
│   │   │   ├── fire_giant.md
│   │   │   ├── flesh_golem.md
│   │   │   ├── flying_snake.md
│   │   │   ├── flying_sword.md
│   │   │   ├── frog.md
│   │   │   ├── frost_giant.md
│   │   │   ├── gargoyle.md
│   │   │   ├── gelatinous_cube.md
│   │   │   ├── ghast.md
│   │   │   ├── ghost.md
│   │   │   ├── ghoul.md
│   │   │   ├── giant_ape.md
│   │   │   ├── giant_badger.md
│   │   │   ├── giant_bat.md
│   │   │   ├── giant_boar.md
│   │   │   ├── giant_centipede.md
│   │   │   ├── giant_constrictor_snake.md
│   │   │   ├── giant_crab.md
│   │   │   ├── giant_crocodile.md
│   │   │   ├── giant_eagle.md
│   │   │   ├── giant_elk.md
│   │   │   ├── giant_fire_beetle.md
│   │   │   ├── giant_frog.md
│   │   │   ├── giant_goat.md
│   │   │   ├── giant_hyena.md
│   │   │   ├── giant_lizard.md
│   │   │   ├── giant_octopus.md
│   │   │   ├── giant_owl.md
│   │   │   ├── giant_poisonous_snake.md
│   │   │   ├── giant_rat.md
│   │   │   ├── giant_scorpion.md
│   │   │   ├── giant_sea_horse.md
│   │   │   ├── giant_shark.md
│   │   │   ├── giant_spider.md
│   │   │   ├── giant_toad.md
│   │   │   ├── giant_vulture.md
│   │   │   ├── giant_wasp.md
│   │   │   ├── giant_weasel.md
│   │   │   ├── giant_wolf_spider.md
│   │   │   ├── gibbering_mouther.md
│   │   │   ├── glabrezu.md
│   │   │   ├── gladiator.md
│   │   │   ├── gnoll.md
│   │   │   ├── gnome_deep_svirfneblin.md
│   │   │   ├── goat.md
│   │   │   ├── goblin.md
│   │   │   ├── gold_dragon_wyrmling.md
│   │   │   ├── gorgon.md
│   │   │   ├── gray_ooze.md
│   │   │   ├── green_dragon_wyrmling.md
│   │   │   ├── green_hag.md
│   │   │   ├── grick.md
│   │   │   ├── griffon.md
│   │   │   ├── grimlock.md
│   │   │   ├── guard.md
│   │   │   ├── guardian_naga.md
│   │   │   ├── gynosphinx.md
│   │   │   ├── half_red_dragon_veteran.md
│   │   │   ├── harpy.md
│   │   │   ├── hawk.md
│   │   │   ├── hell_hound.md
│   │   │   ├── hezrou.md
│   │   │   ├── hill_giant.md
│   │   │   ├── hippogriff.md
│   │   │   ├── hobgoblin.md
│   │   │   ├── homunculus.md
│   │   │   ├── horned_devil.md
│   │   │   ├── hunter_shark.md
│   │   │   ├── hydra.md
│   │   │   ├── hyena.md
│   │   │   ├── ice_devil.md
│   │   │   ├── ice_mephit.md
│   │   │   ├── imp.md
│   │   │   ├── index.md
│   │   │   ├── invisible_stalker.md
│   │   │   ├── iron_golem.md
│   │   │   ├── jackal.md
│   │   │   ├── killer_whale.md
│   │   │   ├── knight.md
│   │   │   ├── kobold.md
│   │   │   ├── kraken.md
│   │   │   ├── lamia.md
│   │   │   ├── lemure.md
│   │   │   ├── lich.md
│   │   │   ├── lion.md
│   │   │   ├── lizard.md
│   │   │   ├── lizardfolk.md
│   │   │   ├── mage.md
│   │   │   ├── magma_mephit.md
│   │   │   ├── magmin.md
│   │   │   ├── mammoth.md
│   │   │   ├── manticore.md
│   │   │   ├── marilith.md
│   │   │   ├── mastiff.md
│   │   │   ├── medusa.md
│   │   │   ├── merfolk.md
│   │   │   ├── merrow.md
│   │   │   ├── mimic.md
│   │   │   ├── minotaur.md
│   │   │   ├── minotaur_skeleton.md
│   │   │   ├── mule.md
│   │   │   ├── mummy.md
│   │   │   ├── mummy_lord.md
│   │   │   ├── nalfeshnee.md
│   │   │   ├── night_hag.md
│   │   │   ├── nightmare.md
│   │   │   ├── noble.md
│   │   │   ├── ochre_jelly.md
│   │   │   ├── octopus.md
│   │   │   ├── ogre.md
│   │   │   ├── ogre_zombie.md
│   │   │   ├── oni.md
│   │   │   ├── orc.md
│   │   │   ├── otyugh.md
│   │   │   ├── owl.md
│   │   │   ├── owlbear.md
│   │   │   ├── panther.md
│   │   │   ├── pegasus.md
│   │   │   ├── phase_spider.md
│   │   │   ├── pit_fiend.md
│   │   │   ├── planetar.md
│   │   │   ├── plesiosaurus.md
│   │   │   ├── poisonous_snake.md
│   │   │   ├── polar_bear.md
│   │   │   ├── pony.md
│   │   │   ├── priest.md
│   │   │   ├── pseudodragon.md
│   │   │   ├── purple_worm.md
│   │   │   ├── quasit.md
│   │   │   ├── quipper.md
│   │   │   ├── rakshasa.md
│   │   │   ├── rat.md
│   │   │   ├── raven.md
│   │   │   ├── red_dragon_wyrmling.md
│   │   │   ├── reef_shark.md
│   │   │   ├── remorhaz.md
│   │   │   ├── rhinoceros.md
│   │   │   ├── riding_horse.md
│   │   │   ├── roc.md
│   │   │   ├── roper.md
│   │   │   ├── rug_of_smothering.md
│   │   │   ├── rust_monster.md
│   │   │   ├── saber_toothed_tiger.md
│   │   │   ├── sahuagin.md
│   │   │   ├── salamander.md
│   │   │   ├── satyr.md
│   │   │   ├── scorpion.md
│   │   │   ├── scout.md
│   │   │   ├── sea_hag.md
│   │   │   ├── sea_horse.md
│   │   │   ├── shadow.md
│   │   │   ├── shambling_mound.md
│   │   │   ├── shield_guardian.md
│   │   │   ├── shrieker.md
│   │   │   ├── silver_dragon_wyrmling.md
│   │   │   ├── skeleton.md
│   │   │   ├── solar.md
│   │   │   ├── specter.md
│   │   │   ├── spider.md
│   │   │   ├── spirit_naga.md
│   │   │   ├── sprite.md
│   │   │   ├── spy.md
│   │   │   ├── steam_mephit.md
│   │   │   ├── stirge.md
│   │   │   ├── stone_giant.md
│   │   │   ├── stone_golem.md
│   │   │   ├── storm_giant.md
│   │   │   ├── succubusincubus.md
│   │   │   ├── swarm_of_bats.md
│   │   │   ├── swarm_of_insects.md
│   │   │   ├── swarm_of_poisonous_snakes.md
│   │   │   ├── swarm_of_quippers.md
│   │   │   ├── swarm_of_rats.md
│   │   │   ├── swarm_of_ravens.md
│   │   │   ├── tarrasque.md
│   │   │   ├── thug.md
│   │   │   ├── tiger.md
│   │   │   ├── treant.md
│   │   │   ├── tribal_warrior.md
│   │   │   ├── triceratops.md
│   │   │   ├── troll.md
│   │   │   ├── tyrannosaurus_rex.md
│   │   │   ├── unicorn.md
│   │   │   ├── vampire.md
│   │   │   ├── vampire_spawn.md
│   │   │   ├── veteran.md
│   │   │   ├── violet_fungus.md
│   │   │   ├── vrock.md
│   │   │   ├── vulture.md
│   │   │   ├── warhorse.md
│   │   │   ├── warhorse_skeleton.md
│   │   │   ├── water_elemental.md
│   │   │   ├── weasel.md
│   │   │   ├── werebear.md
│   │   │   ├── wereboar.md
│   │   │   ├── wererat.md
│   │   │   ├── weretiger.md
│   │   │   ├── werewolf.md
│   │   │   ├── white_dragon_wyrmling.md
│   │   │   ├── wight.md
│   │   │   ├── will_o_wisp.md
│   │   │   ├── winter_wolf.md
│   │   │   ├── wolf.md
│   │   │   ├── worg.md
│   │   │   ├── wraith.md
│   │   │   ├── wyvern.md
│   │   │   ├── xorn.md
│   │   │   ├── young_black_dragon.md
│   │   │   ├── young_blue_dragon.md
│   │   │   ├── young_brass_dragon.md
│   │   │   ├── young_bronze_dragon.md
│   │   │   ├── young_copper_dragon.md
│   │   │   ├── young_gold_dragon.md
│   │   │   ├── young_green_dragon.md
│   │   │   ├── young_red_dragon.md
│   │   │   ├── young_silver_dragon.md
│   │   │   ├── young_white_dragon.md
│   │   │   └── zombie.md
│   │   ├── nonplayer_characters.md
│   │   ├── objects.md
│   │   ├── poisons.md
│   │   ├── sentient_magical_items.md
│   │   ├── templates/
│   │   │   ├── halfdragon_template.md
│   │   │   └── index.md
│   │   └── traps.md
│   ├── index.md
│   ├── license.md
│   ├── privacy_policy.md
│   ├── rules/
│   │   ├── abilities/
│   │   │   ├── ability_checks.md
│   │   │   ├── ability_scores.md
│   │   │   ├── charisma.md
│   │   │   ├── constitution.md
│   │   │   ├── dexterity.md
│   │   │   ├── index.md
│   │   │   ├── intelligence.md
│   │   │   ├── saving_throws.md
│   │   │   ├── strength.md
│   │   │   └── wisdom.md
│   │   ├── advantage_and_disadvantage.md
│   │   ├── conditions.md
│   │   ├── expenses.md
│   │   ├── feats.md
│   │   ├── index.md
│   │   ├── inspiration.md
│   │   ├── leveling_up.md
│   │   ├── multiclassing.md
│   │   └── proficiency_bonus.md
│   ├── search.md
│   └── spellcasting/
│       ├── casting_a_spell.md
│       ├── index.md
│       ├── spell_indexes/
│       │   └── index.md
│       ├── spell_lists/
│       │   └── index.md
│       ├── spells/
│       │   ├── acid_arrow.md
│       │   ├── acid_splash.md
│       │   ├── aid.md
│       │   ├── alarm.md
│       │   ├── alter_self.md
│       │   ├── animal_friendship.md
│       │   ├── animal_messenger.md
│       │   ├── animal_shapes.md
│       │   ├── animate_dead.md
│       │   ├── animate_objects.md
│       │   ├── antilife_shell.md
│       │   ├── antimagic_field.md
│       │   ├── antipathysympathy.md
│       │   ├── arcane_eye.md
│       │   ├── arcane_hand.md
│       │   ├── arcane_lock.md
│       │   ├── arcane_sword.md
│       │   ├── arcanists_magic_aura.md
│       │   ├── astral_projection.md
│       │   ├── augury.md
│       │   ├── awaken.md
│       │   ├── bane.md
│       │   ├── banishment.md
│       │   ├── barkskin.md
│       │   ├── beacon_of_hope.md
│       │   ├── bestow_curse.md
│       │   ├── black_tentacles.md
│       │   ├── blade_barrier.md
│       │   ├── bless.md
│       │   ├── blight.md
│       │   ├── blindnessdeafness.md
│       │   ├── blink.md
│       │   ├── blur.md
│       │   ├── branding_smite.md
│       │   ├── burning_hands.md
│       │   ├── call_lightning.md
│       │   ├── calm_emotions.md
│       │   ├── chain_lightning.md
│       │   ├── charm_person.md
│       │   ├── chill_touch.md
│       │   ├── circle_of_death.md
│       │   ├── clairvoyance.md
│       │   ├── clone.md
│       │   ├── cloudkill.md
│       │   ├── color_spray.md
│       │   ├── command.md
│       │   ├── commune.md
│       │   ├── commune_with_nature.md
│       │   ├── comprehend_languages.md
│       │   ├── compulsion.md
│       │   ├── cone_of_cold.md
│       │   ├── confusion.md
│       │   ├── conjure_animals.md
│       │   ├── conjure_celestial.md
│       │   ├── conjure_elemental.md
│       │   ├── conjure_fey.md
│       │   ├── conjure_minor_elementals.md
│       │   ├── conjure_woodland_beings.md
│       │   ├── contact_other_plane.md
│       │   ├── contagion.md
│       │   ├── contingency.md
│       │   ├── continual_flame.md
│       │   ├── control_water.md
│       │   ├── control_weather.md
│       │   ├── counterspell.md
│       │   ├── create_food_and_water.md
│       │   ├── create_or_destroy_water.md
│       │   ├── create_undead.md
│       │   ├── creation.md
│       │   ├── cure_wounds.md
│       │   ├── dancing_lights.md
│       │   ├── darkness.md
│       │   ├── darkvision.md
│       │   ├── daylight.md
│       │   ├── death_ward.md
│       │   ├── delayed_blast_fireball.md
│       │   ├── demiplane.md
│       │   ├── detect_evil_and_good.md
│       │   ├── detect_magic.md
│       │   ├── detect_poison_and_disease.md
│       │   ├── detect_thoughts.md
│       │   ├── dimension_door.md
│       │   ├── disguise_self.md
│       │   ├── disintegrate.md
│       │   ├── dispel_evil_and_good.md
│       │   ├── dispel_magic.md
│       │   ├── divination.md
│       │   ├── divine_favor.md
│       │   ├── divine_word.md
│       │   ├── dominate_beast.md
│       │   ├── dominate_monster.md
│       │   ├── dominate_person.md
│       │   ├── dream.md
│       │   ├── druidcraft.md
│       │   ├── earthquake.md
│       │   ├── eldritch_blast.md
│       │   ├── enhance_ability.md
│       │   ├── enlargereduce.md
│       │   ├── entangle.md
│       │   ├── enthrall.md
│       │   ├── etherealness.md
│       │   ├── expeditious_retreat.md
│       │   ├── eyebite.md
│       │   ├── fabricate.md
│       │   ├── faerie_fire.md
│       │   ├── faithful_hound.md
│       │   ├── false_life.md
│       │   ├── fear.md
│       │   ├── feather_fall.md
│       │   ├── feeblemind.md
│       │   ├── find_familiar.md
│       │   ├── find_steed.md
│       │   ├── find_the_path.md
│       │   ├── find_traps.md
│       │   ├── finger_of_death.md
│       │   ├── fire_bolt.md
│       │   ├── fire_shield.md
│       │   ├── fire_storm.md
│       │   ├── fireball.md
│       │   ├── flame_blade.md
│       │   ├── flame_strike.md
│       │   ├── flaming_sphere.md
│       │   ├── flesh_to_stone.md
│       │   ├── floating_disk.md
│       │   ├── fly.md
│       │   ├── fog_cloud.md
│       │   ├── forbiddance.md
│       │   ├── forcecage.md
│       │   ├── foresight.md
│       │   ├── freedom_of_movement.md
│       │   ├── freezing_sphere.md
│       │   ├── gaseous_form.md
│       │   ├── gate.md
│       │   ├── geas.md
│       │   ├── gentle_repose.md
│       │   ├── giant_insect.md
│       │   ├── glibness.md
│       │   ├── globe_of_invulnerability.md
│       │   ├── glyph_of_warding.md
│       │   ├── goodberry.md
│       │   ├── grease.md
│       │   ├── greater_invisibility.md
│       │   ├── greater_restoration.md
│       │   ├── guardian_of_faith.md
│       │   ├── guards_and_wards.md
│       │   ├── guidance.md
│       │   ├── guiding_bolt.md
│       │   ├── gust_of_wind.md
│       │   ├── hallow.md
│       │   ├── hallucinatory_terrain.md
│       │   ├── harm.md
│       │   ├── haste.md
│       │   ├── heal.md
│       │   ├── healing_word.md
│       │   ├── heat_metal.md
│       │   ├── hellish_rebuke.md
│       │   ├── heroes_feast.md
│       │   ├── heroism.md
│       │   ├── hideous_laughter.md
│       │   ├── hold_monster.md
│       │   ├── hold_person.md
│       │   ├── holy_aura.md
│       │   ├── hunters_mark.md
│       │   ├── hypnotic_pattern.md
│       │   ├── ice_storm.md
│       │   ├── identify.md
│       │   ├── illusory_script.md
│       │   ├── imprisonment.md
│       │   ├── incendiary_cloud.md
│       │   ├── index.md
│       │   ├── inflict_wounds.md
│       │   ├── insect_plague.md
│       │   ├── instant_summons.md
│       │   ├── invisibility.md
│       │   ├── irresistible_dance.md
│       │   ├── jump.md
│       │   ├── knock.md
│       │   ├── legend_lore.md
│       │   ├── lesser_restoration.md
│       │   ├── levitate.md
│       │   ├── light.md
│       │   ├── lightning_bolt.md
│       │   ├── locate_animals_or_plants.md
│       │   ├── locate_creature.md
│       │   ├── locate_object.md
│       │   ├── longstrider.md
│       │   ├── mage_armor.md
│       │   ├── mage_hand.md
│       │   ├── magic_circle.md
│       │   ├── magic_jar.md
│       │   ├── magic_missile.md
│       │   ├── magic_mouth.md
│       │   ├── magic_weapon.md
│       │   ├── magnificent_mansion.md
│       │   ├── major_image.md
│       │   ├── mass_cure_wounds.md
│       │   ├── mass_heal.md
│       │   ├── mass_healing_word.md
│       │   ├── mass_suggestion.md
│       │   ├── maze.md
│       │   ├── meld_into_stone.md
│       │   ├── mending.md
│       │   ├── message.md
│       │   ├── meteor_swarm.md
│       │   ├── mind_blank.md
│       │   ├── minor_illusion.md
│       │   ├── mirage_arcane.md
│       │   ├── mirror_image.md
│       │   ├── mislead.md
│       │   ├── misty_step.md
│       │   ├── modify_memory.md
│       │   ├── moonbeam.md
│       │   ├── move_earth.md
│       │   ├── nondetection.md
│       │   ├── pass_without_trace.md
│       │   ├── passwall.md
│       │   ├── phantasmal_killer.md
│       │   ├── phantom_steed.md
│       │   ├── planar_ally.md
│       │   ├── planar_binding.md
│       │   ├── plane_shift.md
│       │   ├── plant_growth.md
│       │   ├── poison_spray.md
│       │   ├── polymorph.md
│       │   ├── power_word_kill.md
│       │   ├── power_word_stun.md
│       │   ├── prayer_of_healing.md
│       │   ├── prestidigitation.md
│       │   ├── prismatic_spray.md
│       │   ├── prismatic_wall.md
│       │   ├── private_sanctum.md
│       │   ├── produce_flame.md
│       │   ├── programmed_illusion.md
│       │   ├── project_image.md
│       │   ├── protection_from_energy.md
│       │   ├── protection_from_evil_and_good.md
│       │   ├── protection_from_poison.md
│       │   ├── purify_food_and_drink.md
│       │   ├── raise_dead.md
│       │   ├── ray_of_enfeeblement.md
│       │   ├── ray_of_frost.md
│       │   ├── regenerate.md
│       │   ├── reincarnate.md
│       │   ├── remove_curse.md
│       │   ├── resilient_sphere.md
│       │   ├── resistance.md
│       │   ├── resurrection.md
│       │   ├── reverse_gravity.md
│       │   ├── revivify.md
│       │   ├── rope_trick.md
│       │   ├── sacred_flame.md
│       │   ├── sanctuary.md
│       │   ├── scorching_ray.md
│       │   ├── scrying.md
│       │   ├── secret_chest.md
│       │   ├── see_invisibility.md
│       │   ├── seeming.md
│       │   ├── sending.md
│       │   ├── sequester.md
│       │   ├── shapechange.md
│       │   ├── shatter.md
│       │   ├── shield.md
│       │   ├── shield_of_faith.md
│       │   ├── shillelagh.md
│       │   ├── shocking_grasp.md
│       │   ├── silence.md
│       │   ├── silent_image.md
│       │   ├── simulacrum.md
│       │   ├── sleep.md
│       │   ├── sleet_storm.md
│       │   ├── slow.md
│       │   ├── spare_the_dying.md
│       │   ├── speak_with_animals.md
│       │   ├── speak_with_dead.md
│       │   ├── speak_with_plants.md
│       │   ├── spider_climb.md
│       │   ├── spike_growth.md
│       │   ├── spirit_guardians.md
│       │   ├── spiritual_weapon.md
│       │   ├── stinking_cloud.md
│       │   ├── stone_shape.md
│       │   ├── stoneskin.md
│       │   ├── storm_of_vengeance.md
│       │   ├── suggestion.md
│       │   ├── sunbeam.md
│       │   ├── sunburst.md
│       │   ├── symbol.md
│       │   ├── telekinesis.md
│       │   ├── telepathic_bond.md
│       │   ├── teleport.md
│       │   ├── teleportation_circle.md
│       │   ├── thaumaturgy.md
│       │   ├── thunderwave.md
│       │   ├── time_stop.md
│       │   ├── tiny_hut.md
│       │   ├── tongues.md
│       │   ├── transport_via_plants.md
│       │   ├── tree_stride.md
│       │   ├── true_polymorph.md
│       │   ├── true_resurrection.md
│       │   ├── true_seeing.md
│       │   ├── true_strike.md
│       │   ├── unseen_servant.md
│       │   ├── vampiric_touch.md
│       │   ├── vicious_mockery.md
│       │   ├── wall_of_fire.md
│       │   ├── wall_of_force.md
│       │   ├── wall_of_ice.md
│       │   ├── wall_of_stone.md
│       │   ├── wall_of_thorns.md
│       │   ├── warding_bond.md
│       │   ├── water_breathing.md
│       │   ├── water_walk.md
│       │   ├── web.md
│       │   ├── weird.md
│       │   ├── wind_walk.md
│       │   ├── wind_wall.md
│       │   ├── wish.md
│       │   ├── word_of_recall.md
│       │   └── zone_of_truth.md
│       └── what_is_a_spell.md
├── license.md
├── mkdocs.yml
├── offline_build_config.yml
├── plugins/
│   ├── css_minifier.py
│   └── table-styler.py
├── purecss_theme/
│   ├── __init__.py
│   ├── ads.txt
│   ├── breadcrumbs.html
│   ├── css/
│   │   └── site.css
│   ├── js/
│   │   └── site.js
│   ├── main.html
│   ├── nav-sub.html
│   ├── nav.html
│   └── toc.html
├── pyproject.toml
└── srd_index_builder.py
Download .txt
SYMBOL INDEX (20 symbols across 4 files)

FILE: plugins/css_minifier.py
  function generate_inline_css (line 8) | def generate_inline_css(*args, **kwargs):

FILE: plugins/table-styler.py
  function style_tables (line 3) | def style_tables(output_content, page, config):

FILE: purecss_theme/js/site.js
  function toggleMainNav (line 2) | function toggleMainNav() {
  function PureDropdown (line 19) | function PureDropdown(dropdownParent) {
  function initDropdowns (line 173) | function initDropdowns() {
  function toggleClass (line 191) | function toggleClass(element, className) {
  function toggleAll (line 210) | function toggleAll(e) {
  function handleEvent (line 219) | function handleEvent(e) {

FILE: srd_index_builder.py
  class SRDIndexBuilder (line 9) | class SRDIndexBuilder:
    method __init__ (line 10) | def __init__(self, offline_mode=False, clean_output_directories=True):
    method build_indexes_from_config (line 20) | def build_indexes_from_config(self, build_config):
    method _clean_index_directory (line 67) | def _clean_index_directory(self, directory):
    method build_class_spell_lists (line 83) | def build_class_spell_lists(self, spells_config, class_spell_lists_con...
    method _convert_name_to_link_format (line 133) | def _convert_name_to_link_format(self, name):
    method _convert_category_to_markdown (line 159) | def _convert_category_to_markdown(self, category, use_spell_titles=Fal...
    method get_metadata (line 181) | def get_metadata(self, source_directory, additional_fields, link_prefix):
    method categorize_metadata_keys (line 248) | def categorize_metadata_keys(self, metadata, category_field):
    method create_index_page (line 272) | def create_index_page(self, metadata, categorized_metadata_keys, page_...
    method create_spell_list_table_page (line 332) | def create_spell_list_table_page(self, metadata, categorized_metadata_...
    method write_page_to_file (line 384) | def write_page_to_file(self, page, path):
Condensed preview — 998 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (1,807K chars).
[
  {
    "path": ".gitignore",
    "chars": 419,
    "preview": ".idea/\nsite/\n5thsrd_offline/\ndocs/spellcasting/spell_lists/*\ndocs/spellcasting/spell_indexes/*\ndocs/gamemaster_rules/mag"
  },
  {
    "path": "README.md",
    "chars": 383,
    "preview": "# 5thSRD\nThis is a markdown version of the 5th Edition System Reference Document.\n\nDocuments are in the docs/ directory."
  },
  {
    "path": "build_indexes.py",
    "chars": 3926,
    "preview": "#!/usr/bin/env python\n\nfrom srd_index_builder import SRDIndexBuilder\nimport logging\nimport argparse\n\nbuild_config = {\n  "
  },
  {
    "path": "build_to_test.sh",
    "chars": 166,
    "preview": "#!/bin/bash\n\ngit pull\n\npoetry run python ./build_indexes.py\n\npoetry run mkdocs build --clean\n\naws s3 sync ./site/ s3://5"
  },
  {
    "path": "create_invalidation.sh",
    "chars": 138,
    "preview": "#!/bin/bash\n\n# Invalidate Cloudfront cache\naws cloudfront create-invalidation --distribution-id E21QCV3S5T8Z34 --paths \""
  },
  {
    "path": "deploy_to_prod.sh",
    "chars": 551,
    "preview": "#!/bin/bash\n\n# Get the latest changes\ngit pull\n\n# Generate offline indexes\npoetry run python ./build_indexes.py --offlin"
  },
  {
    "path": "docs/adventuring/between_adventures.md",
    "chars": 6047,
    "preview": "description: Rules and information governing player time between adventures (downtime) from the 5th Edition (5e) SRD (Sy"
  },
  {
    "path": "docs/adventuring/equipment/adventuring_gear.md",
    "chars": 18197,
    "preview": "description: A list of gear for adventuring from the 5th Edition (5e) SRD (System Reference Document).\n\n# Adventuring Ge"
  },
  {
    "path": "docs/adventuring/equipment/armor.md",
    "chars": 7840,
    "preview": "description: Rules and information about different armor types from the 5th Edition (5e) SRD (System Reference Document)"
  },
  {
    "path": "docs/adventuring/equipment/coins.md",
    "chars": 2137,
    "preview": "description: Rules for different coin types from the 5th Edition (5e) SRD (System Reference Document).\n\n# Coins \nCommon "
  },
  {
    "path": "docs/adventuring/equipment/equipment_packs.md",
    "chars": 1868,
    "preview": "description: A list of prebuilt equipment packs for characters from the 5th Edition (5e) SRD (System Reference Document)"
  },
  {
    "path": "docs/adventuring/equipment/index.md",
    "chars": 545,
    "preview": "# Equipment\n\n* [Adventuring Gear](/adventuring/equipment/adventuring_gear/)      \n* [Armor](/adventuring/equipment/armor"
  },
  {
    "path": "docs/adventuring/equipment/mounts_and_vehicles.md",
    "chars": 3853,
    "preview": "description: Rules and information for different mounts and vehicles from the 5th Edition (5e) SRD (System Reference Doc"
  },
  {
    "path": "docs/adventuring/equipment/selling_treasure.md",
    "chars": 1555,
    "preview": "description: Rules for selling treasure from the 5th Edition (5e) SRD (System Reference Document).\n\n# Selling Treasure \n"
  },
  {
    "path": "docs/adventuring/equipment/tools.md",
    "chars": 5612,
    "preview": "description: Rules and information for different tool kits from the 5th Edition (5e) SRD (System Reference Document).\n\n#"
  },
  {
    "path": "docs/adventuring/equipment/trade_goods.md",
    "chars": 1625,
    "preview": "description: Information about different trade goods from the 5th Edition (5e) SRD (System Reference Document).\n\n# Trade"
  },
  {
    "path": "docs/adventuring/equipment/weapons.md",
    "chars": 11506,
    "preview": "description: Rules and information about different weapon types and properties from the 5th Edition (5e) SRD (System Ref"
  },
  {
    "path": "docs/adventuring/index.md",
    "chars": 977,
    "preview": "# Adventuring\r\n## General Adventuring\r\n\r\n* [Between Adventures](/adventuring/between_adventures/)  \r\n* [Movement](/adven"
  },
  {
    "path": "docs/adventuring/movement.md",
    "chars": 6360,
    "preview": "description: Rules for managing movement and travel from the 5th Edition (5e) SRD (System Reference Document).\n\n# Moveme"
  },
  {
    "path": "docs/adventuring/planes_of_existence.md",
    "chars": 9693,
    "preview": "description: Descriptions of the different planes of existence from the 5th Edition (5e) SRD (System Reference Document)"
  },
  {
    "path": "docs/adventuring/resting.md",
    "chars": 2112,
    "preview": "description: Rules for resting and recovering from the 5th Edition (5e) SRD (System Reference Document).\n\n# Resting \nHer"
  },
  {
    "path": "docs/adventuring/the_environment.md",
    "chars": 6452,
    "preview": "description: Rules for managing environmental hazards from the 5th Edition (5e) SRD (System Reference Document).\n\n# The "
  },
  {
    "path": "docs/adventuring/time.md",
    "chars": 1122,
    "preview": "description: Rules for tracking time from the 5th Edition (5e) SRD (System Reference Document).\n\n# Time \nIn situations w"
  },
  {
    "path": "docs/character/alignment.md",
    "chars": 3652,
    "preview": "description: Rules describing character and creature alignment from the 5th Edition (5e) SRD (System Reference Document)"
  },
  {
    "path": "docs/character/backgrounds.md",
    "chars": 9172,
    "preview": "description: Rules and examples for creating a character background from the 5th Edition (5e) SRD (System Reference Docu"
  },
  {
    "path": "docs/character/classes/barbarian.md",
    "chars": 9495,
    "preview": "description: Rules and information for the Barbarian class from the 5th Edition (5e) SRD (System Reference Document).\r\n\r"
  },
  {
    "path": "docs/character/classes/bard.md",
    "chars": 13630,
    "preview": "description: Rules and information for the Bard class from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n# Th"
  },
  {
    "path": "docs/character/classes/cleric.md",
    "chars": 13543,
    "preview": "description: Rules and information for the Cleric class from the 5th Edition (5e) SRD (System Reference Document).\n\n# Th"
  },
  {
    "path": "docs/character/classes/druid.md",
    "chars": 18871,
    "preview": "description: Rules and information for the Druid class from the 5th Edition (5e) SRD (System Reference Document).\n\n# The"
  },
  {
    "path": "docs/character/classes/fighter.md",
    "chars": 7057,
    "preview": "description: Rules and information for the Fighter class from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n#"
  },
  {
    "path": "docs/character/classes/index.md",
    "chars": 588,
    "preview": "description: In 5th Edition (5e), classes define what a character is good at and what skills they have.\n\n# Classes\n\n* [B"
  },
  {
    "path": "docs/character/classes/monk.md",
    "chars": 13675,
    "preview": "description: Rules and information for the Monk class from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n# Th"
  },
  {
    "path": "docs/character/classes/paladin.md",
    "chars": 16912,
    "preview": "description: Rules and information for the Paladin class from the 5th Edition (5e) SRD (System Reference Document).\n\n# T"
  },
  {
    "path": "docs/character/classes/ranger.md",
    "chars": 14343,
    "preview": "description: Rules and information for the Ranger class from the 5th Edition (5e) SRD (System Reference Document).\n\n# Th"
  },
  {
    "path": "docs/character/classes/rogue.md",
    "chars": 9396,
    "preview": "description: Rules and information for the Rogue class from the 5th Edition (5e) SRD (System Reference Document).\n\n# The"
  },
  {
    "path": "docs/character/classes/sorcerer.md",
    "chars": 14989,
    "preview": "description: Rules and information for the Sorcerer class from the 5th Edition (5e) SRD (System Reference Document).\n\n# "
  },
  {
    "path": "docs/character/classes/warlock.md",
    "chars": 22260,
    "preview": "description: Rules and information for the Warlock class from the 5th Edition (5e) SRD (System Reference Document).\n\n# T"
  },
  {
    "path": "docs/character/classes/wizard.md",
    "chars": 14737,
    "preview": "description: Rules and information for the Wizard class from the 5th Edition (5e) SRD (System Reference Document).\n\n# Th"
  },
  {
    "path": "docs/character/fantasy-historical_pantheons.md",
    "chars": 13523,
    "preview": "description: Descriptions of different fantasy and historical pantheons from the 5th Edition (5e) SRD (System Reference "
  },
  {
    "path": "docs/character/index.md",
    "chars": 1063,
    "preview": "# Character\n\n## General Character\n* [Alignment](/character/alignment/)\n* [Backgrounds](/character/backgrounds/)\n* [Fanta"
  },
  {
    "path": "docs/character/languages.md",
    "chars": 1922,
    "preview": "description: Rules and information different languages from the 5th Edition (5e) SRD (System Reference Document).\n\n# Lan"
  },
  {
    "path": "docs/character/races/dragonborn.md",
    "chars": 2987,
    "preview": "description: Rules and information for the Dragonborn race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r"
  },
  {
    "path": "docs/character/races/dwarf.md",
    "chars": 2336,
    "preview": "description: Rules and information for the Dwarf race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n# Dw"
  },
  {
    "path": "docs/character/races/elf.md",
    "chars": 3075,
    "preview": "description: Rules and information for the Elf race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n# Elf "
  },
  {
    "path": "docs/character/races/gnome.md",
    "chars": 3146,
    "preview": "description: Rules and information for the Gnome race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n# Gn"
  },
  {
    "path": "docs/character/races/half-elf.md",
    "chars": 1599,
    "preview": "description: Rules and information for the Half-Elf race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n#"
  },
  {
    "path": "docs/character/races/half-orc.md",
    "chars": 1832,
    "preview": "description: Rules and information for the Half-Orc race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n#"
  },
  {
    "path": "docs/character/races/halfling.md",
    "chars": 2115,
    "preview": "description: Rules and information for the Halfling race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n#"
  },
  {
    "path": "docs/character/races/human.md",
    "chars": 1074,
    "preview": "description: Rules and information for the Human race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n# Hu"
  },
  {
    "path": "docs/character/races/index.md",
    "chars": 353,
    "preview": "# Races\n\n* [Dragonborn](/character/races/dragonborn/)\n* [Dwarf](/character/races/dwarf/)\n* [Elf](/character/races/elf/)\n"
  },
  {
    "path": "docs/character/races/tiefling.md",
    "chars": 1625,
    "preview": "description: Rules and information for the Tiefling race from the 5th Edition (5e) SRD (System Reference Document).\r\n\r\n#"
  },
  {
    "path": "docs/combat/actions_in_combat.md",
    "chars": 5118,
    "preview": "description: Descriptions of different actions that can be taken in combat from the 5th Edition (5e) SRD (System Referen"
  },
  {
    "path": "docs/combat/cover.md",
    "chars": 1454,
    "preview": "description: Rules for cover in combat from the 5th Edition (5e) SRD (System Reference Document).\n\n# Cover \nWalls, trees"
  },
  {
    "path": "docs/combat/damage_and_healing.md",
    "chars": 10844,
    "preview": "description: Rules for tracking damage, death and healing from the 5th Edition (5e) SRD (System Reference Document).\n\n# "
  },
  {
    "path": "docs/combat/index.md",
    "chars": 383,
    "preview": "# Combat\n\n* [Actions in Combat](/combat/actions_in_combat/)\n* [Cover](/combat/cover/)\n* [Damage and Healing](/combat/dam"
  },
  {
    "path": "docs/combat/making_an_attack.md",
    "chars": 8795,
    "preview": "description: Rules for making an attack from the 5th Edition (5e) SRD (System Reference Document).\n\n# Making an Attack \n"
  },
  {
    "path": "docs/combat/mounted_combat.md",
    "chars": 2306,
    "preview": "description: Rules for mounted combat from the 5th Edition (5e) SRD (System Reference Document).\n\n# Mounted Combat \nA kn"
  },
  {
    "path": "docs/combat/movement_and_position.md",
    "chars": 6813,
    "preview": "description: Rules for managing movement and position in combat from the 5th Edition (5e) SRD (System Reference Document"
  },
  {
    "path": "docs/combat/order_of_combat.md",
    "chars": 6234,
    "preview": "description: Rules for the order of combat and possible actions from the 5th Edition (5e) SRD (System Reference Document"
  },
  {
    "path": "docs/combat/underwater_combat.md",
    "chars": 964,
    "preview": "description: Rules for combat underwater from the 5th Edition (5e) SRD (System Reference Document).\n\n# Underwater Combat"
  },
  {
    "path": "docs/gamemaster_rules/diseases.md",
    "chars": 5303,
    "preview": "description: Rules and descriptions for diseases from the 5th Edition (5e) SRD (System Reference Document).\n\n# Diseases "
  },
  {
    "path": "docs/gamemaster_rules/index.md",
    "chars": 1029,
    "preview": "# Gamemaster Rules\n## General Gamemaster Rules\n\n* [Diseases](/gamemaster_rules/diseases/)\n* [Legendary Creatures](/gamem"
  },
  {
    "path": "docs/gamemaster_rules/legendary_creatures.md",
    "chars": 1868,
    "preview": "description: Rules, including lairs and actions, for legendary creatures from the 5th Edition (5e) SRD (System Reference"
  },
  {
    "path": "docs/gamemaster_rules/madness.md",
    "chars": 9355,
    "preview": "description: Rules and descriptions for character madness from the 5th Edition (5e) SRD (System Reference Document).\n\n# "
  },
  {
    "path": "docs/gamemaster_rules/magic_item_indexes/index.md",
    "chars": 176,
    "preview": "# Magic Items Indexes\n\n* [Magic Items by Name](/gamemaster_rules/magic_item_indexes/items_by_name/)\n* [Magic Items by Ty"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/adamantine_armor.md",
    "chars": 279,
    "preview": "name: Adamantine Armor\ntype: armor\n\n# Adamantine Armor \n_Armor (medium or heavy, but not hide), uncommon_ \n\nThis suit of"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/ammunition_1_2_or_3.md",
    "chars": 356,
    "preview": "name: Ammunition, +1, +2 or +3\r\ntype: weapon\r\n\r\n# Ammunition, +1, +2, or +3 \r\n_Weapon (any ammunition), uncommon (+1), r"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/amulet_of_health.md",
    "chars": 235,
    "preview": "name: Amulet of Health\r\ntype: item\r\n\r\n# Amulet of Health \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nYour Constitu"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/amulet_of_proof_against_detection_and_location.md",
    "chars": 317,
    "preview": "name: Amulet of Proof against Detection and Location\r\ntype: item\r\n\r\n# Amulet of Proof against Detection and Location \r\n_"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/amulet_of_the_planes.md",
    "chars": 595,
    "preview": "name: Amulet of the Planes\r\ntype: item\r\n\r\n# Amulet of the Planes \r\n_Wondrous item, very rare (requires attunement)_ \r\n\r\n"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/animated_shield.md",
    "chars": 550,
    "preview": "name: Animated Shield\r\ntype: armor\r\n\r\n# Animated Shield \r\n_Armor (shield), very rare (requires attunement)_ \r\n\r\nWhile ho"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/apparatus_of_the_crab.md",
    "chars": 4987,
    "preview": "name: Apparatus of the Crab\r\ntype: item\r\n\r\n# Apparatus of the Crab \r\n_Wondrous item, legendary_ \r\n\r\nThis item first appe"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/armor_1_2_or_3.md",
    "chars": 240,
    "preview": "name: Armor, +1, +2, or +3\r\ntype: armor\r\n\r\n# Armor, +1, +2, or +3 \r\n_Armor (light, medium, or heavy), rare (+1), very ra"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/armor_of_invulnerability.md",
    "chars": 417,
    "preview": "name: Armor of Invulnerability\r\ntype: armor\r\n\r\n# Armor of Invulnerability \r\n_Armor (plate), legendary (requires attuneme"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/armor_of_resistance.md",
    "chars": 553,
    "preview": "name: Armor of Resistance\r\ntype: armor\r\n\r\n# Armor of Resistance \r\n_Armor (light, medium, or heavy), rare (requires attun"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/armor_of_vulnerability.md",
    "chars": 717,
    "preview": "name: Armor of Vulnerability\r\ntype: armor\r\n\r\n# Armor of Vulnerability \r\n_Armor (plate), rare (requires attunement)_ \r\n\r\n"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/arrow_catching_shield.md",
    "chars": 424,
    "preview": "name: Arrow-Catching Shield\r\ntype: armor\r\n\r\n# Arrow-Catching Shield \r\n_Armor (shield), rare (requires attunement)_ \r\n\r\nY"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/arrow_of_slaying.md",
    "chars": 832,
    "preview": "name: Arrow of Slaying\r\ntype: weapon\r\n\r\n# Arrow of Slaying \r\n_Weapon (arrow), very rare_ \r\n\r\nAn **arrow of slaying** is "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/bag_of_beans.md",
    "chars": 3213,
    "preview": "name: Bag of Beans\r\ntype: item\r\n\r\n# Bag of Beans \r\n_Wondrous item, rare_ \r\n\r\nInside this heavy cloth bag are 3d4 dry bea"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/bag_of_devouring.md",
    "chars": 1353,
    "preview": "name: Bag of Devouring\r\ntype: item\r\n\r\n# Bag of Devouring \r\n_Wondrous item, very rare_ \r\n\r\nThis bag superficially resembl"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/bag_of_holding.md",
    "chars": 1286,
    "preview": "name: Bag of Holding\r\ntype: item\r\n\r\n# Bag of Holding \r\n_Wondrous item, uncommon_ \r\n\r\nThis bag has an interior space cons"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/bag_of_tricks.md",
    "chars": 1692,
    "preview": "name: Bag of Tricks\r\ntype: item\r\n\r\n# Bag of Tricks \r\n_Wondrous item, uncommon_ \r\n\r\nThis ordinary bag, made from gray, ru"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/bead_of_force.md",
    "chars": 1124,
    "preview": "name: Bead of Force\r\ntype: item\r\n\r\n# Bead of Force \r\n_Wondrous item, rare_ \r\n\r\nThis small black sphere measures 3/4 of a"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/belt_of_dwarvenkind.md",
    "chars": 813,
    "preview": "name: Belt of Dwarvenkind\r\ntype: item\r\n\r\n# Belt of Dwarvenkind \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nWhile w"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/belt_of_giant_strength.md",
    "chars": 881,
    "preview": "name: Belt of Giant Strength\r\ntype: item\r\n\r\n# Belt of Giant Strength \r\n_Wondrous item, rarity varies (requires attunemen"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/berserker_axe.md",
    "chars": 1229,
    "preview": "name: Berserker Axe\r\ntype: weapon\r\n\r\n# Berserker Axe \r\n_Weapon (any axe), rare (requires attunement)_ \r\n\r\nYou gain a +1 "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/boots_of_elvenkind.md",
    "chars": 280,
    "preview": "name: Boots of Elvenkind\r\ntype: item\r\n\r\n# Boots of Elvenkind \r\n_Wondrous item, uncommon_ \r\n\r\nWhile you wear these boots,"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/boots_of_levitation.md",
    "chars": 217,
    "preview": "name: Boots of Levitation\r\ntype: item\r\n\r\n# Boots of Levitation \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nWhile y"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/boots_of_speed.md",
    "chars": 530,
    "preview": "name: Boots of Speed\r\ntype: item\r\n\r\n# Boots of Speed \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nWhile you wear th"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/boots_of_striding_and_springing.md",
    "chars": 448,
    "preview": "name: Boots of Striding and Springing\r\ntype: item\r\n\r\n# Boots of Striding and Springing \r\n_Wondrous item, uncommon (requi"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/boots_of_the_winterlands.md",
    "chars": 519,
    "preview": "name: Boots of the Winterlands\r\ntype: item\r\n\r\n# Boots of the Winterlands \r\n_Wondrous item, uncommon (requires attunement"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/bowl_of_command_water_elementals.md",
    "chars": 462,
    "preview": "name: Bowl of Command Water Elementals\r\ntype: item\r\n\r\n# Bowl of Commanding Water Elementals \r\n_Wondrous item, rare_ \r\n\r\n"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/bracers_of_archery.md",
    "chars": 278,
    "preview": "name: Bracers of Archery\r\ntype: item\r\n\r\n# Bracers of Archery \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nWhile"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/bracers_of_defense.md",
    "chars": 215,
    "preview": "name: Bracers of Defense\r\ntype: item\r\n\r\n# Bracers of Defense \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nWhile wea"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/brazier_of_commanding_fire_elementals.md",
    "chars": 401,
    "preview": "name: Brazier of Commanding Fire Elementals\r\ntype: item\r\n\r\n# Brazier of Commanding Fire Elementals \r\n_Wondrous item, rar"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/brooch_of_shielding.md",
    "chars": 249,
    "preview": "name: Brooch of Shielding\r\ntype: item\r\n\r\n# Brooch of Shielding \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nWhi"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/broom_of_flying.md",
    "chars": 729,
    "preview": "name: Broom of Flying\r\ntype: item\r\n\r\n# Broom of Flying \r\n_Wondrous item, uncommon_ \r\n\r\nThis wooden broom, which weighs 3"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/candle_of_invocation.md",
    "chars": 1532,
    "preview": "name: Candle of Invocation\r\ntype: item\r\n\r\n# Candle of Invocation \r\n_Wondrous item, very rare (requires attunement)_ \r\n\r\n"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cape_of_the_mountebank.md",
    "chars": 579,
    "preview": "name: Cape of the Mountebank\r\ntype: item\r\n\r\n# Cape of the Mountebank \r\n_Wondrous item, rare_ \r\n\r\nThis cape smells faintl"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/carpet_of_flying.md",
    "chars": 845,
    "preview": "name: Carpet of Flying\r\ntype: item\r\n\r\n# Carpet of Flying \r\n_Wondrous item, very rare_ \r\n\r\nYou can speak the carpet's com"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/censer_of_controlling_air_elementals.md",
    "chars": 470,
    "preview": "name: Censer of Controlling Air Elementals\r\ntype: item\r\n\r\n# Censer of Controlling Air Elementals \r\n_Wondrous item, rare_"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/chime_of_opening.md",
    "chars": 544,
    "preview": "name: Chime of Opening\r\ntype: item\r\n\r\n# Chime of Opening \r\n_Wondrous item, rare_ \r\n\r\nThis hollow metal tube measures abo"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/circlet_of_blasting.md",
    "chars": 327,
    "preview": "name: Circlet of Blasting\r\ntype: item\r\n\r\n# Circlet of Blasting \r\n_Wondrous item, uncommon_ \r\n\r\nWhile wearing this circle"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cloak_of_arachnida.md",
    "chars": 773,
    "preview": "name: Cloak of Arachnida\r\ntype: item\r\n\r\n# Cloak of Arachnida \r\n_Wondrous item, very rare (requires attunement)_ \r\n\r\nThis"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cloak_of_displacement.md",
    "chars": 499,
    "preview": "name: Cloak of Displacement\r\ntype: item\r\n\r\n# Cloak of Displacement \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nWhi"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cloak_of_elvenkind.md",
    "chars": 383,
    "preview": "name: Cloak of Elvenkind\r\ntype: item\r\n\r\n# Cloak of Elvenkind \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nWhile"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cloak_of_protection.md",
    "chars": 188,
    "preview": "name: Cloak of Protection\r\ntype: item\r\n\r\n# Cloak of Protection \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nYou"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cloak_of_the_bat.md",
    "chars": 761,
    "preview": "name: Cloak of the Bat\r\ntype: item\r\n\r\n# Cloak of the Bat \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nWhile wearing"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cloak_of_the_manta_ray.md",
    "chars": 264,
    "preview": "name: Cloak of the Manta Ray\r\ntype: item\r\n\r\n# Cloak of the Manta Ray \r\n_Wondrous item, uncommon_ \r\n\r\nWhile wearing this "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/crystal_ball.md",
    "chars": 1398,
    "preview": "name: Crystal Ball\r\ntype: item\r\n\r\n# Crystal Ball \r\n_Wondrous item, very rare or legendary (requires attunement)_ \r\n\r\nThe"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cube_of_force.md",
    "chars": 2671,
    "preview": "name: Cube of Force\r\ntype: item\r\n\r\n# Cube of Force \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nThis cube is about "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/cubic_gate.md",
    "chars": 766,
    "preview": "name: Cubic Gate\r\ntype: item\r\n\r\n# Cubic Gate \r\n_Wondrous item, legendary_ \r\n\r\nThis cube is 3 inches across and radiates "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dagger_of_venom.md",
    "chars": 508,
    "preview": "name: Dagger of Venom\r\ntype: weapon\r\n\r\n# Dagger of Venom \r\n_Weapon (dagger), rare_ \r\n\r\nYou gain a +1 bonus to attack and"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dancing_sword.md",
    "chars": 1001,
    "preview": "name: Dancing Sword\r\ntype: weapon\r\n\r\n# Dancing Sword \r\nWeapon (any sword), very rare (requires attunement) \r\n\r\nYou can u"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/decanter_of_endless_water.md",
    "chars": 1075,
    "preview": "name: Decanter of Endless Water\r\ntype: item\r\n\r\n# Decanter of Endless Water \r\n_Wondrous item, uncommon_ \r\n\r\nThis stoppere"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/deck_of_illusions.md",
    "chars": 3363,
    "preview": "name: Deck of Illusions\r\ntype: item\r\n\r\n# Deck of Illusions \r\n_Wondrous item, uncommon_ \r\n\r\nThis box contains a set of pa"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/deck_of_many_things.md",
    "chars": 8030,
    "preview": "name: Deck of Many Things\r\ntype: item\r\n\r\n# Deck of Many Things \r\n_Wondrous item, legendary_ \r\n\r\nUsually found in a box o"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/defender.md",
    "chars": 612,
    "preview": "name: Defender\r\ntype: weapon\r\n\r\n# Defender \r\n_Weapon (any sword), legendary (requires attunement)_ \r\n\r\nYou gain a +3 bon"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/demon_armor.md",
    "chars": 678,
    "preview": "name: Demon Armor\r\ntype: armor\r\n\r\n# Demon Armor \r\n_Armor (plate), very rare (requires attunement)_ \r\n\r\nWhile wearing thi"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dimensional_shackles.md",
    "chars": 771,
    "preview": "name: Dimensional Shackles\r\ntype: item\r\n\r\n# Dimensional Shackles \r\n_Wondrous item, rare_ \r\n\r\nYou can use an action to pl"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dragon_scale_mail.md",
    "chars": 1230,
    "preview": "name: Dragon Scale Mail\r\ntype: armor\r\n\r\n# Dragon Scale Mail \r\n_Armor (scale mail), very rare (requires attunement)_ \r\n\r\n"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dragon_slayer.md",
    "chars": 388,
    "preview": "name: Dragon Slayer\r\ntype: weapon\r\n\r\n# Dragon Slayer \r\n_Weapon (any sword), rare_ \r\n\r\nYou gain a +1 bonus to attack and "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dust_of_disappearance.md",
    "chars": 540,
    "preview": "name: Dust of Disappearance\r\ntype: item\r\n\r\n# Dust of Disappearance \r\n_Wondrous item, uncommon_ \r\n\r\nFound in a small pack"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dust_of_dryness.md",
    "chars": 764,
    "preview": "name: Dust of Dryness\r\ntype: item\r\n\r\n# Dust of Dryness \r\n_Wondrous item, uncommon_ \r\n\r\nThis small packet contains 1d6 + "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dust_of_sneezing_and_choking.md",
    "chars": 834,
    "preview": "name: Dust of Sneezing and Choking\r\ntype: item\r\n\r\n# Dust of Sneezing and Choking \r\n_Wondrous item, uncommon_ \r\n\r\nFound i"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dwarven_plate.md",
    "chars": 293,
    "preview": "name: Dwarven Plate\r\ntype: armor\r\n\r\n# Dwarven Plate \r\n_Armor (plate), very rare_ \r\n\r\nWhile wearing this armor, you gain "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/dwarven_thrower.md",
    "chars": 480,
    "preview": "name: Dwarven Thrower\r\ntype: weapon\r\n\r\n# Dwarven Thrower \r\n_Weapon (warhammer), very rare (requires attunement by a dwar"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/efficient_quiver.md",
    "chars": 598,
    "preview": "name: Efficient Quiver\r\ntype: item\r\n\r\n# Efficient Quiver \r\n_Wondrous item, uncommon_ \r\n\r\nEach of the quiver's three comp"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/efreeti_bottle.md",
    "chars": 1340,
    "preview": "name: Efreeti Bottle\r\ntype: item\r\n\r\n# Efreeti Bottle \r\n_Wondrous item, very rare_ \r\n\r\nThis painted brass bottle weighs 1"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/elemental_gem.md",
    "chars": 590,
    "preview": "name: Elemental Gem\r\ntype: item\r\n\r\n# Elemental Gem \r\n_Wondrous item, uncommon_ \r\n\r\nThis gem contains a mote of elemental"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/elven_chain.md",
    "chars": 229,
    "preview": "name: Elven Chain\r\ntype: armor\r\n\r\n# Elven Chain \r\n_Armor (chain shirt), rare_ \r\n\r\nYou gain a +1 bonus to AC while you we"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/eversmoking_bottle.md",
    "chars": 819,
    "preview": "name: Eversmoking Bottle\r\ntype: item\r\n\r\n# Eversmoking Bottle \r\n_Wondrous item, uncommon_ \r\n\r\nSmoke leaks from the lead-s"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/eyes_of_charming.md",
    "chars": 423,
    "preview": "name: Eyes of Charming\r\ntype: item\r\n\r\n# Eyes of Charming \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nThese cry"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/eyes_of_minute_seeing.md",
    "chars": 362,
    "preview": "name: Eyes of Minute Seeing\r\ntype: item\r\n\r\n# Eyes of Minute Seeing \r\n_Wondrous item, uncommon_ \r\n\r\nThese crystal lenses "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/eyes_of_the_eagle.md",
    "chars": 376,
    "preview": "name: Eyes of the Eagle\r\ntype: item\r\n\r\n# Eyes of the Eagle \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nThese c"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/feather_token.md",
    "chars": 3170,
    "preview": "name: Feather Token\r\ntype: item\r\n\r\n# Feather Token \r\n_Wondrous item, rare_ \r\n\r\nThis tiny object looks like a feather. Di"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/figurine_of_wondrous_power.md",
    "chars": 5623,
    "preview": "name: Figurine of Wondrous Power\r\ntype: item\r\n\r\n# Figurine of Wondrous Power \r\n_Wondrous item, rarity by figurine_ \r\n\r\nA"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/flame_tongue.md",
    "chars": 508,
    "preview": "name: Flame Tongue\r\ntype: weapon\r\n\r\n# Flame Tongue \r\n_Weapon (any sword), rare (requires attunement)_ \r\n\r\nYou can use a "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/folding_boat.md",
    "chars": 1276,
    "preview": "name: Folding Boat\r\ntype: item\r\n\r\n# Folding Boat \r\n_Wondrous item, rare_ \r\n\r\nThis object appears as a wooden box that me"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/frost_brand.md",
    "chars": 546,
    "preview": "name: Frost Brand\r\ntype: weapon\r\n\r\n# Frost Brand \r\n_Weapon (any sword), very rare (requires attunement)_ \r\n\r\nWhen you hi"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/gauntlets_of_ogre_power.md",
    "chars": 252,
    "preview": "name: Gauntlets of Ogre Power\r\ntype: item\r\n\r\n# Gauntlets of Ogre Power \r\n_Wondrous item, uncommon (requires attunement)_"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/gem_of_brightness.md",
    "chars": 1215,
    "preview": "name: Gem of Brightness\r\ntype: item\r\n\r\n# Gem of Brightness \r\n_Wondrous item, uncommon_ \r\n\r\nThis prism has 50 charges. Wh"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/gem_of_seeing.md",
    "chars": 343,
    "preview": "name: Gem of Seeing\r\ntype: item\r\n\r\n# Gem of Seeing \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nThis gem has 3 char"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/giant_slayer.md",
    "chars": 435,
    "preview": "name: Giant Slayer\r\ntype: weapon\r\n\r\n# Giant Slayer \r\n_Weapon (any axe or sword), rare_ \r\n\r\nYou gain a +1 bonus to attack"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/glamoured_studded_leather.md",
    "chars": 542,
    "preview": "name: Glamoured Studded Leather\r\ntype: armor\r\n\r\n# Glamoured Studded Leather \r\n_Armor (studded leather), rare_ \r\n\r\nWhile "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/gloves_of_missile_snaring.md",
    "chars": 488,
    "preview": "name: Gloves of Missile Snaring\r\ntype: item\r\n\r\n# Gloves of Missile Snaring \r\n_Wondrous item, uncommon (requires attuneme"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/gloves_of_swimming_and_climbing.md",
    "chars": 299,
    "preview": "name: Gloves of Swimming and Climbing\r\ntype: item\r\n\r\n# Gloves of Swimming and Climbing \r\n_Wondrous item, uncommon (requi"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/goggles_of_night.md",
    "chars": 252,
    "preview": "name: Goggles of Night\r\ntype: item\r\n\r\n# Goggles of Night \r\n_Wondrous item, uncommon_ \r\n\r\nWhile wearing these dark lenses"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/hammer_of_thunderbolts.md",
    "chars": 1185,
    "preview": "name: Hammer of Thunderbolts\r\ntype: weapon\r\n\r\n# Hammer of Thunderbolts \r\n_Weapon (maul), legendary_ \r\n\r\nYou gain a +1 bo"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/handy_haversack.md",
    "chars": 1669,
    "preview": "name: Handy Haversack\r\ntype: item\r\n\r\n# Handy Haversack \r\n_Wondrous item, rare_ \r\n\r\nThis backpack has a central pouch and"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/hat_of_disguise.md",
    "chars": 248,
    "preview": "name: Hat of Disguise\r\ntype: item\r\n\r\n# Hat of Disguise \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nWhile weari"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/headband_of_intellect.md",
    "chars": 251,
    "preview": "name: Headband of Intellect\r\ntype: item\r\n\r\n# Headband of Intellect \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/helm_of_brilliance.md",
    "chars": 1924,
    "preview": "name: Helm of Brilliance\r\ntype: item\r\n\r\n# Helm of Brilliance \r\n_Wondrous item, very rare (requires attunement)_ \r\n\r\nThis"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/helm_of_comprehending_languages.md",
    "chars": 228,
    "preview": "name: Helm of Comprehending Languages\r\ntype: item\r\n\r\n# Helm of Comprehending Languages \r\n_Wondrous item, uncommon_ \r\n\r\nW"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/helm_of_telepathy.md",
    "chars": 687,
    "preview": "name: Helm of Telepathy\r\ntype: item\r\n\r\n# Helm of Telepathy \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nWhile w"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/helm_of_teleportation.md",
    "chars": 297,
    "preview": "name: Helm of Teleportation\r\ntype: item\r\n\r\n# Helm of Teleportation \r\n_Wondrous item, rare (requires attunement)_ \r\n\r\nThi"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/holy_avenger.md",
    "chars": 602,
    "preview": "name: Holy Avenger\r\ntype: weapon\r\n\r\n# Holy Avenger \r\n_Weapon (any sword), legendary (requires attunement by a paladin)_ "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/horn_of_blasting.md",
    "chars": 770,
    "preview": "name: Horn of Blasting\r\ntype: item\r\n\r\n# Horn of Blasting \r\n_Wondrous item, rare_ \r\n\r\nYou can use an action to speak the "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/horn_of_valhalla.md",
    "chars": 1401,
    "preview": "name: Horn of Valhalla\r\ntype: item\r\n\r\n# Horn of Valhalla \r\n_Wondrous item, rare (silver or brass), very rare (bronze), o"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/horseshoes_of_a_zephyr.md",
    "chars": 607,
    "preview": "name: Horseshoes of a Zephyr\r\ntype: item\r\n\r\n# Horseshoes of a Zephyr \r\n_Wondrous item, very rare_ \r\n\r\nThese iron horsesh"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/horseshoes_of_speed.md",
    "chars": 269,
    "preview": "name: Horseshoes of Speed\r\ntype: item\r\n\r\n# Horseshoes of Speed \r\n_Wondrous item, rare_ \r\n\r\nThese iron horseshoes come in"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/immovable_rod.md",
    "chars": 548,
    "preview": "name: Immovable Rod\r\ntype: rod\r\n\r\n# Immovable Rod \r\n_Rod, uncommon_ \r\n\r\nThis flat iron rod has a button on one end. You "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/index.md",
    "chars": 176,
    "preview": "# Magic Items Indexes\n\n* [Magic Items by Name](/gamemaster_rules/magic_item_indexes/items_by_name/)\n* [Magic Items by Ty"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/instant_fortress.md",
    "chars": 1713,
    "preview": "name: Instant Fortress\r\ntype: item\r\n\r\n# Instant Fortress \r\n_Wondrous item, rare_ \r\n\r\nYou can use an action to place this"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/ioun_stone.md",
    "chars": 4061,
    "preview": "name: Ioun Stone\r\ntype: item\r\n\r\n# Ioun Stone \r\n_Wondrous item, rarity varies (requires attunement)_ \r\n\r\nAn **Ioun stone*"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/iron_bands_of_binding.md",
    "chars": 1079,
    "preview": "name: Iron Bands of Binding\r\ntype: item\r\n\r\n# Iron Bands of Binding \r\n_Wondrous item, rare_ \r\n\r\nThis rusty iron sphere me"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/iron_flask.md",
    "chars": 2055,
    "preview": "name: Iron Flask\r\ntype: item\r\n\r\n# Iron Flask \r\n_Wondrous item, legendary_ \r\n\r\nThis iron bottle has a brass stopper. You "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/javelin_of_lightning.md",
    "chars": 820,
    "preview": "name: Javelin of Lightning\r\ntype: weapon\r\n\r\n# Javelin of Lightning \r\n_Weapon (javelin), uncommon_ \r\n\r\nThis javelin is a "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/lantern_of_revealing.md",
    "chars": 435,
    "preview": "name: Lantern of Revealing\r\ntype: item\r\n\r\n# Lantern of Revealing \r\n_Wondrous item, uncommon_ \r\n\r\nWhile lit, this hooded "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/luck_blade.md",
    "chars": 756,
    "preview": "name: Luck Blade\r\ntype: weapon\r\n\r\n# Luck Blade \r\n_Weapon (any sword), legendary (requires attunement)_ \r\n\r\nYou gain a +1"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/mace_of_disruption.md",
    "chars": 559,
    "preview": "name: Mace of Disruption\r\ntype: weapon\r\n\r\n# Mace of Disruption \r\n_Weapon (mace), rare (requires attunement)_ \r\n\r\nWhen yo"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/mace_of_smiting.md",
    "chars": 477,
    "preview": "name: Mace of Smiting\r\ntype: weapon\r\n\r\n# Mace of Smiting \r\n_Weapon (mace), rare_ \r\n\r\nYou gain a +1 bonus to attack and d"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/mace_of_terror.md",
    "chars": 938,
    "preview": "name: Mace of Terror\r\ntype: weapon\r\n\r\n# Mace of Terror \r\n_Weapon (mace), rare (requires attunement)_ \r\n\r\nThis magic weap"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/mantle_of_spell_resistance.md",
    "chars": 205,
    "preview": "name: Mantle of Spell Resistance\r\ntype: item\r\n\r\n# Mantle of Spell Resistance \r\n_Wondrous item, rare (requires attunement"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/manual_of_bodily_health.md",
    "chars": 437,
    "preview": "name: Manual of Bodily Health\r\ntype: item\r\n\r\n# Manual of Bodily Health \r\n_Wondrous item, very rare_ \r\n\r\nThis book contai"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/manual_of_gainful_exercise.md",
    "chars": 437,
    "preview": "name: Manual of Gainful Exercise\r\ntype: item\r\n\r\n# Manual of Gainful Exercise \r\n_Wondrous item, very rare_ \r\n\r\nThis book "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/manual_of_golems.md",
    "chars": 1147,
    "preview": "name: Manual of Golems\r\ntype: item\r\n\r\n# Manual of Golems \r\n_Wondrous item, very rare_ \r\n\r\nThis tome contains information"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/manual_of_quickness_of_action.md",
    "chars": 460,
    "preview": "name: Manual of Quickness of Action\r\ntype: item\r\n\r\n# Manual of Quickness of Action \r\n_Wondrous item, very rare_ \r\n\r\nThis"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/marvelous_pigments.md",
    "chars": 1411,
    "preview": "name: Marvelous Pigments\r\ntype: item\r\n\r\n# Marvelous Pigments \r\n_Wondrous item, very rare_ \r\n\r\nTypically found in 1d4 pot"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/medallion_of_thoughts.md",
    "chars": 330,
    "preview": "name: Medallion of Thoughts\r\ntype: item\r\n\r\n# Medallion of Thoughts \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/mirror_of_life_trapping.md",
    "chars": 2282,
    "preview": "name: Mirror of Life Trapping\r\ntype: item\r\n\r\n# Mirror of Life Trapping \r\n_Wondrous item, very rare_ \r\n\r\nWhen this 4-foot"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/mithral_armor.md",
    "chars": 360,
    "preview": "name: Mithral Armor\r\ntype: armor\r\n\r\n# Mithral Armor \r\n_Armor (medium or heavy, but not hide), uncommon_ \r\n\r\nMithral is a"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/necklace_of_adaption.md",
    "chars": 390,
    "preview": "name: Necklace of Adaption\r\ntype: item\r\n\r\n# Necklace of Adaptation \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/necklace_of_fireballs.md",
    "chars": 496,
    "preview": "name: Necklace of Fireballs\r\ntype: item\r\n\r\n# Necklace of Fireballs \r\n_Wondrous item, rare_ \r\n\r\nThis necklace has 1d6 + 3"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/necklace_of_prayer_beads.md",
    "chars": 1584,
    "preview": "name: Necklace of Prayer Beads\r\ntype: item\r\n\r\n# Necklace of Prayer Beads \r\n_Wondrous item, rare (requires attunement by "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/nine_lives_stealer.md",
    "chars": 592,
    "preview": "name: Nine Lives Stealer\r\ntype: weapon\r\n\r\n# Nine Lives Stealer \r\n_Weapon (any sword), very rare (requires attunement)_ \r"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/oathbow.md",
    "chars": 945,
    "preview": "name: Oathbow\r\ntype: weapon\r\n\r\n# Oathbow \r\n_Weapon (longbow), very rare (requires attunement)_ \r\n\r\nWhen you nock an arro"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/oil_of_etherealness.md",
    "chars": 469,
    "preview": "name: Oil of Etherealness\r\ntype: potion\r\n\r\n# Oil of Etherealness \r\n_Potion, rare_ \r\n\r\nBeads of this cloudy gray oil form"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/oil_of_sharpness.md",
    "chars": 381,
    "preview": "name: Oil of Sharpness\r\ntype: potion\r\n\r\n# Oil of Sharpness \r\n_Potion, very rare_ \r\n\r\nThis clear, gelatinous oil sparkles"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/oil_of_slipperiness.md",
    "chars": 662,
    "preview": "name: Oil of Slipperiness\r\ntype: potion\r\n\r\n# Oil of Slipperiness \r\n_Potion, uncommon_ \r\n\r\nThis sticky black unguent is t"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/orb_of_dragonkind.md",
    "chars": 3365,
    "preview": "name: Orb of Dragonkind\ntype: artifact\n\n# Orb of Dragonkind \n_Wondrous item, artifact (requires attunement)_ \n\nAges past"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/pearl_of_power.md",
    "chars": 390,
    "preview": "name: Pearl of Power\r\ntype: item\r\n\r\n# Pearl of Power \r\n_Wondrous item, uncommon (requires attunement by a spellcaster)_ "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/periapt_of_health.md",
    "chars": 280,
    "preview": "name: Periapt of Health\r\ntype: item\r\n\r\n# Periapt of Health \r\n_Wondrous item, uncommon_ \r\n\r\nYou are immune to contracting"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/periapt_of_proof_against_poison.md",
    "chars": 308,
    "preview": "name: Periapt of Proof against Poison\r\ntype: item\r\n\r\n# Periapt of Proof against Poison \r\n_Wondrous item, rare_ \r\n\r\nThis "
  },
  {
    "path": "docs/gamemaster_rules/magic_items/periapt_of_wound_closure.md",
    "chars": 328,
    "preview": "name: Periapt of Wound Closure\r\ntype: item\r\n\r\n# Periapt of Wound Closure \r\n_Wondrous item, uncommon (requires attunement"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/philter_of_love.md",
    "chars": 438,
    "preview": "name: Philter of Love\r\ntype: potion\r\n\r\n# Philter of Love \r\n_Potion, uncommon_ \r\n\r\nThe next time you see a creature withi"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/pipes_of_haunting.md",
    "chars": 805,
    "preview": "name: Pipes of Haunting\r\ntype: item\r\n\r\n# Pipes of Haunting \r\n_Wondrous item, uncommon_ \r\n\r\nYou must be proficient with w"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/pipes_of_the_sewers.md",
    "chars": 1705,
    "preview": "name: Pipes of the Sewers\r\ntype: item\r\n\r\n# Pipes of the Sewers \r\n_Wondrous item, uncommon (requires attunement)_ \r\n\r\nYou"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/plate_armor_of_etherealness.md",
    "chars": 440,
    "preview": "name: Plate Armor of Etherealness\r\ntype: armor\r\n\r\n# Plate Armor of Etherealness \r\n_Armor (plate), legendary (requires at"
  },
  {
    "path": "docs/gamemaster_rules/magic_items/portable_hole.md",
    "chars": 1729,
    "preview": "name: Portable Hole\r\ntype: item\r\n\r\n# Portable Hole \r\n_Wondrous item, rare_ \r\n\r\nThis fine black cloth, soft as silk, is f"
  }
]

// ... and 798 more files (download for full content)

About this extraction

This page contains the full source code of the vitusventure/5thSRD GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 998 files (1.6 MB), approximately 462.6k tokens, and a symbol index with 20 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

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